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Title: Defense against thieving and point-blank bursters in guarded towns.
Post by: Senrain on July 15, 2011, 07:31:21 pm
I used the search function and found no topics suggesting this, forgive me if I didn't look hard enough.

Stealing
 Now i'm not another whiner that going to cry that someone stole from me, i'm simply suggesting making thieving a bit more balanced and make a bigger penalty for getting caught stealing.

 Lets say someone steals from you or someone tries to steal from you and you get the 'player has stolen (Or failed to steal) something from you!' message, the victim would have 5 in-game minutes to go talk to a guard.

 The guard would say something like, "I'll be sure to report this to my superiors" or something like that to confirm that you successfully reported the thief, that player would get tagged as a thief and the guards would watch that person more closely, (Higher chance of being caught by a guard.). Though the thief tag would go away after about a week or two of in-game time, getting reported again would reset the timer.

 So, lets say the thief is reported by 3 different people , well the guard would be convinced that the person is trouble and go kill them with a significant penalty to their reputation in that town, some Merchants even requiring that said player has to pass a higher charisma check in order to speak to them as long as they have the thief tag. (5 CH instead of the usual 3.)

Of course, if the thief is accepted in town it would take 4 reports against that person, liked and they would need 5, if the person is idolized the guards would just ignore all reports made by people with less than liked rep. If the person isn't protected the guard would just say something like, "Him? Shoot him for all I care." indicating that they aren't protected and the player can kill the person if they please.

Now this won't COMPLETELY prevent thieving, just make it harder if they're caught. Good thieves should have the common sense to make sure there are no guards nearby, and have a high enough skill to not get caught, course this shouldn't be implemented in unguarded towns.

Point-blank bursters

Some dude runs up to you. (Great another thief you think.) Then he pulls out a SMG/Minigun and blows you to bits before you can react. Now I think this a bit silly that people can do this with little penalty

I suggest adding a Assault tag to players who attack people in town, that lasts a few in-game weeks. With this tags guards will demand that the player holster their weapons in ALL parts of town, such as the Bazaar in NCR and give them a few seconds to put their weapon away, if they move too many hexes with a weapon out, take too long to holster, or take out their weapon again they will be shot by the guards.

Feel free to add ideas onto or shoot down my ideas, trolls are welcomed, because they amuse me.
Title: Re: Defense against thieving and point-blank bursters in guarded towns.
Post by: jonny rust on July 15, 2011, 07:59:58 pm
Point-blank bursters

Some dude runs up to you. (Great another thief you think.) Then he pulls out a SMG/Minigun and blows you to bits before you can react. Now I think this a bit silly that people can do this with little penalty

I suggest adding a Assault tag to players who attack people in town, that lasts a few in-game weeks. With this tags guards will demand that the player holster their weapons in ALL parts of town, such as the Bazaar in NCR and give them a few seconds to put their weapon away, if they move too many hexes with a weapon out, take too long to holster, or take out their weapon again they will be shot by the guards.

I dont think this punishment is at all severe enough as it only takes a second to unholster a gun and burst someone, the guards would never react in time and as it's a suicide mission anyway it would make no difference to the burster.

The only way to prevent constant repeat attacks is either to ban the burster from that town for a few in game weeks or have him wake up in the town jail where he can stay for a few weeks.

As I have said before, a town that calls itself protected yet repeatedly lets in known 'murderers' is not a protected town at all, not to mention this is probably one of the worst exploited loopholes in the game.
Title: Re: Defense against thieving and point-blank bursters in guarded towns.
Post by: Senrain on July 15, 2011, 08:11:25 pm
The guards would shoot the person as the instant they pull their weapon and iff they move more than a few hexes with it out. It may not be perfect but it will definitely slow them down.

Being kicked out of town for a few in-game weeks may be a better idea, said player being shot down if they enter town before their banishment is up, though maybe a separate 'Murderer' tag should be added if they manage to kill the victim, being shot if they walk into town again.

Should the Thief, Assault, and Murderer tags be viewable as Karma perks? Kind of like childkiller except temporary.
Title: Re: Defense against thieving and point-blank bursters in guarded towns.
Post by: RavenousRat on July 15, 2011, 08:18:04 pm
Oh no, don't force me to create alts with 10 PE, 10 AG, one hander trait and SG tagged with names:
PointBlankBurster1
PointBlankBurster2
PointBlankBurster3
PointBlankBurster4
PointBlankBurster5
Only because I'll have problems after bursting people in NCR and will have to relog after each burst.
Title: Re: Defense against thieving and point-blank bursters in guarded towns.
Post by: jonny rust on July 15, 2011, 08:21:55 pm
Oh no, don't force me to create alts with 10 PE, 10 AG, one hander trait and SG tagged with names:
PointBlankBurster1
PointBlankBurster2
PointBlankBurster3
PointBlankBurster4
PointBlankBurster5
Only because I'll have problems after bursting people in NCR and will have to relog after each burst.

