fodev.net
Other => FOnline:2238 Forum => Archives => Suggestions => Topic started by: Trokanis on November 14, 2010, 01:41:45 pm
-
My suggestion is in part about a feature that allows you to Enable/Disable your status for PvP.
Enabling this feature means you can be shot by any player at any time. It also allows you to participate in PvP actions such as Town Control, Arena, Events, and so on.
Disabling this feature means you cannot be shot by another player, but shooting another player will result in you being Enabled for PvP. You cannot participate in Town Control, or any other action that requires PvP.
Certain aspects of the above options can be effected by in game actions. Mainly if you are Disabled for PvP, and you shoot another player, enter an unguarded town/area, enter a tent/base you will become Enabled until you leave those areas/stop shooting people and CD. A possible addition is while in a Guarded town, if you break the rules in any fashion (steal and get caught, attack an npc/player, door block, ect.) you become Enabled; *and possibly blown away depending on your crime*
When going from Enabled to Disabled, a 5 minute cooldown can be in effect, meaning until that 5 minutes is up you are still Enabled, and doing anything that would normally Enable you for PvP will still do so, thus requiring you to wait another 5 minutes.
While Disabled for PvP, players can experience the Wasteland and Guarded towns in reasonable peace. Any players that are traveling with you (tagged) may still injure you, and even shoot you. *This takes away the chance for people to Rocket away at each other with no fear of AoE dmg* Also anytime you use the Radio to send a homing signal you become Enabled along with everyone in your group and whomever uses the signal to enter your encounter. *This making it so groups who travel in the using radio signals because they don't have Cha, are still effected by each others weapons. Also adds to the RP that if you're calling on a radio you're leaving yourself open* A reason why this should be allowed in the wasteland itself is it can help balance the fact that in TB combat if you drop in on a group of PK's they get a full turn+ to decide where they're gonna shoot you. In RT combat it allows for much the same balance because you can still run or fight depending on your style.
A later idea that was brought up is that only lower level characters have the option of not being flagged for PvP, again with the above stipulations still in place.
PROS: This can drastically lower the amount of Guarded town player killings/bombings. It can allow those players who aren't designing their characters JUST for PvP to explore and enjoy the game, perhaps leveling up to eventually join the PvP aspects. Lower level players will not get nearly as abused or disheartened by overcharged PK's with nothing better to do than camp near popular areas. This will allow people to more fully test and inspect many more areas of this beta, the reason being they won't be constantly forced to stop just because they aren't a level 21 PvP character traveling with 4+ people. It may actually increase the player base, because the door is opened to more than one style of game play. Higher end gear will mean more to people, those who wish to use it out in the wastes will only have to contend with NPC's and the many challenges they can bring. Adding a sense of accomplishment when getting that gear knowing you don't have to just hide it away cause it's so easily lost.
CONS: Many players who devote their time on this game to only hunting people will be discouraged and upset at the loss of targets. It may become exploitable in some fashion I haven't thought of, thus causing more grief to players. People may level up their non-PvP characters, then attempt the PvP aspects of the game, and become discouraged because of going up against pure PvP's. People may choose to still grief low level players when encountered in the wastes by shooting all the stuff in the encounter and then looting it, but that's a far cry from losing everything you may have worked hours to get with no choice.
In all honesty having this feature added does not mean it HAS to stay, it is only a test after all. Because so many of the things in this game that cause people grief and make it so much harder to do anything are connected to the fact that you can be shot anytime anywhere by anyone willing to do so, with GM's and Dev's unable to be on or around constantly to fix every exploit/exploiter makes this a possible solution. Having a choice at the least in places where you 'Should' be safe could make a big difference to people and the game.
-
dozens of unvurnerable looters parasiting on TC dead corpses stuff. Nice idea.
For christ, at the moment, there is less player on the server than before. That means, that there are less PK players too. I dont understand, why you want change it, if this is not problem. As anti PK team, we oftem wait many minutes to find someone PK in Reno,.. and often we can find anyone.
please, tell us, where hordes of PK players are. Maybe we are blind.
-
dozens of unvurnerable looters parasiting on TC dead corpses stuff. Nice idea.
For christ, at the moment, there is less player on the server than before. That means, that there are less PK players too. I dont understand, why you want change it, if this is not problem. As anti PK team, we oftem wait many minutes to find someone PK in Reno,.. and often we can find anyone.
please, tell us, where hordes of PK players are. Maybe we are blind.
I have been killed the last 4 nights in a row by PK'rs in different areas. They are out there in the wastes. Also as stated in the post a TC/unguarded area is auto-enable PvP all the time, no choice. If you are in an area like that you should expect to have to fight for it.
