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Other => FOnline:2238 Forum => Archives => Suggestions => Topic started by: Anuri on November 08, 2010, 02:15:54 pm

Title: Anti PK system
Post by: Anuri on November 08, 2010, 02:15:54 pm
I was wondering why devs don't apply a system which works in such hardcore MMO like UO or EVE online?

Don't know weather this can technically be implemented but here is my idea:

For each kill that a person makes without being shot back he looses standing with all guards in all sequre towns. They won't shoot him, but they will not protect him also. His name turns red for everyone but his faction untill a set cooldown. When cooldown ends he can be normal again.

This does not cut PK drasticly, but kinda makes people think twice before killing 100 blueshirts and then running to the secure town where they can't be hurt to sell loot.

What do you guys think?
Title: Re: Anti PK system
Post by: gordulan on November 08, 2010, 02:18:28 pm
Umm, wrong subforum?

And I think it's been tried, but gank-consequence can be bypassed by an alt. (Ganking-alt, and Ganked-Gear-Seller-Alt)
Title: Re: Anti PK system
Post by: avv on November 08, 2010, 02:21:23 pm
Because theres no pks or anti-pks in fallout.
Title: Re: Anti PK system
Post by: Andr3aZ on November 08, 2010, 02:23:26 pm
Umm, wrong subforum?

And I think it's been tried, but gank-consequence can be bypassed by an alt. (Ganking-alt, and Ganked-Gear-Seller-Alt)

Increase relog time to 1 hour *evil laugh*
anybody caught relogin too quick is banned because of fast-logging.
Title: Re: Anti PK system
Post by: Sketch on November 08, 2010, 02:26:04 pm
Increase relog time to 1 hour *evil laugh*
anybody caught relogin too quick is banned because of fast-logging.


I really love this idea ::)
Title: Re: Anti PK system
Post by: John Ryder on November 08, 2010, 02:28:15 pm
This been discussed millions of times. Use search function. There is no all-seeing-eye over everyone in the wastes, why would anyone in NCR care about someone killed somewhere in the desert?
Title: Re: Anti PK system
Post by: Anuri on November 08, 2010, 02:30:26 pm
This been discussed millions of times. Use search function. There is no all-seeing-eye over everyone in the wastes, why would anyone in NCR care about someone killed somewhere in the desert?

Maybe because this is a game, not an RL simulator? Oh yeah, i got hit by a car yesterday but its ok - i got respawned...
Title: Re: Anti PK system
Post by: gordulan on November 08, 2010, 02:37:24 pm
No, no no, you have it all wrong about it being a game, it's a big, fat, juicy ganking simulator, where in 85% of the cases you are the Gankee.
Title: Re: Anti PK system
Post by: Sketch on November 08, 2010, 02:41:44 pm
This been discussed millions of times. Use search function. There is no all-seeing-eye over everyone in the wastes, why would anyone in NCR care about someone killed somewhere in the desert?

Maybe the dude that had been killed before came to NCR and told guards about this, or may be there are was his friends, you know, there are a lot of situations like this...
Title: Re: Anti PK system
Post by: JovankaB on November 08, 2010, 02:42:41 pm
But there is anti-PK system - buy a gun and start hunting PKs  ;D
You expect to run alone in a pajama in the post-apocalyptic desert, and be safe?

Though I agree reputation penalties for murder in towns are to small... I think it should be like -2000, if anyone else has seen you.
Title: Re: Anti PK system
Post by: Kirkor on November 08, 2010, 02:48:28 pm
Increase relog time to 1 hour *evil laugh*
anybody caught relogin too quick is banned because of fast-logging.
I hope you are joking ;p

No, no no, you have it all wrong about it being a game, it's a big, fat, juicy ganking simulator, where in 85% of the cases you are the Gankee.
Its not that bad. I mean, there are PKs, I died few times coz of them BUT it's not so tragic as you try to say. If you are careful etc. You should be safe most of times...

Maybe the dude that had been killed before came to NCR and told guards about this, or may be there are was his friends, you know, there are a lot of situations like this...
Ye.. you were killed, so you decided to tell about it to guards. lol...