at least its another ten minutes we don't have to live with your burster
Title: Re: Defense against thieving and point-blank bursters in guarded towns.
Post by: RavenousRat on July 15, 2011, 08:22:27 pm
at least its another ten minutes we don't have to live with your burster
I'll fast relog. ;p
Title: Re: Defense against thieving and point-blank bursters in guarded towns.
Post by: jonny rust on July 15, 2011, 08:24:05 pm
I'll fast relog. ;p

and when your char gets banned you wont have to worry about his town ban at all
Title: Re: Defense against thieving and point-blank bursters in guarded towns.
Post by: Senrain on July 15, 2011, 08:24:37 pm
I am aware that people can just create alts for the purpose of evading the penalty and grief more, though I guess anyone who is willing to go through that much trouble to grief players seriously needs some help, and maybe a hug.
Title: Re: Defense against thieving and point-blank bursters in guarded towns.
Post by: Who Killed Bambi on July 15, 2011, 08:24:44 pm
dont u see main problem ? robber x - rob robber y and robber z, and y and z rob q w and e r .
robber here is killer, political crime person, simple thief, simple wastelander and etc.
Title: Re: Defense against thieving and point-blank bursters in guarded towns.
Post by: jonny rust on July 15, 2011, 08:26:04 pm
dont u see main problem ? robber x - rob robber y and robber z, and y and z rob q w and e r .
robber here is killer, political crime person, simple thief, simple wastelander and etc.

huh?
Title: Re: Defense against thieving and point-blank bursters in guarded towns.
Post by: Senrain on July 15, 2011, 08:27:02 pm
dont u see main problem ? robber x - rob robber y and robber z, and y and z rob q w and e r .
robber here is killer, political crime person, simple thief, simple wastelander and etc.

I'm not sure I follow what you're saying.

Elaborate?
Title: Re: Defense against thieving and point-blank bursters in guarded towns.
Post by: RavenousRat on July 15, 2011, 08:31:40 pm
and when your char gets banned you wont have to worry about his town ban at all
Oh, noone would know, if only they will see that ingame by standing in imba GM sneak and watching strange low HP bluesuiters bursting the same person again and again, so I'll have to create characters with names like PointBlankBurster, NotPointBlankBuster, AnotherGuy, NotThatGuyWhoJustBursted, etc. so they will never know it's me!!1 Oh and avoiding ban is easy, there're multiloggers I know who're playing Fallout Tactics in TB, so this suggestion won't work.
Title: Re: Defense against thieving and point-blank bursters in guarded towns.
Post by: Senrain on July 15, 2011, 08:37:16 pm
They can track and ban your IP, and I doubt you're going to dedicate your entire existence to ban evading and continuing to grief players. If you are... then friend, I pity you.
Title: Re: Defense against thieving and point-blank bursters in guarded towns.
Post by: RavenousRat on July 15, 2011, 08:55:28 pm
They can track and ban your IP, and I doubt you're going to dedicate your entire existence to ban evading and continuing to grief players. If you are... then friend, I pity you.
Proxy.

Used it only once for test, because my actions in game doesn't require multiloging so I don't need it.


Edit:
Anyway punishing characters for suicidal actions with jailing/killing on sight/something else for X minutes/hours/days is just nonsense, it's like gathering cooldown or 10 minute relog time, about which noone cares, because everything avoidable and everyone, who don't have spare 10 (well, 3) minutes to wait, avoiding it.
Title: Re: Defense against thieving and point-blank bursters in guarded towns.
Post by: Senrain on July 15, 2011, 09:07:54 pm
This is to prevent trolls from killing people in a town with little to no consequence, it won't affect normal, rule abiding players. People like you who are bent on harassing people and multi-logging in order to grief are the people we want a limit put on. The gathering cooldown is to prevent mass resource-gathering and the 10-minute relog timer is to prevent people from using exploits such as running into a town to scout it, then quickly relogging onto a high level char and killing everyone.
Title: Re: Defense against thieving and point-blank bursters in guarded towns.
Post by: jonny rust on July 15, 2011, 09:34:58 pm
exactly, besides, two game weeks is a lot longer than 10 minutes. If someone wants to go through all the trouble of relogging, alting, fast logging, multi logging etc. just to harass and thats the only way they know how to have fun then whatever.