Certain aspects of the above options can be effected by in game actions. Mainly if you are Disabled for PvP, and you shoot another player, enter an unguarded town/area, enter a tent/base you will become Enabled until you leave those areas/stop shooting people and CD. A possible addition is while in a Guarded town, if you break the rules in any fashion (steal and get caught, attack an npc/player, door block, ect.) you become Enabled;
-
Invulnerable scouts, invulnerable looters, invulnerable flamers and the most hilarious - invulnerable gang that attacks every 5 mins by having first strike, always. This WOW mechanic wont fit fonline
-
That would destroy all fun from FOnline.
So i do not support this.
-
Maybe you dont understand the concept of PK prevention.
There are a lot of possible ways how to avoid PK situations and thats fair.
1) check town preview
2) dont visit TC cities, better wait few minutes after retaking
3) check popular radio channel, irc and web for well known PK names
4) dont be naive and realize that New Reno, Fortress and HUB oldtown,.. are de facto PK zones that concentrates robbers and their victims
5) find a team member to help you
6) contant anti pk gang to protect you if you are weak
7) in guarded towns, use best possible armors and level up your char, hp so they cant kill you in one burst from one hex (if you have CA and 120 plus lives, there is not a big chance to kill you)
-
This is FOnline... Please, don't try to destroy this game... Don't destroy one of the most important things, that makes it differ from other MMORPGs.
-
I think Trokanis stated it was for GUARDED towns only and maybe newbie areas.
The northern towns IE reno are still pvp flagged along with SAD, Mariposa, etc, etc.
So yes plenty of lew for TC folks without invulerable people.
The only major change would how life would be in "new" areas and guarded towns. If your a shopshooter/exploiter then too fuggin bad.
-
Invulnerable scouts, invulnerable looters, invulnerable flamers and the most hilarious - invulnerable gang that attacks every 5 mins by having first strike, always. This WOW mechanic wont fit fonline
A gang that attacks where every 5 minutes, as stated any area that would allow for PvP actions, such as unguarded towns, unguarded areas, bases, and tents, will FORCE anyone in those areas to be Enabled for PvP until they leave those places and CD. Meaning everyone can still camp their favorite places in New Reno, Klamath, The Den, Broken Hills, Modoc, Gecko, the Glow, the Waterworks, the Junkyard, the Themepark, the Warehouse, the Crater, the Toxic Caves, and any connected mines to unguarded towns.
Added to an earlier post. It was mentioned there are no people to kill in New Reno where you were camping waiting for them. Well with a lack of targets for people to pick out in the wastes, may cause people to return to unguarded areas/towns to look for battles. Bringing mass gunfights and possible gang wars to those places.
-
This is FOnline... Please, don't try to destroy this game... Don't destroy one of the most important things, that makes it differ from other MMORPGs.
I don't see how allowing for certain areas to be SAFE as intended for originally in this game would destroy it. The Dev's have constantly had to upgrade guards, reinforce guards in every 'guarded' town because of people abusing others. And people who don't spend their time and make their money by destroying lowbie targets with no chance to fight back, may actually come to play this great game.
Imagine playing a character not built entirely for pvp, being able to craft, and fight critters without switching to 3 different alts. Knowing that you just spent 2 hours mining, and crafting your first gear to go and survive against things in the waste, it won't be instantly destroyed by some lucky bored pk.
-
Overregulating of PK phenomen is not way how to cure situation you describe.
Part of current PKs do their killing because of no other way how to entertain themself in this game. Add anothr content and they will not do this. Other part do this because they like it to challenge real players, even weaker. You dont realize it, but they compenzate a lack of content in the game. Because of them, there can always be a anti PK role. Because of PK, there are more dangerous places (Fortress, HUB oldtown, northern cities), that are concentratitng their attention and it makes kind of event if you succesfuly visit and then return from that places.
-
If people want epic fights then this is one solution. Unguarded towns/areas will be the meeting spots where those with a beef or wanting to start shit can do so.
1. Devs will add more content but thats is going to take a very long time since they are pre-occupied with 3d. Also, its not because people are bored that they gank lowbies and steal their gecko pelt/10mm pistol. They do it to be an ass. Same with shopshooting/exploiters. No amount of "content" is going to fix this (not to mention the content in game requires people to travel all over the world to level, which means a car, which means the need for parking spots,etc). Devs taking a strong stance will help (for example one real easy fix is to make guards have 9999 hp like the enclave guys at the respawn points). Either that or they can go the middle route and disable FLD in GUARDED cities).
1b. As for content, keep quests within their respected cities or just outside the borders. This can be for PVP and non-flagged PVP towns. Any quest that requires extreme travel (AKA broken ass train schedules, cars, very high outdoors), should be considered high tier quests with apprpriate exp and or money compensation. It should be an option, NOT the only non-combat method for exp.