Maybe implement 'redname' for unjustified killing, when NPC sees you killed someone. Then guards shoot you on sight for some period of time. I think it was something like that before. Why it's not in the game now?
Title: Re: Anti PK system
Post by: Andr3aZ on November 08, 2010, 02:51:26 pm
come on people its always the same discussion

one time there is "its just a game, not RL"
then it is "Waestlund is hursh, this is not easy"
then there is "its realistic, who would do that in the atomic desert and survive?"
then we have "srsly only a game, fun > realism"

We want a noob friendly, not exploitable, realistic (but not when it comes to cooldowns), hard, all-loot open PvP game that doesn't make the newbies or ganked ones cry and let the ones armed and high in numbers feel manly.

Next time someone suggests "hey lets divide through zero guys"!
Title: Re: Anti PK system
Post by: vilaz on November 08, 2010, 04:52:59 pm
come on people its always the same discussion

one time there is "its just a game, not RL"
then it is "Waestlund is hursh, this is not easy"
then there is "its realistic, who would do that in the atomic desert and survive?"
then we have "srsly only a game, fun > realism"

We want a noob friendly, not exploitable, realistic (but not when it comes to cooldowns), hard, all-loot open PvP game that doesn't make the newbies or ganked ones cry and let the ones armed and high in numbers feel manly.

Next time someone suggests "hey lets divide through zero guys"!

Did You just?

Oh shi-

(http://c2.api.ning.com/files/ZoC66g*uiRYev98OOrjFWFa1I0C0EuM1SCmscGTS*TGbNDOvvZrNFEcUPCUgd20BO4lod8RdjNHRnZiGVmdDDEjtQejmpNY7/dividebyzero.jpg)

Anyway You have forgot about "It's not fallouty". ;]

Truth is we have no freakin idea where Dev's are heading to. We have suggestion subforum and updates from time to time but there is none bigger goal. ...or at least I don't know it and am lost :P
Title: Re: Anti PK system
Post by: OskaRus on November 08, 2010, 05:10:46 pm
We want a noob friendly, not exploitable, realistic (but not when it comes to cooldowns), hard, all-loot open PvP game that doesn't make the newbies or ganked ones cry and let the ones armed and high in numbers feel manly.

Thats exactly the reason why i am playing FOnline. Hope devs will keep it this way.
Title: Re: Anti PK system
Post by: John Ryder on November 08, 2010, 05:14:19 pm
Everyone was a newbie. New players will soon gain experience. Anti-pk suggestion reminds me of suggestions for Eve online such as "lol make the game easier it's too complicated" - no. It's there to filter carebears from players that actually will play the game.
Title: Re: Anti PK system
Post by: kraskish on November 08, 2010, 05:31:11 pm
I was wondering why devs don't apply a system which works in such hardcore MMO like UO or EVE online?

Don't know weather this can technically be implemented but here is my idea:

For each kill that a person makes without being shot back he looses standing with all guards in all sequre towns. They won't shoot him, but they will not protect him also. His name turns red for everyone but his faction untill a set cooldown. When cooldown ends he can be normal again.

This does not cut PK drasticly, but kinda makes people think twice before killing 100 blueshirts and then running to the secure town where they can't be hurt to sell loot.

What do you guys think?

There should not be a time cooldown, but PvE or would be permanent until the person would be killed and the killer of PK would gain karma (for later use)
Title: Re: Anti PK system
Post by: zato1 on November 09, 2010, 08:30:19 pm
Everyone was a newbie. New players will soon gain experience. Anti-pk suggestion reminds me of suggestions for Eve online such as "lol make the game easier it's too complicated" - no. It's there to filter carebears from players that actually will play the game.

this -- if you can't handle being ganked, how are you going to feel when your base is raided in the middle of the night by lawy... err, ninjas? :P
Title: Re: Anti PK system
Post by: kttdestroyer on November 09, 2010, 09:37:16 pm
A good idea i believe. Players action should be represented to him by consequences.
Title: Re: Anti PK system
Post by: Floodnik on November 10, 2010, 02:23:22 pm
Quote
Players action should be represented to him by consequences.
Then I am for this, that if someone is too good, helps others too much and doesn't fight at all, he is being hunted by bad NPCs who don't like kinds of him, or he isn't let to come into some places...
Both ways of playing should be encouraged/nerfed -.-