There is only so much that can be done about this, but I think these sorts of penalties would still greatly curb that kind of behavior, and its the kind of bullshit that really does need to get curbed one way or another, played out by kids who probably don't realize how much of their lives and everyone else's time they are wasting.
Title: Re: Defense against thieving and point-blank bursters in guarded towns.
Post by: Johnnybravo on July 15, 2011, 10:47:27 pm
Quote
I suggest adding a Assault tag to players who attack people in town, that lasts a few in-game weeks. With this tags guards will demand that the player holster their weapons in ALL parts of town, such as the Bazaar in NCR and give them a few seconds to put their weapon away
Not bad. But you might want to think a little more in case of random killers (I know you're not supposed to AFK in a town, but being vigilant all the time is just ridiculous for a place that's supposed to be guarded.) because few seconds are just enough for them.
Title: Re: Defense against thieving and point-blank bursters in guarded towns.
Post by: Senrain on July 15, 2011, 11:13:02 pm
Players could try to not hang around the exit grid, because they would be killed if they moved too many hexes and would be shot the second they drew their weapon, and if they managed to kill, they would be shot on sight for a couple in-game days anyways.
Title: Re: Defense against thieving and point-blank bursters in guarded towns.
Post by: LagMaster on July 15, 2011, 11:46:11 pm
i wish the players of this game be more mature

they all are like "Ahahaha, let's exploit this featchure/bug just for teh Lowlz of it, F*** the GMs and Devs, they can't stop us"


please FO comunity, stop 1 hex bursting in guarded towns for lulz,



i think the best sugestion is so all the players(exept theifs) will not recive DMG in guarded towns, but there shoters yes
Title: Re: Defense against thieving and point-blank bursters in guarded towns.
Post by: spears on July 15, 2011, 11:54:41 pm
Seems like both your problems can be solved by not letting anyone stand next to you.
The rewards for stealing from players are fairly low in my opinion, its more for trolling than profit the downsides far outweigh the fairly meager loot.

As for bursting your idea just made thieving more profitable, as more people will be forced to carry weapons in their inventory. I think a better solution would be for players who attack protected players to be unprotected on respawn.
It doesnt stop occasional bursting, but it does stop
you were hit for 113 hp and was killed
burstymcgee was hit for 42 hp
burstymcgee was hit for 103 hp and was killed
replication .59
get back to town
you were hit for 236 hp and was killed
burstymcgee was hit for 62 hp
burstymcgee was hit for over9000 hp and was killed.
replication .59
Off
Title: Re: Defense against thieving and point-blank bursters in guarded towns.
Post by: Senrain on July 16, 2011, 12:13:17 am
Well I tend not to let anyone stand near me but they're kind of INSISTENT on standing 1 hex away an stealing/bursting you and will chase you throughout NCR.

I'm a bit surprised this is getting more downvotes than up since it seems like a good way to get rid of the griefers in guarded cities. Most likely trolls who don't want their fun to end.

Also Lagmaster, you know it as much as I do that it's just not going to happen. 1 hex bursting is always going to happen and it will always happen if you have so much as leather armor on, it's gotten to the point where you can't barter without getting bursted.
Title: Re: Defense against thieving and point-blank bursters in guarded towns.
Post by: Senocular on July 17, 2011, 02:37:44 am
If you don't want to have your stuff stolen, you don't bring it to the town full of thieves.
If you don't want to be bursted don't idle. If you idle you have to take the consequences of it.

Can we stop with Q_Q threads already, please? ;)
Title: Re: Defense against thieving and point-blank bursters in guarded towns.
Post by: jonny rust on July 17, 2011, 07:49:16 pm
If you don't want to have your stuff stolen, you don't bring it to the town full of thieves.
If you don't want to be bursted don't idle. If you idle you have to take the consequences of it.

Can we stop with Q_Q threads already, please? ;)

by 'idle' I assume you mean as much as stopping to talk to someone for a second, because thats one way to get bursted. If so, why even bother playing an MMO?