2. The reason this game is dead is because its a one trick pony that caterz to sociopaths. If you take in max server pop 300 in the morning and 100 some at night, thats 400 maybe 500 players at the most. How many of those are AFK or busy doing non-combat things or non combat alts. Big fights requires lots of people and co-ordination, no different than WoW raids. For example if you plan on doing an 20 man event you better have around 40 folks total who want to go fight. If people want big battles the server needs more players. Trigger happy gankers/mechanics do not encourage this not to mention full loot drop on everywhere.
2b. Also the paranoia doesn't help with people making friends. Safe areas and quests in those areas allow people to work together and accomplish shit without being backstabbed just for the lulz. Once people experience the game, get used to the quest and combat system, actually LEVEL to 21, we might get more folks who are ready ttake their first steps into PVP FLD land.
3. Again the one trick pony. With the release of newer games as of recent (IE Fallout: New Vegas), a lot of folks have just stopped playing. In order to encourage more folks to get into the game, you can't rely on FLD which yes attracts but also turns away many people.
-
Maybe you dont understand the concept of PK prevention.
There are a lot of possible ways how to avoid PK situations and thats fair.
1) check town preview
2) dont visit TC cities, better wait few minutes after retaking
3) check popular radio channel, irc and web for well known PK names
4) dont be naive and realize that New Reno, Fortress and HUB oldtown,.. are de facto PK zones that concentrates robbers and their victims
5) find a team member to help you
6) contant anti pk gang to protect you if you are weak
7) in guarded towns, use best possible armors and level up your char, hp so they cant kill you in one burst from one hex (if you have CA and 120 plus lives, there is not a big chance to kill you)
1-7......
You seem to misunderstand, this is not to protect you in UNGUARDED towns, this is for the places you should be safe, and (as an optional adjustment to my suggestion) possible areas where low players may start.
As far as 5-7, I travel with at least one if not more group members, and we aren't all level 21 full geared PvP people, and it doesn't matter cause if we drop in on a group of PvP people they get priority and we lose. As far as wearing best gear in towns, that's just BEGGING to be shop shot, or hit by a kill/loot team.
-
Maybe you dont understand the concept of PK prevention.
There are a lot of possible ways how to avoid PK situations and thats fair.
1) check town preview
2) dont visit TC cities, better wait few minutes after retaking
3) check popular radio channel, irc and web for well known PK names
4) dont be naive and realize that New Reno, Fortress and HUB oldtown,.. are de facto PK zones that concentrates robbers and their victims
5) find a team member to help you
6) contant anti pk gang to protect you if you are weak
7) in guarded towns, use best possible armors and level up your char, hp so they cant kill you in one burst from one hex (if you have CA and 120 plus lives, there is not a big chance to kill you)
5. Team members may not always be around or may not have time to help you. Again the survival guides suggests in the beginning TRUST NO-ONE. So I need help yet I can 't trust nobody??
6. Again who says anti-pk gang is going to have time for you? Its like me asking LeMark to come with me to NCR because there are possible assholes there. And then asking him to come with me to the Hub because their might be assholes there or I am doing a quest that requires a ridiculous amount of travel so I need an escort for that too. All on a cash strapped newb character?
7. Guarded towns are suppose to be safe. All bringing armor does is increease the amount of shit you can loose to exploiters
7b: Doing quests in town can get you killed. Can't level from doing quests when you are DEAD due to an exploiter.
7: Not one person but two or more can kill me. Thats what it looks like whenever I see someone talking and posting screenshoits of exploiters/shop shooters/door blockers.
-
Keldorn, after reading this suggestion, please let me know if you have any ideas that may help this make this system more useful. And any unforeseen ways you can think of it might get broken. I tried to make a reasonable 3law loop so that one effected the other, and the other and so on. Thanks for your input.
-
1. Devs will add more content but thats is going to take a very long time since they are pre-occupied with 3d.
This isn't the case. 3d is a player driven thing. Most effort is being directed at content at the moment, specifically developing the NPC factions into things which actually serve a purpose. (Which includes quests, PvE and PvP - so something for everyone)
Lordus is correct, when there is more content there will be less player killing.
