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Other => FOnline:2238 Forum => Archives => Suggestions => Topic started by: backora on January 08, 2011, 10:19:48 am

Title: Don't allow mercs/slaves guard in public areas.
Post by: backora on January 08, 2011, 10:19:48 am
There is this abusable feature of mercs and slaves that they "guard" any location even when their owner is offline. Therefore making these locations unaccessible for other players 24/7.

Known example - Gecko mine.
(http://img638.imageshack.us/img638/6610/screen23122010142037.jpg)

Now even Toxic caves. Those have one bonus. There leads elevator which could be accessible by only 1 player at the time - so no squad spawn.
(http://img137.imageshack.us/img137/3878/screen08012011094758.jpg)

Solution: Make mercs/slaves in public areas disappear after 10 minutes when their owner is not in the same location. And for public I mean all location no this map http://www.fo2238.fodev.net/wiki/The_World (http://www.fo2238.fodev.net/wiki/The_World).
Player can have his/her goons at tents, bases or following him to worldmap.

Any more thoughts?

P.S. If anyone can clear toxic caves, please do so. ;)
Title: Re: Don't allow mercs/slaves guard in public areas.
Post by: avv on January 08, 2011, 11:14:19 am
It's only problematic because of gridcamping. A guy coming down that elevator has basically zero chance to survive.
Title: Re: Don't allow mercs/slaves guard in public areas.
Post by: backora on January 08, 2011, 11:34:38 am
It's only problematic because of gridcamping. A guy coming down that elevator has basically zero chance to survive.
Yes, with combination that average weapon damage is about 60% of average hit points (2 hits to kill anyone). But that is probably for a different discussion.

But you don't have to tell me. After all I am that one lying there ;D
Title: Re: Don't allow mercs/slaves guard in public areas.
Post by: Slaver Snipe on January 08, 2011, 03:10:55 pm
Personally i'm fine with people gridcamping places of value aka the so that they can control one of two areas to get chemical components.
Title: Re: Don't allow mercs/slaves guard in public areas.
Post by: Ganado on January 08, 2011, 03:13:40 pm
Personally i'm fine with people gridcamping places of value aka the so that they can control one of two areas to get chemical components.
The problem is that they are offline.
Title: Re: Don't allow mercs/slaves guard in public areas.
Post by: Surf on January 08, 2011, 03:16:29 pm
Even if they are online it's bullshit as players have no chance to engange in a fair and competitive way to fight back.
Title: Re: Don't allow mercs/slaves guard in public areas.
Post by: Spiritwind on January 08, 2011, 05:04:17 pm
Thanks, you just gave anyone who never thought about this the ability to do it =).
Title: Re: Don't allow mercs/slaves guard in public areas.
Post by: avv on January 08, 2011, 05:36:21 pm
Personally i'm fine with people gridcamping places of value aka the so that they can control one of two areas to get chemical components.

What part of "not being able to fight back because you just got instakilled" are you personally fine with?
Title: Re: Don't allow mercs/slaves guard in public areas.
Post by: Michaelh139 on January 08, 2011, 05:40:18 pm
Although i realize why people would say this is a problem, but its not an impossible problem.  You can work your ass off and buy mutant mercs and just instapwn those slaves and mercs yourself, thats why its not dubbed a exploit really.  But yeah, I agree the owner(s) should be online....  Maybe we can make a feature where your followers log out with you except on Base and tent maps.

Or you could just take some dynamite....
Title: Re: Don't allow mercs/slaves guard in public areas.
Post by: DocAN. on January 08, 2011, 06:02:59 pm
One merc per Character!!!
Title: Re: Don't allow mercs/slaves guard in public areas.
Post by: Ulrek on January 08, 2011, 06:09:35 pm
There is a fairly simple answer, get two dogs or other melee NPCs. give them two sticks of ticking TNT.

Go down to the camped area, let the Mercs charge at the enemy mercs, you and the mercs die, but the others get blown to pieces by the TNT.

Or. just make the mercs run out of bullets. they will run out if you make them shoot you over and over, than just take a SMG down and waste them.

-Ulrek-
Title: Re: Don't allow mercs/slaves guard in public areas.
Post by: backora on January 08, 2011, 07:19:16 pm
There is a fairly simple answer, get two dogs or other melee NPCs. give them two sticks of ticking TNT.
Go down to the camped area, let the Mercs charge at the enemy mercs, you and the mercs die, but the others get blown to pieces by the TNT.
You know, suicider is not really my way of playing. ;) And I doubt this would work anyway.