Great advice as per usual anyway, after all we test a beta system in order to leave it exactly as is. If there is a bug, avoid the bug. If there is a problem, avoid the problem. everything is perfect already.
Title: Re: Defense against thieving and point-blank bursters in guarded towns.
Post by: Josh on July 18, 2011, 03:12:28 am
I can take bursting/PKing to a degree in that requires enough playtime to have access to the weapons and the skills to use them and bursters will almost always get killed. But thieving can be done at level 1 with no skill and no penalty. I fail to see the point of the steal feature as you really can't steal much from guards and NPCs and it is in insult to those of us who take the time to earn our weapons/gear via crafting or trading. It was one thing to have steal in a game where it could only be used on NPCs who required the .01 seconds it took for them to load up inventory file but for players who spend time to acquire weapons/gear it is a slap in the face to lose them not to merely a bad encounter but to someone who plays a game simply to harass others.
Title: Re: Defense against thieving and point-blank bursters in guarded towns.
Post by: HertogJan on July 18, 2011, 12:45:59 pm
I can take bursting/PKing to a degree in that requires enough playtime to have access to the weapons and the skills to use them and bursters will almost always get killed. But thieving can be done at level 1 with no skill and no penalty. I fail to see the point of the steal feature as you really can't steal much from guards and NPCs and it is in insult to those of us who take the time to earn our weapons/gear via crafting or trading. It was one thing to have steal in a game where it could only be used on NPCs who required the .01 seconds it took for them to load up inventory file but for players who spend time to acquire weapons/gear it is a slap in the face to lose them not to merely a bad encounter but to someone who plays a game simply to harass others.

You have your skills mixed up. Bursting can be done successfully at level 1. Try stealing at level 1. I'll guarantee you that your failure ratio will be close to if not 100%.
In my experience a none powerbuild thief requires at least 220% in steal skill. A powerbuild might require a little less. Most thieves level to 300% anyway.
A lot of grievers aren't thieves and not all thieves are grieving. Actually stealing isn't grieving, it's stealing.
As said by someone else in this thread, stealing from players isn't really that lucrative.
Suicide bursting and stealing are part of the game. It's the wasteland and as we all know, the wasteland is harsh.
Suggestions to partly solve the issues at hand have been made before.

One of the problems to deal with is that people are protected again after death.
In other threads about these issues people, me included, have made suggestions to solve this.
My suggestion was that people would be shot on sight by guards when entering the town unprotected. The time they stay unprotected would depend on reputation (less than neutral, neutral, better than neutral).

A suggestion for after the wipe would be that players get punished by their faction if they steal from or kill fellow faction members, steal in their faction's places or kill protected people in their faction's places.
Perhaps faction members should be able to see who are unprotected in their faction's town or see the reputation people have with their faction.
Title: Re: Defense against thieving and point-blank bursters in guarded towns.
Post by: T-888 on July 18, 2011, 01:13:54 pm
Well if this gets implemented it would be good , if people would start to level up multiple thief chars just to steal in some ncr then they would be immature kids.
Title: Re: Defense against thieving and point-blank bursters in guarded towns.
Post by: OskaRus on July 18, 2011, 04:07:30 pm
Working mechanizm from other full loot open pvp mmorpg: In EVE online players can suicude gank too. But they get instakilled by guards and become unprotected (free to attack) for 15 mins. Every attack on protected player also signifficantly decreases their reputation and at certain level of that reputation they get instakilled by guards on sight.

This mechanism would make sucuide bursting less safe. Something simmilar can be aplyed to stealing.
Title: Re: Defense against thieving and point-blank bursters in guarded towns.
Post by: Theta on August 03, 2011, 05:26:02 am
I'm really enjoying some of the ideas here. Bursters and thieves in NCR, while not a big threat to veteran players, are a huge nuisance to new players, specifically, and this seems to happen to everyone when they're new- A new player with nothing but a sledgehammer and some bullets he just made to go sell to Buster. It's all he has- He's trying to get some money together for a tent or something, and as soon as he stops to talk to buster there's somebody already stealing all of his stuff while his screen is covered. It's a nasty tactic. Bursters are just retarded. They're just there to try to ruin the game for everybody else. In fact, I think it's quite annoying that there are so many griefers in this game. It's already really hard getting a foot in as a new player. It doesn't help there are people dedicated to going around and killing people for no reason, even if it means dying themselves.
Title: Re: Defense against thieving and point-blank bursters in guarded towns.
Post by: Gaizk on August 03, 2011, 08:36:37 pm
unproportional fun thats all this is.

The guy stealing-bursting will get a giggle out of it, perhaps a little laugh and then move on, the guy who got bursted-stolen lost a big deal of time (for material goods in Fonline are just time spent to get them for they're all renewable) and got a little frustrated, given repeated incidents this frustration can grow a long way....