-
For me guardet towns=you can use your high theif skill whitout ketting killed
i was visiting NCR whit a caracter the last day, got robbed, and went armed whit a caracter in the town itself(moast stupid thing)
so please
REMOVE THE AMMO HOLSER NEED IN NCR,**** THE POLICE IN NCR,I WANNA HAVE MY GUNS UNHOLSTERED
-
none of my friends play fonline anymore, because of yes, PK. after a while you get bored of losing all your stuff (which you had gained by spending your time travelling through the map to reach the hq mines, mining, crafting) to a killer burst from nowhere while you are in an encounter in the wastes. after a point it becomes repeatative. among the 7 player gang, i am the only one who still keeps playing. and there are times that i dont touch it for days.
my char is a crafter, although it is lvl 21 and has 198 hp, i get killed every 4 of 5 times i go to a hq mine (if i am lucky). going there with an armor and weapons means nothing but taking more to lose. what is the point of having a crafter char, if YOU HAVE TO HAVE A PVP ALT to mine? it is impossible to play this game without alts. an alt for crafting, an alt for mining, an alt for pvp, an alt for trade, at least two alts for buying a base... an alt for everything.
i know this is "faction mode", but then why not "faction wars" but "kill 'em all"? factions can declare wars to each other and if the other faction accepts this, these faction members can shoot one another at sight even in guarded towns where carrying a weapon in active hand isn't forbidden. but non-faction members and members of factions which isn't in an active war can't kill other players (except for thieves and TC) and can not be killed or looted just for tah lulz... so, those who want pvp can pvp till they drop dead, and those (like me) who want to hunt critters and mutties can hunt safely. i strongly believe this would encourage new players to play the game, reduce the need for alts, and form a better player relations. when i encounter a player in the wasteland, it would be nice if he/she asked me "would you like to trade some hides for ammo" or "i need first aid, can you heal me" instead of instarun or instashoot.
as it is now, unlimited pvp and full loot don't go together. devs have to limit one or another. i know "weastland is hursh" but i believe you have noticed that it is getting emptier day by day.
-
When I go to mine I use a stalker alt, until now no problem at all (and you don t need armor for him)
Or you may play with a doctor and you don t must go mining ... ( Be a doctor is a easy way to caps)
-
When I go to mine I use a stalker alt, until now no problem at all (and you don t need armor for him)
Or you may play with a doctor and you don t must go mining ... ( Be a doctor is a easy way to caps)
actually i don't craft for caps. all my friends transfered their caps to my account while leaving the game. the caps in the base were also left to me. i craft for weapons and ammo. thanx for the tip, i better build a stalker alt.
-
Lordus is correct, when there is more content there will be less player killing.
I respectfully have to disagree, unless the amount of content intended to be added is insanely large, players who PK in this game do not play it for the content, they play it for the fact they can kill anyone, anywhere, and get their jollies feeling powerful taking out weaker targets, with little to no risk, and zero consequences. Not a single person who has killed me has ever said to me, or their friends in the area, "Gah that was boring I wish I could quest somewhere and talk to an npc rather than taking things from lowbies." It may reduce the amount of pking for a brief time simply because people will try the content, but that won't last either.
As long as people can terrorize weaker targets get all the stuff they want from it, and get the rush of feeling superior, with no possible way to stop it, it will not stop.
I know that changes can be scary and people will hesitate when it comes to the thought of losing something rather than gaining. But that VERY same hesitation is what stops people who truly enjoy all the aspects of this game 'except being picked on by overpowered Pks,' from playing this game. I mean even the hardest core PvP people on here consider quitting when they get overrun by more powerful opponents, and there's a LARGE gap between them, and the average player who wants to enjoy the other parts of this game.
-
When I go to mine I use a stalker alt, until now no problem at all (and you don t need armor for him)
Or you may play with a doctor and you don t must go mining ... ( Be a doctor is a easy way to caps)
Off Topic, but this is not really a fix, making yet another alt, or doing something in game you may not want to do, JUST because it's the only safe thing?
On topic, in reference to the above quote, unguarded mines will and should always be a place of PvP action, my suggestion sadly doesn't have a balancing factor for those types of areas. Though I would be willing to add any ideas people may have for those areas, but keep in mind they are specifically designed to be PvP challenges.
-
Disagree all you want. The amount of people standing around grid camping will naturally decrease as interesting content is added. The effect is demonstrated in a small degree with Hinkley.
-
Disagree all you want. The amount of people standing around grid camping will naturally decrease as interesting content is added. The effect is demonstrated in a small degree with Hinkley.
I'm not talking just about grid camping, and The Hub Old Town, is a prime example of that not being true. They had to reinforce the guards there because more people were camping it not less. As stated above the people who PK don't do it because they kill other players (like in Hinkley) they do it because they get stuff, lots of stuff, with little to no challenge.
Since wipe even after Hinkley being added, I've been killed more than before wipe. There were more players, and more Pkr's. Like I stated earlier 4 nights in a row I was attacked in different areas, there is a PK group that stages near Junktown, they head to the mine to regroup and then hunt in the area, every night. I understand that you have hopes with the future added content. But so long as people can attack weaker players for their stuff, they will. The only thing that will change that is the possibility of it just flat out not being possible to do it.
