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Author Topic: player encouters + radio distress signal  (Read 3764 times)

maszrum

  • Soldiers of Thunderstorm
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Re: player encouters + radio distress signal
« Reply #15 on: October 08, 2010, 01:49:27 pm »

yea but encouter should be open for longer then 10? minutes, dont mention about radio signal, especailly wen there is turnbase. probablly most of players will agree with me.. only some loners will complain
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Michaelh139

  • Goin for 900,000...
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Re: player encouters + radio distress signal
« Reply #16 on: October 08, 2010, 09:56:02 pm »

Its nothing to do with outdoors. If someone is having an encounter and you are in range then you drop into it. Nothing exciting and its been the same for a long time (despite the moaning from some that it was now too common, after the wipe :P).
Then explain please how come I have literally never encountered someone else always vice versa?
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Whenever I say something, imagine \"In my opinion"/ being in the front of every sentence.

Jay

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Re: player encouters + radio distress signal
« Reply #17 on: October 09, 2010, 12:13:59 am »

Outdoor is important. High enough outdoor lets you find players.

Low outdoor = you will always be found by someone.

Doesn't always notify how many players are in an encouter.

With 140% out, I have died in enco, and reentered it again to kill the player, before he left. So outdoor helps definitely to find people.

High outdoor helps remain unnoticed in enco.

Except for that, care bears whine about not being able to find players, because they hunt in groups, so so so sad. Maybe you get a penalty to outdoor for large team? Would be good.
« Last Edit: October 09, 2010, 12:16:24 am by Jay »
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Solar

  • Rotator
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Re: player encouters + radio distress signal
« Reply #18 on: October 09, 2010, 12:27:02 pm »

Then explain please how come I have literally never encountered someone else always vice versa?

real life luck.
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Quote from: Woodrow Wilson
If you want to make enemies, try to change something.

Doctor Eex

  • TEE Hive Father
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Re: player encouters + radio distress signal
« Reply #19 on: October 10, 2010, 01:39:57 am »

Let the mystery remain.

*Iz against organized worldmap traps and player-encountering powerbuilds*

Lol let me illustrate this:


And next:


Or it was not you, Izual?
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Re: player encouters + radio distress signal
« Reply #20 on: October 10, 2010, 01:41:26 am »

see the way i understood it, high OD forces players to fall into your trap because you're placing a high-skilled encounter on the map. low OD forces you into most everybody's encounters, but you will also be able to be easily skipped (also, ganked) via the dialogue box popup.

it feels like that is right. i play a low OD character and my pvp strategy involves falling into encounters all day, which happens very easily. hunting players with high OD will yield poor results, as will hunting with numbers. you will encounter similar groups if you hunt with high OD/lots of people. however, laying a 'trap' with a high OD character in the party will cause people to roll the dice on your encounter if they come across your square, likely in your favor.(i think!)

also, +1 to the part of jay's post where hes commenting on the carebears complaining they cant find anybody to gank with their deathsquad. that is the oh-so-sweet taste of mechanical justice. thank you game mechanics!
« Last Edit: October 10, 2010, 01:43:13 am by zato1 »
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Doctor Eex

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Re: player encouters + radio distress signal
« Reply #21 on: October 10, 2010, 01:58:58 am »

So , the best strategy to hunt pk|antipk (anybody believes there's a difference ? :) ) is to enter enc. with 1 high outdoor char with some scorps or caravans and wait for your prey?
Then when somebody enters - just request radio help and let all the death squads enter?
Just curios, trying to understand how they getting my ass all the time )
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Re: player encouters + radio distress signal
« Reply #22 on: October 12, 2010, 01:10:54 am »

So , the best strategy to hunt pk|antipk (anybody believes there's a difference ? :) ) is to enter enc. with 1 high outdoor char with some scorps or caravans and wait for your prey?
Then when somebody enters - just request radio help and let all the death squads enter?
Just curios, trying to understand how they getting my ass all the time )

that is a popular method but i believe the best way of finding players is to actually have a LOWWWW od character (mine is 26).... then again:


Posted by Solar

Its nothing to do with outdoors. If someone is having an encounter and you are in range then you drop into it. Nothing exciting and its been the same for a long time (despite the moaning from some that it was now too common, after the wipe Tongue).
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Solar

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Re: player encouters + radio distress signal
« Reply #23 on: October 12, 2010, 12:43:18 pm »

see the way i understood it, high OD forces players to fall into your trap because you're placing a high-skilled encounter on the map. low OD forces you into most everybody's encounters, but you will also be able to be easily skipped (also, ganked) via the dialogue box popup.

it feels like that is right. i play a low OD character and my pvp strategy involves falling into encounters all day, which happens very easily. hunting players with high OD will yield poor results, as will hunting with numbers. you will encounter similar groups if you hunt with high OD/lots of people. however, laying a 'trap' with a high OD character in the party will cause people to roll the dice on your encounter if they come across your square, likely in your favor.(i think!)

also, +1 to the part of jay's post where hes commenting on the carebears complaining they cant find anybody to gank with their deathsquad. that is the oh-so-sweet taste of mechanical justice. thank you game mechanics!

You dont place any dificulty on the world map. The difficulty is always decided by the zone. There is always an outdoors vs zone difficulty roll to decide if you get to choose to skip an encounter and thats the only thing outdoors does in encounter generation.
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Quote from: Woodrow Wilson
If you want to make enemies, try to change something.
Re: player encouters + radio distress signal
« Reply #24 on: October 13, 2010, 05:22:43 am »

You dont place any dificulty on the world map. The difficulty is always decided by the zone. There is always an outdoors vs zone difficulty roll to decide if you get to choose to skip an encounter and thats the only thing outdoors does in encounter generation.

too bad :) i guess that means you're most likely to encounter players on a populated, high difficulty square then.
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