Same with Pking, same with grid camping, RT traps, this game is about a few people getting a giggle out of other people´s frustrations.
Title: Re: Defense against thieving and point-blank bursters in guarded towns.
Post by: RavenousRat on August 04, 2011, 05:22:26 am
this frustration can grow a long way....
It depends on player's temper. Some are getting frustrated and leaving, those players simply don't want to lose or feel fail. My advice is to play single player games or co-operative games, still, in co-operative games someday he'll get into situation where he'll make a mistake and his team mates will be angry on him, he'll be frustrated and leave that game. In single player game there're no other players, if AI will win him, he'll simply load the game. Also he migh try to social-chat games where you can't affect other players in bad way. Those people are usually easy to hurt but also are good empaths as they feel everything more than others and are very valuable in real life for thier close people.
Title: Re: Defense against thieving and point-blank bursters in guarded towns.
Post by: jonny rust on August 04, 2011, 07:05:21 am
It depends on player's temper. Some are getting frustrated and leaving, those players simply don't want to lose or feel fail. My advice is to play single player games or co-operative games, still, in co-operative games someday he'll get into situation where he'll make a mistake and his team mates will be angry on him, he'll be frustrated and leave that game. In single player game there're no other players, if AI will win him, he'll simply load the game. Also he migh try to social-chat games where you can't affect other players in bad way. Those people are usually easy to hurt but also are good empaths as they feel everything more than others and are very valuable in real life for thier close people.

way to profile everyone who has ever gotten frustrated with this game, but I'm pretty sure we all have to some degree at some stage (gotten frustrated that is).

besides I think the point that Gaizk was making is that new players who don't know the ropes take a long time to accomplish tasks that your or I could get done in a tenth of the time simply because we know all the ins and outs. It's not their fault it took them two hours to acquire their first leather jacket, shotgun and brahmin hides, which they probably didn't have much fun getting since they shoveled shit for much of that time and probably spent a good amount of it dead, when all of a sudden the fruit of two hours labor is gone because someone decided it would be funny to burst them, now, its understandable that they should get frustrated. They haven't gotten use to the game yet as it takes some adjustment, and it's not digital possessions they are frustrated over losing, its those two hours they feel they lost. 

Well that's the way it is right? Wasteland is harsh!

we'll sure it's harsh, for the rookie who got splattered all over main street, but what about the burster? Well he has already respawned, is now getting another SMG from his cache and will strut merrily back into town where the guards will tip him their hat and make sure no one fucks with him cause its "protected". Waste is harsh? Waste is only harsh for rookies. Motto should be changed to "learning curve is harsh" or "dropout rate is harsh".

As I have already said this thread is about equal risk. You want to burst someone in town? fine, do it! but I hope you have a really good reason to, because the decision effects you as much as the guy you are bursting. He's lost his possessions and you are an outlaw. After all, in fallout your actions carry weight and have consequences and karma ripples throughout the wasteland, at least that's how I remember it and I don't see why this should be any different.
Title: Re: Defense against thieving and point-blank bursters in guarded towns.
Post by: EvilKhan_BG on August 04, 2011, 09:27:47 am
Nice Idea but I don't think "guards" wuld give a damn if someone Important kills a nobody for no reason, after all in the apocalypse murder won't be the same as today.
Title: Re: Defense against thieving and point-blank bursters in guarded towns.
Post by: Gaizk on August 04, 2011, 10:08:16 am
it's not digital possessions they are frustrated over losing, its those two hours they feel they lost. 

Well that's the way it is right? Wasteland is harsh!

we'll sure it's harsh, for the rookie who got splattered all over main street, but what about the burster? Well he has already respawned, is now getting another SMG from his cache and will strut merrily back into town where the guards will tip him their hat and make sure no one fucks with him cause its "protected".

As I have already said this thread is about equal risk. You want to burst someone in town? fine, do it! but I hope you have a really good reason to, because the decision effects you as much as the guy you are bursting. He's lost his possessions and you are an outlaw. After all, in fallout your actions carry weight and have consequences and karma ripples throughout the wasteland, at least that's how I remember it and I don't see why this should be any different.

And this is just about random bursting, thieving and wasteland encounters are IMO worse than this. Theres NO consequence on anything you do, everything is done in the name of the lulz, and the only, the consequences are just bleak if nonexistant, while the guy who got grieved likely lost a big deal of time.
Title: Re: Defense against thieving and point-blank bursters in guarded towns.
Post by: HertogJan on August 04, 2011, 11:09:55 am
And this is just about random bursting, thieving and wasteland encounters are IMO worse than this. Theres NO consequence on anything you do, everything is done in the name of the lulz, and the only, the consequences are just bleak if nonexistant, while the guy who got grieved likely lost a big deal of time.

You can't do anything about encounters. Shit happens. It's a post apocalyptic wasteland, only the strongest will survive.
The guy who got grieved robbed or killed learned a valuable lesson: don't let strangers come close. Something which especially goes for guarded towns.
Title: Re: Defense against thieving and point-blank bursters in guarded towns.
Post by: Gaizk on August 04, 2011, 08:58:43 pm
You can't do anything about encounters. Shit happens. It's a post apocalyptic wasteland, only the strongest will survive.