So on topic, there's a suggestion that increased content may slow pking, this is about the PvP system itself, and a possible way it may balance and close the gap between hardcore PvP/PK players and players interested in the above mentioned content. I would love to have more content to enjoy and test, but as it is, I'll be killed every chance people get, good luck taking gear, or being able to level to do any of that content.
-
There is no way to measure it, so saying its increased or decreased is pointless - especially since our data mining is currently not working, which would have been the only real test. The only thing to say is that while X number of people are busy in hinkley, or the glow, or any up coming content, they are not out there killing people. So they only effect will be to lower the random PK.
I can save you the trouble of this idea rumbling on. PvP will always be open.
-
So I take it, you're in charge of the PvP portion of the development. I do understand your point of view. However as you stated without exact numbers there's no proof of anything. This is true, there's just thread after thread, about shop shooting, town bombings, and area camping. The fact that Dev's have had to change things just to try and slow down the abuse people deal with in towns.
http://fodev.net/forum/index.php?topic=10901.0
http://fodev.net/forum/index.php?topic=10869.0
http://fodev.net/forum/index.php?topic=9215.0
Perhaps a comprehensive protection, when in guarded areas?
http://img526.imageshack.us/img526/5788/boom4.jpg
This was tonight at a guarded mine, 4 slaves with over 60hp and leather armor hit for 270 dmg, that's enough to take out most PvP uber characters, all while guards shot at the bomber, who still managed to make it to the attack. Could have just as easily been players waiting on cooldown or sitting in NCR itself, all their stuff gone.
Why is it such a bad thought to ask for people to have a chance to be safe? All I have read is people wishing they could actually spend time in towns, interact with others, have a chance to build a community. There has got to be some kind of way.
-
http://fodev.net/forum/index.php?topic=11881.0
The above topic gives me an idea to add to the suggestion. Perhaps make it so just for the first few seconds upon encounter pvp is not allowed, giving both parties a chance to 'set up'. Since people seem to say we're going for 'realism' here, that would add some, because when you come across an area filled with gunfire in the Wasteland you're not just gonna walk up and stand there for a few minutes letting everyone take careful aim.
-
What's the reasoning behind a player with disabled PvP? The would-be PKer's gun jams? I mean, why wouldn't he be able to shoot the disabled pvp guy? Doesn't make any sense, isn't how it'd work in the real world.
-
Very true but soo many arguments in this game come from the different points of real world physics. I'm sorry in the so called most powerful city in the wastes they're gonna remember the name of thieves, shop shooters, and bombers, and NEVER let them in town again, or at least for the cooldown of vilified reputation.
This isn't a factor of trying to bring more 'realism' into the game, it's attempting to open up a broader spectrum of game play. Rather than it ONLY being you playing the odds to WHEN not 'if' you get caught in some PK trap that may set you back a few minutes of game time or HOURS. I am well aware of the fact that you can survive out in the wastes using simple techniques, however there are dozens if not hundreds of posts from devs/mods complaining how NO ONE trys to spend any time together in the wastes and in the towns. The only way to get anywhere is to trust ZERO people, pray a lot, run from everything, and hide in the farthest corner you can til you get just enough xp/gear to come into a town, in which case you better pray MORE.
-
Either 2 servers which is a bad idea because there are limited no of players and GMs or simply divide NORTH and SOUTH so that North would be purely pvp and South settler-like (No one would be able to pvp). Dont respond with "It will ruin the spirit of fonline" because tbh this game has so little players theres no spirit at all
-
Spirit of this game is permanent PvP and miniguns. Remove this and you just have badly screwed wow. For non PvP play there is Fallen earth which is in this much better.
-
Either 2 servers which is a bad idea because there are limited no of players and GMs or simply divide NORTH and SOUTH so that North would be purely pvp and South settler-like (No one would be able to pvp). Dont respond with "It will ruin the spirit of fonline" because tbh this game has so little players theres no spirit at all
Wasteland is a world where you just have to fight sooner or later. Even if you don't want to fight, you still have to defend yourself.
-
My suggestion is a feature that allows you to Enable/Disable your status for PvP.
Enabling this feature means you can be shot by any player at any time. It also allows you to participate in PvP actions such as Town Control, Arena, Events, and so on.
Disabling this feature means you cannot be shot by another player, but shooting another player will result in you being Enabled for PvP. You cannot participate in Town Control, or any other action that requires PvP.
Certain aspects of the above options can be effected by in game actions. Mainly if you are Disabled for PvP, and you shoot another player, enter an unguarded town/area, enter a tent/base you will become Enabled until you leave those areas/stop shooting people and CD. A possible addition is while in a Guarded town, if you break the rules in any fashion (steal and get caught, attack an npc/player, door block, ect.) you become Enabled; *and possibly blown away depending on your crime*
When going from Enabled to Disabled, a 5 minute cooldown can be in effect, meaning until that 5 minutes is up you are still Enabled, and doing anything that would normally Enable you for PvP will still do so, thus requiring you to wait another 5 minutes.