Or. just make the mercs run out of bullets. they will run out if you make them shoot you over and over, than just take a SMG down and waste them.
I will be running there again and again (let's say for 2 hours?) and after I finally clear that area someone else will place there his mercs in next minute. ::)

One merc per Character!!!
That won't solve anything (only more alts for enough mercs/slaves). If you look at those pictures there is much more than 5 mercs (=max for 1 char). Not mentioning client crashing when your screen is loading and you get hit.
Title: Re: Don't allow mercs/slaves guard in public areas.
Post by: Slaver Snipe on January 08, 2011, 09:34:14 pm
What part of "not being able to fight back because you just got instakilled" are you personally fine with?

The part where you could fight mercs with mercs or the part where some rather large gang will eventually clear it out. The fact of the matter is someone blocking toxic caves and making chemical components harder to get is a great feature especially if you make drugs and jack up said prices.
Title: Re: Don't allow mercs/slaves guard in public areas.
Post by: avv on January 08, 2011, 09:48:34 pm
The part where you could fight mercs with mercs or the part where some rather large gang will eventually clear it out. The fact of the matter is someone blocking toxic caves and making chemical components harder to get is a great feature especially if you make drugs and jack up said prices.

Looks like we got variance when it comes to encountering dangers. I personally prefer having a chance to retaliate when under attack, not running around head first and get over things with trial and error (meet something, die, come back, die again, repeat until success).
Title: Re: Don't allow mercs/slaves guard in public areas.
Post by: Michaelh139 on January 08, 2011, 09:49:43 pm
Looks like we got variance when it comes to encountering dangers. I personally prefer having a chance to retaliate when under attack, not running around head first and get over things with trial and error (meet something, die, come back, die again, repeat until success).
i like to think of it as guerrilla warfare myself...  just imagine it and maybe it'll be more bear able :D.
Title: Re: Don't allow mercs/slaves guard in public areas.
Post by: avv on January 08, 2011, 09:54:26 pm
i like to think of it as guerrilla warfare myself...  just imagine it and maybe it'll be more bear able :D.

I see your point but getting killed over and over again is just retarded gameplay. Real guerillas die only once.
Title: Re: Don't allow mercs/slaves guard in public areas.
Post by: Surf on January 09, 2011, 04:36:33 am
Yeah, using holes in the gameplay and stuff clearly not meant for this manner to fight another hole in the gameplay... Wow.  ::)
Title: Re: Don't allow mercs/slaves guard in public areas.
Post by: ronillon on January 09, 2011, 04:53:13 am
But yeah, I agree the owner(s) should be online....  Maybe we can make a feature where your followers log out with you except on Base and tent maps.
I really like this idea. Why should NPCs play for you, while you are offline?

But what i really want to know, when will be this client crashing bug solved. (Because without it, well geared and skilled group of players would clear that place easily.)

I my opinion it is good that you can control some place. It is good for gameplay and makes PvP interesting.
Title: Re: Don't allow mercs/slaves guard in public areas.
Post by: Lordus on January 09, 2011, 05:27:01 am
I dont like passive NPCs that solves problems, but i think that those "traps" are useful in Fonline, because it replace lack of content.

 Imagine situation, where you want to mine minerals and you are killed by guarding mercs. First thing i do is that i report this to temates. Then we want to check more information, so we send there scout. Then we prepare attack group and we try to break this blocade. If we are succesfull, there is a lot of stuff from death players as a reward.
 
 If this ability would not exist, this kind of entertaiment would not exist.

 
Title: Re: Don't allow mercs/slaves guard in public areas.
Post by: avv on January 09, 2011, 09:57:31 am
I dont like passive NPCs that solves problems, but i think that those "traps" are useful in Fonline, because it replace lack of content.

 Imagine situation, where you want to mine minerals and you are killed by guarding mercs. First thing i do is that i report this to temates. Then we want to check more information, so we send there scout. Then we prepare attack group and we try to break this blocade. If we are succesfull, there is a lot of stuff from death players as a reward.
 
 If this ability would not exist, this kind of entertaiment would not exist.

I'd rather have a chance to carefully monitor a place before I enter it so that it doesn't recuire my life to know what's inside but a little finesse. The way fonline is sometimes played is pretty suicidal: you encounter something, you get blasted to bits, you tell your guys and they send a scout that gets blasted to pieces aswell. 2 deaths were required to gather information, what kind of intelligence is that? How can the scout return to tell what happened if he's dead?
I'd say the gameplay would be much more entertaining if players respected the lives of their characters instead of sending them in forlorn hope missions if there's a chance of material gain.