So you are now roleplaying you are an inhabitant in a post apocalyptic wasteland, and thus you are forced to murder in cold blood whomever represents even the slightest of threats. For a moment I thought people were killing each other just because the could.

Shit happens if it rains while you are walking your way home. When you get robbed and the authorities encourages it instead of pursuing it, well its a brahmin of a whole different color
Title: Re: Defense against thieving and point-blank bursters in guarded towns.
Post by: Theta on August 04, 2011, 10:18:38 pm
Well, yeah, I agree, it's the wasteland, and it's harsh, and bla bla bla.

The point everyone's trying to make is if, say, you're playing fallout, and you kill someone at NCR and now you're wanted there and everyone wants to kill you, you don't just die and run back and then everything's honkey dorey again.

If you burst kill someone at NCR, the consequences shouldn't be "death, respawn, run back to town like nothing happened."

Your actions should last well after death.

Edit:
I'd also like to add that if you're going for the realism over fun aspect and saying, "The wastes are harsh, get over it." I seriously doubt if we were actually living in the wastes, there would be naked people running in to towns using a sub-machine gun on the first guy they see. And I'm sure there wouldn't be near as many (if any) suicide bombers.

There's this thing people in real life have that they don't have in the game that stops people from doing stuff like that, and it's called self-preservation.

In a real life wasteland scenario, yes, it'll be rough- There will be raiders and gangs and what have you, but the actiongs in question in this thread just wouldn't happen in the wastes.
Title: Re: Defense against thieving and point-blank bursters in guarded towns.
Post by: Senocular on August 04, 2011, 11:12:00 pm
Fonline: 2238 aka Fonline: No Fun Allowed

I mean, bursting people in NCR is fun, suicide bombing as well. You should never feel safe anywhere. You care about being bursted in NCR as if it was such a big deal. Don't bring stuff there so you won't lose anything. Besides, if you enter with combat armor while being 1 lvl you deserve to die.
Title: Re: Defense against thieving and point-blank bursters in guarded towns.
Post by: Theta on August 04, 2011, 11:24:51 pm
This is of course implying the character in question has a tent. You can't just run out in to the wasteland and start slaying brahmin- You've got to do some work in town before you can go out and get yourself a tent- Which means you have no where to put your stuff, and since Brahmin are so rare around NCR now, in order to get a tent, level 1 noob players all by themselves have to travel all the way to Modoc with a 10mm pistol in the hopes of getting a place to keep their stuff.

Also I don't know what this is about a level 1 with combat armor I've never seen that.
Title: Re: Defense against thieving and point-blank bursters in guarded towns.
Post by: Gaizk on August 04, 2011, 11:50:11 pm
Fonline: 2238 aka Fonline: No Fun Allowed

I mean, bursting people in NCR is fun, suicide bombing as well. You should never feel safe anywhere. You care about being bursted in NCR as if it was such a big deal. Don't bring stuff there so you won't lose anything.

Im gonna try and appeal to your common sense. I already pointed out, THERE IS FUN, there are laughs on killing people randomly out of the blue, however the point is, this laughs are more like GIGGLES, like a whim, something made out of boredom and the urge to kill stuff just because you can. Now that HAS CONSEQUENCES, wether you like it or not. We have come to adapt ourselves to this kind of behavior, since being a douche and an asshole REPETEADLY has proven to be rewarded, thus we dont bring important stuff to towns out of sheer fear.

You cant be too narrowminded to not see the consequences on bursting people, how disproportionate the fun ends up being. But sure, if you just dont care and like being a childish prick, then go ahead and jump in the wagon the developeres made of this game
Title: Re: Defense against thieving and point-blank bursters in guarded towns.
Post by: codave on August 05, 2011, 02:23:34 am
I really don't care either way, and I'll tell you why. I know I'm fairly new to the forum, I don't post much, and I'm not really known in-game.

HOWEVER, what a few of you are forgetting is that we are not NPC's. If you implement new rules, people will just find a way around them. So you implement more rules, which are quickly circumvented as well. So, now we need more rules...

...it just doesn't work. Rules do not change human behavior. Not only will we go the easiest route possible, we will also go to great lengths if we feel like we are outsmarting another person. Your problems would not be stopped, or significantly curbed in any way.

We would just have new rules to deal with.

As I feel that any of the changes implemented in this thread will likely have little appreciable effect on game play, I for one don't care what they decide to do about it, if anything.

http://fodev.net/forum/Smileys/classic/undecided.gif
Title: Re: Defense against thieving and point-blank bursters in guarded towns.
Post by: Theta on August 05, 2011, 03:02:34 am
All I'm saying is killing in unguarded towns = Rep loss with that town/No longer being "protected."