While Disabled for PvP, players can experience the Wasteland and Guarded towns in reasonable peace. Any players that are traveling with you (tagged) may still injure you, and even shoot you. *This takes away the chance for people to Rocket away at each other with no fear of AoE dmg* Also anytime you use the Radio to send a homing signal you become Enabled along with everyone in your group and whomever uses the signal to enter your encounter. *This making it so groups who travel in the using radio signals because they don't have Cha, are still effected by each others weapons. Also adds to the RP that if you're calling on a radio you're leaving yourself open* The reason why this should be allowed in the wasteland itself is it can help balance the fact that in TB combat if you drop in on a group of PK's they get a full turn+ to decide where they're gonna shoot you. In RT combat it allows for much the same balance because you can still run or fight depending on your style.
PROS: This can drastically lower the amount of Guarded town player killings/bombings. It can allow those players who aren't designing their characters JUST for PvP to explore and enjoy the game, perhaps leveling up to eventually join the PvP aspects. Lower level players will not get nearly as abused or disheartened by overcharged PK's with nothing better to do than camp near popular areas. This will allow people to more fully test and inspect many more areas of this beta, the reason being they won't be constantly forced to stop just because they aren't a level 21 PvP character traveling with 4+ people. It may actually increase the player base, because the door is opened to more than one style of game play. Higher end gear will mean more to people, those who wish to use it out in the wastes will only have to contend with NPC's and the many challenges they can bring. Adding a sense of accomplishment when getting that gear knowing you don't have to just hide it away cause it's so easily lost.
CONS: Many players who devote their time on this game to only hunting people will be discouraged and upset at the loss of targets. It may become exploitable in some fashion I haven't thought of, thus causing more grief to players. People may level up their non-PvP characters, then attempt the PvP aspects of the game, and become discouraged because of going up against pure PvP's. People may choose to still grief low level players when encountered in the wastes by shooting all the stuff in the encounter and then looting it, but that's a far cry from losing everything you may have worked hours to get with no choice.
In all honesty having this feature added does not mean it HAS to stay, it is only a test after all. Because so many of the things in this game that cause people grief and make it so much harder to do anything are connected to the fact that you can be shot anytime anywhere by anyone willing to do so, with GM's and Dev's unable to be on or around constantly to fix every exploit/exploiter makes this a possible solution. Having a choice at the least in places where you 'Should' be safe could make a big difference to people and the game.
So stupid ......PK & PVP is this what make people whant's play in fonline.
If we eliminate posibility of PK/PVP in any place & any time 90% people stop play fo.
-
PvP/PK is not the ONLY reason why people play this game, and it is not the only form of play the devs are working on. If that were true the Glow area would be a full open, you can't enter til at least 10 people show up then it's free for all til the gunfire stops.
Listen this ONE suggestion doesn't HAVE to be the only way. So give me other options, lets see some more than just 'no not gonna work'. A relevant thread brought up the idea of a limited few second immunity upon entering an encounter to buffer the brief lag spike on loading, this would give people caught in RT pk traps a chance to fight back. Perhaps in guarded towns no damage, or half damage? Or how about the option that if you break the rules in a guarded town, you're vilified period til it wears off, in the fashion similar to when you join an NPC faction?
-
i like the idea of PvP not to be open, but we need realy to think about it how we could get it to work without losing players and make it interesting for PK APK, PvP and all the others. I would like to see fonline beeing more of cooperative gameplay, where people need to group up and do dif. tasks to get caps and unique weapons and items, if other groups show up in the quests area they have to fight for it and so on.
There is absolutely no point in PvP of a lvl 1 and lvl 21 chars.
-
Spirit of this game is permanent PvP and miniguns. Remove this and you just have badly screwed wow. For non PvP play there is Fallen earth which is in this much better.
Perhaps people would like to choose where the hell goes their effort gathering things when they're noobs or low levels getting pwzore by said miniguns over and over again because there isnt enough players...
Say people would be enticed by the game, learn it structure, roles and so on and then, those willing to play safe would inevitably switch to PvP as well. Theres no good hand in the begining which makes people leave this game.
THe question is whether you like to go around with your miniguns and eventually find no players at all or a bluesuit with his hammer and 12 ore or perhaps get group attacked by 3 mid armored guys that create some challenge for you.
-
i like the idea of PvP not to be open, but we need realy to think about it how we could get it to work without losing players and make it interesting for PK APK, PvP and all the others. I would like to see fonline beeing more of cooperative gameplay, where people need to group up and do dif. tasks to get caps and unique weapons and items, if other groups show up in the quests area they have to fight for it and so on.
There is absolutely no point in PvP of a lvl 1 and lvl 21 chars.
People like me have already suggested WoW like battlegrounds. However that would offend the "kill you for da lulz" crowd that happens to constitute a big portion of the player base. Otherwise the devs could have implemented flaggable pvp a long time ago.
-
I have to admit I am not for the WoW style battlegrounds, simply because it does tend to get old fast. However I am just trying to find some way to balance it out, as stated just a few posts above, there is NO safety for low level players, and really the high level ones just feed on the lowbies, eventually there won't be any food left. Then no one wins. The idea of a more group based system may not be such a bad idea this would create a small chance for communities to form.
The other effect I'm trying to reach for is a less grief filled system. From Level 1-12 you pretty much should just not play, you have no chance to protect yourself ANYWHERE, 'guarded or not' and anything you bring with you to try and make or sell in a town is going to get picked off you by bombers/shop shooters/thieves, before you can even get near Buster, and that's if you zone in on His side. This is well beyond reasonable for a game. At least in my humble opinion.
-
I would actually like a runescape or wow styled battlegrounds, while i was playing runescape (Not wow, i hear that piece of shit is like heroin for too many people) I enjoyed taking a risk of going farther and farther into danger zones where high level players could kill me, where i could randomly encounter a group and have a sudden huge war between my clan and theirs, its actually alot of fun and almost fallout like, and would lessen the extent of the loss of players from ragequits.
Look at my sig before reading this ;D.
-
I have to admit I am not for the WoW style battlegrounds, simply because it does tend to get old fast. However I am just trying to find some way to balance it out, as stated just a few posts above, there is NO safety for low level players, and really the high level ones just feed on the lowbies, eventually there won't be any food left. Then no one wins. The idea of a more group based system may not be such a bad idea this would create a small chance for communities to form.
The other effect I'm trying to reach for is a less grief filled system. From Level 1-12 you pretty much should just not play, you have no chance to protect yourself ANYWHERE, 'guarded or not' and anything you bring with you to try and make or sell in a town is going to get picked off you by bombers/shop shooters/thieves, before you can even get near Buster, and that's if you zone in on His side. This is well beyond reasonable for a game. At least in my humble opinion.
There really is no other option. MMOs by their nature are all about grind. Either players grind on noobs and other players for gear (classic PvP), or do objective team based PvP (battlegrounds). Currently the only objective style PvP is TC and thats so far been a joke since the TC glitch made certain gangs more rich than other rich gangs.
If devs are truly about pvp then why not combine battlegrounds with the proposed new crafting system. Certain battleground missions will either give out schematics or compnents for tier 4 or whatever gear. Same with re-working TC so it gives out compnents/schematics instead of cold hard currency. Players currently cannot "steal" another players mercs but they sure can steal their comonents/schematics.
-
Player versus People...
-
There really is no other option. MMOs by their nature are all about grind. Either players grind on noobs and other players for gear (classic PvP), or do objective team based PvP (battlegrounds). Currently the only objective style PvP is TC and thats so far been a joke since the TC glitch made certain gangs more rich than other rich gangs.
If devs are truly about pvp then why not combine battlegrounds with the proposed new crafting system. Certain battleground missions will either give out schematics or compnents for tier 4 or whatever gear. Same with re-working TC so it gives out compnents/schematics instead of cold hard currency. Players currently cannot "steal" another players mercs but they sure can steal their comonents/schematics.
but that is what their working on.... scratch the tier 4 gear tho.
-
I would support this fuckin' never. Never, i tell you!
Oh and yeah, two reasons i play this game is community (fun faction mates) and yeah... PvP/PK, nothing else. This pussy-like suggestion aint gonna make what i personally like better.
Also, why dont i get PK'd? Why all my mates been PK'd just twice or thrice in the last 5 days? We've adapted and we know how to play to not get killed, or griefed as mentioned in your other topic. Just adapt to the game, change your playing style if neccesary.
-
I would support this fuckin' never. Never, i tell you!
Oh and yeah, two reasons i play this game is community (fun faction mates) and yeah... PvP/PK, nothing else. This pussy-like suggestion aint gonna make what i personally like better.
Also, why dont i get PK'd? Why all my mates been PK'd just twice or thrice in the last 5 days? We've adapted and we know how to play to not get killed, or griefed as mentioned in your other topic. Just adapt to the game, change your playing style if neccesary.
I know it is hard for those who make their living abusing others to consider different options.
I understand it's possible to limit the amount of grief you encounter in game. Let me guess..