I don't care if people get around it or not, you shouldn't be forgiven of all crimes just because you died.
Title: Re: Defense against thieving and point-blank bursters in guarded towns.
Post by: Swinglinered on August 05, 2011, 05:25:48 am
Just make rep loss mount at much faster rate as well as fade at much slower rate.

Also upgrade rep system to include posses, and introduce Karma system.

People can get around these, but alternative is to WoWify Fonline.

Title: Re: Defense against thieving and point-blank bursters in guarded towns.
Post by: RavenousRat on August 05, 2011, 07:43:45 am
All I'm saying is killing in unguarded towns = Rep loss with that town/No longer being "protected."

I don't care if people get around it or not, you shouldn't be forgiven of all crimes just because you died.
Just make rep loss mount at much faster rate as well as fade at much slower rate.

Also upgrade rep system to include posses, and introduce Karma system.

People can get around these, but alternative is to WoWify Fonline.
Oh no, don't force me to create alts with 10 PE, 10 AG, one hander trait and SG tagged with names:
PointBlankBurster1
PointBlankBurster2
PointBlankBurster3
PointBlankBurster4
PointBlankBurster5
Only because I'll have problems after bursting people in NCR and will have to relog after each burst.
Title: Re: Defense against thieving and point-blank bursters in guarded towns.
Post by: Gaizk on August 05, 2011, 09:15:25 am
Thanks for pointing that one out Ravenous, but I got to admit we are not seeking perfection here, but more like balance and fairness. Im not even sure to how extent we can limit people from killing each other on places they're not supposed to, when you give them the chance to simply do it. But I can tell you this, its gonna be a chore doing those alts, and guards can become ¨Sensitive¨ to continual bursting, and thus autoshoot whomever unholsters a gun in Town, and shout to those who bring them.

There can be ways to avoid all this, but  I just dont know to how extent they could work, this whole ALT system completely buttfucks and loopholes most ideas I try to come up with, we can just hope to lessen the grievers influence, but not eradicate it
Title: Re: Defense against thieving and point-blank bursters in guarded towns.
Post by: Theta on August 05, 2011, 09:49:45 am
Exactly what Gaizk said.

So what if you'll find ways around it. People find ways around everything.

I just want some sort of punishment, that way at the very least, less people will do it.

And if, as you're suggesting, people like you want to take time out of your way to make alternate accounts and use proxies and whatever else you need to do to get around it, so be it.

I won't be mad when I die because I know in the time it takes me to get back where I was it'll take you twice as long to get back to where you were.

The only time you'll be wasting is your own.
Title: Re: Defense against thieving and point-blank bursters in guarded towns.
Post by: Ulrek on August 06, 2011, 12:53:22 am
Just make the guards shoot players for 3 hours if they murder someone in a guarded town, people will use proxies, but that -Is- ban worthy.

So you are making people break the server rules to grief so heavily, which to me sounds fair to me.

To deal with thieves, just give the guards uber thief detection in the entry ways and different areas, so that if you want to rob someone, you have to follow them in to an area away from the guards, sounds perfectly reasonable to me once more, since it makes griefers work -harder- to grief, which isn't exactly a bad thing, unless you like your entire community to be made up of trolls.

PS, Even i want this, and i troll and bomb and shoot people in NCR for fun, i'll deal with making alts to continue.

-Ulrek-
Title: Re: Defense against thieving and point-blank bursters in guarded towns.
Post by: jonny rust on August 08, 2011, 04:25:38 am
Any character that bursts/blows up/ murders another player in a guarded town gets a murderer tag. The first time the player gets this tag the guards shoot on sight for a day, the second time he gets this tag the guards shoot on sight for a week. the next time for a month. make it exponential.

sure you can alt as much as you like if you are committed to pissing people off but you're grief alts will have an expiration making it that much harder.
Title: Re: Defense against thieving and point-blank bursters in guarded towns.
Post by: Reginmund on August 08, 2011, 05:27:30 am
Any character that bursts/blows up/ murders another player in a guarded town gets a murderer tag. The first time the player gets this tag the guards shoot on sight for a day, the second time he gets this tag the guards shoot on sight for a week. the next time for a month. make it exponential.

sure you can alt as much as you like if you are committed to pissing people off but you're grief alts will have an expiration making it that much harder.

and the difference can be made for those who had a bomb planted on them? if not, you have an issue there i.e. a really good grief feature.
Title: Re: Defense against thieving and point-blank bursters in guarded towns.
Post by: jonny rust on August 08, 2011, 08:05:31 pm
and the difference can be made for those who had a bomb planted on them? if not, you have an issue there i.e. a really good grief feature.