- Travel in large heavily armed groups? (Doesn't work for small gangs, duos, who can't even get leveled to make such gear.)
- Avoid all urban and widely traveled areas and zones? (Pretty sure this is an MMO where some of the people creating it are hoping we group, meet, and form communities.)
- Never take any of your good stuff out of your tent or base unless either of the above actions are in place? (What's the point then of working for anything if all you do is put it away and never use it?)
Here's another great example.
http://fodev.net/forum/index.php?topic=12206.0;topicseen
- That's at a guarded mine, and it took maybe 1 minute to accomplish all that grief. So guess we should add to your options Quentin don't even go to guarded mines to get the 20 min CD?
-
Just adapt to the game, change your playing style if neccesary.
We're betatesters, we don't have to always adapt and we got the right to question things. If you want to prove someone wrong, you gotta do it like a betatester, not like some WoW forum fanboi (rouge is fine, learn to play).
I know it is hard for those who make their living abusing others to consider different options.
Pking isn't always abusing.
The very reason why this thread gets so much opposition is that we really do have players who aren't abusers or griefers but enjoy the free pvp. It's honestly something that doesn't exist in many games.
-
Pking isn't always abusing.
The very reason why this thread gets so much opposition is that we really do have players who aren't abusers or griefers but enjoy the free pvp. It's honestly something that doesn't exist in many games.
Very true Avv. It is however often used against low level players who can't defend themselves or in areas where people can be abused like loading zones in guarded towns. I know there are some legit pvp'rs out there. Mic up above is a confirmed pk'r and it should be known I really don't want to remove pvp, and I'm still not a fan of the certain area idea though it has merit.
I agree with you on your other point also. We ARE here to test things and to question things that may not be working as well as they could.
An option to my suggestion could be that only lower level players have the ability to un-mark for pvp. Again accepting ANY of the actions that force being marked.
-
Remove the constant hostility from the game and you remove "fallout" from it.
The only thing I think this game needs is an invulnerability timer for 3-5 seconds (or the first action/movement made) when u spawn into RT pvp encs, to give people a chance to react instead of loading map dead.
-
Remove the constant hostility from the game and you remove "fallout" from it.
The only thing I think this game needs is an invulnerability timer for 3-5 seconds (or the first action/movement made) when u spawn into RT pvp encs, to give people a chance to react instead of loading map dead.
I know that hostility is part of the fallout game. And this is not an option of removing it, at least for those who don't want it gone. But part of fallout's allure and popularity with its first games, was the fact that the computer gave you a CHOICE if you wanted to avoid combat or not. Unless it was a scripted event or something in the zone got off a lucky shot you could run away. Here traps, RT combat, and overpowered builds remove ANY choice you have. You enter any of the previously mentioned encounters your choices are, give up your stuff, or give up your stuff. Oh maybe you get the brief glimpse of a choice because you actually get to see the shots blowing you away, but I assure you it's a fleeting moment.
-
Yeah cause kill anyone a anytime you want is doing wonders for this games playerbase of what? Max players 400 ish.
-
Sadly not even 400ish anymore. Something has gotta give in this game and right now it's people, they're just leaving. There has got to be some way to fix the broken system. I'm not saying every part of my idea is perfect, and there is more than a few people who agree the way things are is killing the game.
-
I dont know what your bitching about, maybe you just really suck ass i've been playing for about month now and i've yet to be pk'd and ive visited most of the towns and been leveling pretty smoothly. The only reason alot of us play fonline is because of the completely open pvp, something extremely rare in a game these days.
-
Ok, I'm glad you haven't been pk'd yet. Your information and experience is not typical of the normal game since you've only been playing a month. The current server pop is not nearly as much as it used to be because players have left, or are waiting for the next wipe. Now I was only talking about an addition to the game, or a modification of the current system. People seem to miss this fact and think it's only about taking PvP completely out of the game. In either case individuals with the means are currently unwilling to entertain any ideas surrounding the suggestion or any of the branches it has spawned. So I will be making an attempt in the next few days of an idea that can reach some form of compromise people can live with.
Though you have only been playing a month I would love to hear any ideas you have about how we can help this game appeal to more than one play style, and help increase it's player base. Because all the current data shows that it isn't working in it's current system.
-
if you cant deal with dieing dont play. this game is for the hardey people who can take a challenge, this is not wow.
but let me get this. I pk someone in a enounter loot him i get forced into next enounter and i cant fight with the player .....wtf.
-
The only reason that most players come to play this game is full PVP system on every level , changing this system wouldn't bring new players to the game.
Wasteland is harsh and I love it as it is .
-
Don't they allready have a system like this.... in World of Warcraft?? ::) Open PVP world, wasteland is harsh! nowhere is 100% safe!