someone getting a bomb planted on them would be a victim. the person who set the bomb pulled the 'trigger' and would be the only one to get punished here. I'm pretty sure that guards can already tell the difference.
Title: Re: Defense against thieving and point-blank bursters in guarded towns.
Post by: runboy93 on August 08, 2011, 08:09:53 pm
People still whine about thieves :(
I though you already learned to keep valuable stuff at tent or hands..
Title: Re: Defense against thieving and point-blank bursters in guarded towns.
Post by: Ulrek on August 08, 2011, 09:00:42 pm
The bomber already loses rep if the bomb kills somebody, not the person who set it off/got blown up by it.

-Ulrek-
Title: Re: Defense against thieving and point-blank bursters in guarded towns.
Post by: jonny rust on August 08, 2011, 11:45:58 pm
People still whine about thieves :(
I though you already learned to keep valuable stuff at tent or hands..

thieves are just as beta as anything else in this game, there's always room for improvement ;)
Title: Re: Defense against thieving and point-blank bursters in guarded towns.
Post by: TKs-KaBoom on August 09, 2011, 12:49:54 am
I don't get it.  As much as grieving is a nuisance and what not.  Being a douche is perfectly valid roleplaying, quit whining.  This isn't hello kitty land, this is fallout, the wasteland is harsh, unfair and unforgiving.  Accept it, embrace it or find a game more suited to pussies..... :)


This is where the strong prey upon the weak and all you can be certain of is that everybody is a threat and always be ever vigilant.  Wah, somebody blew me up, wah, somebody bursted me, wah, somebody stole my stuff.   Wah, I wish somebody would hold my hand and keep me safe and tuck me in at night.....
Title: Re: Defense against thieving and point-blank bursters in guarded towns.
Post by: jonny rust on August 09, 2011, 01:52:00 am
I don't get it.  As much as grieving is a nuisance and what not.  Being a douche is perfectly valid roleplaying, quit whining.  This isn't hello kitty land, this is fallout, the wasteland is harsh, unfair and unforgiving.  Accept it, embrace it or find a game more suited to pussies..... :)


This is where the strong prey upon the weak and all you can be certain of is that everybody is a threat and always be ever vigilant.  Wah, somebody blew me up, wah, somebody bursted me, wah, somebody stole my stuff.   Wah, I wish somebody would hold my hand and keep me safe and tuck me in at night.....

Nice story, now give me one reason why a guarded town in a harsh world would let a known murderer back into town 2 minutes after his crime?

Now explain how is the world harsh for the bluesuit with the SMG when there are no consequences or risk to his actions?

You're argument is half true, too bad you don't seem to understand it.
Title: Re: Defense against thieving and point-blank bursters in guarded towns.
Post by: snailbeast on August 09, 2011, 03:26:46 am
I don't get it.  As much as grieving is a nuisance and what not.  Being a douche is perfectly valid roleplaying, quit whining.  This isn't hello kitty land, this is fallout, the wasteland is harsh, unfair and unforgiving.  Accept it, embrace it or find a game more suited to pussies..... :)


This is where the strong prey upon the weak and all you can be certain of is that everybody is a threat and always be ever vigilant.  Wah, somebody blew me up, wah, somebody bursted me, wah, somebody stole my stuff.   Wah, I wish somebody would hold my hand and keep me safe and tuck me in at night.....
you are dead. You can`t enter town any more. You can` do anything at all. THAT`s harsh.
Title: Re: Defense against thieving and point-blank bursters in guarded towns.
Post by: Theta on August 09, 2011, 04:03:57 am
Yes, TKs-KaBoom, the previous two posts are right. You can say "the wastes are harsh get over it." I hear it used a lot, actually. It seems more like a scape goat or an excuse to keep abusing unpolished alpha game code. Let's face it, if we were actually in the wastes, people who ran in to towns unarmored with a submachine gun, ran up to a guy right in front of six guards, and blew someone's head up, only to die at the hands of the guards themselves, wouldn't be around for very long. It's because in the wasteland, you don't respawn in a minute.

You want a "valid excuse to RP" how about when your character dies, you delete your character and stop playing. See how long griefing lasts if it were actually as hard as the wastes.

In terms of ACTUAL valid rp pking, it really hasn't happened to me. Valid PKing is if you go in an unguarded mine and there's some gang bangers there in combat armor with combat shotguns and they kill you to take your stuff. Yeah, it sucks, but you knew the risks going in to unguarded towns/mines/Gang territory, and at least you didn't die in an absolutely retarded way in front of some guards when your killer had nothing to gain out of it.