fodev.net

Other => FOnline:2238 Forum => Archives => Suggestions => Topic started by: avv on August 20, 2012, 10:56:35 pm

Title: Make bases no-logoff zones
Post by: avv on August 20, 2012, 10:56:35 pm
Imagine a situation where a gang has 20 bases and one member decides to betray them. He then creates dozens of alts, escorts them in the bases and logs them off inside. Basically all bases are now contaminated and no items can be stored there. It might be possible to swarm all bases with tons of slaves and mercs, but that's just ridiculous. If the logged off chars were sneakers, it wouldn't even help unless you had like every second hex taken by npc set to attack nonmembers.

I suggest that bases are non-logoff zones like ares and Jail. So that the chars remain logged off but don't disappear. Sneaker could still be found with high ac char or motion sensor.
Title: Re: Make bases no-logoff zones
Post by: Kelin on August 21, 2012, 12:06:23 am
This happened to us at the early post-wipe stage of this session. Basically all Hawks bases are contaminated and if you leave for example a car there, there is 90% chance that after few hours you won't get it back. The only solution is purchasing a new base (or bases). Your idea is interesting, I'm thinking about another solution, you could log off but after logging back in you would be outside of the base on WM (same principle as with encounters). Actually this would happen to only those who are not listed in a terminal, so you could easily manage who is able to see a base from inside.

This is completely different idea, maybe I should post a new suggestion but I'm too lazy  ::)
Title: Re: Make bases no-logoff zones
Post by: Stration on August 21, 2012, 12:09:28 am
I suggest that bases are non-logoff zones
The same thing should apply to tents.

Picture this: a guy follows you to your tent unnoticed and instead of looting the place right away he just goes to a corner of the map and logs off. What now? And how do you know there never was a person who managed to do that to you?

Now that you've realized that the possibility of it exists, you can no longer store any items in any of your tents! Isn't that horrible?

Coming back to the issue of bases - what if one person betrays you and then another one does the same thing? You cannot possibly be serious about keeping valuable stuff in a public base... it's just silly.
Title: Re: Make bases no-logoff zones
Post by: S.T.A.L.K.E.R on August 21, 2012, 12:20:22 am
Thats why you get mercs and set them to attack anyone not member of faction
Title: Re: Make bases no-logoff zones
Post by: Sarakin on August 21, 2012, 01:06:52 am
I like Kelin“s idea more.
Having to move to wm everytime is a mere nuissance.
Title: Re: Make bases no-logoff zones
Post by: The Lost Children on August 21, 2012, 05:44:48 am
+1 to non disappearing logoffs.
Title: Re: Make bases no-logoff zones
Post by: naossano on August 21, 2012, 10:07:48 am
The same thing should apply to tents.

Picture this: a guy follows you to your tent unnoticed and instead of looting the place right away he just goes to a corner of the map and logs off. What now? And how do you know there never was a person who managed to do that to you?



I don't see this particular case a a cheating. Dev implanted the tracking feature especially for that in a previous cession.
There are few chances that someone can follows you and stay unoticed. Even then, he would be the only one, for a one-time thing.
Title: Re: Make bases no-logoff zones
Post by: ronillon on August 21, 2012, 01:24:21 pm
If someone betrays you, its your fault that you trusted him. If he robs you, its your fault to leave valuables in the public or semi-public area.

If someone follows you on the WM, from one location to the other and you do not notice him, its definitely your fault. You werent paying attention, deal with consequences. (Another thing would be, if the following person was invisible even on the follower list when sneaked. So you would have no chance to find out whether you have been tracked or not.)
Title: Re: Make bases no-logoff zones
Post by: avv on August 21, 2012, 06:31:03 pm
If someone betrays you, its your fault that you trusted him. If he robs you, its your fault to leave valuables in the public or semi-public area.

If someone follows you on the WM, from one location to the other and you do not notice him, its definitely your fault. You werent paying attention, deal with consequences. (Another thing would be, if the following person was invisible even on the follower list when sneaked. So you would have no chance to find out whether you have been tracked or not.)

Thanks mr internet judge.

Here's some facts: the game is about getting together and playing in gangs. However nobody can be trusted 100% so what for do we even have shared bases if theres a way to destroy everything a gang worked for the entire session?
Some baserape happens because of bugs or hacking passwords, I know two cases where such situation took place. Devs don't do anything about it ingame level, so they should make it easier for players to solve those matters themselves by implementing the no-logoff bases. And moreover, can you name any downsides of making the bases work like suggested by Kelin or me? 
Title: Re: Make bases no-logoff zones
Post by: Stration on August 21, 2012, 07:54:53 pm
Some baserape happens because of bugs or hacking passwords, I know two cases where such situation took place.
And making bases "no-logoff zones" is going to prevent this sort of abuse? How?
Title: Re: Make bases no-logoff zones
Post by: avv on August 21, 2012, 09:05:43 pm
And making bases "no-logoff zones" is going to prevent this sort of abuse? How?

It doesnt prevent the loss of items but surely prevents bases becoming contaminated.
Title: Re: Make bases no-logoff zones
Post by: chocolate_chip_cookies on August 21, 2012, 09:27:48 pm
I don't like it. Stuff like contaminated bases and betrayal make things interesting. You can just build new bases or set up mercs.
If you want safety all the time then you can just stay in your tent forever. Taking risks is part of what makes things fun
Title: Re: Make bases no-logoff zones
Post by: Keksz on August 21, 2012, 10:18:31 pm
I think its a bad idea.If the tents and bases will be "Non log off area"and cuz of some bug u wont see any of your bases than what?This game is hard filled with a lot of shthd.If ur base get raped,deal with it wasteland is harsh.
Title: Re: Make bases no-logoff zones
Post by: falloutdude on August 21, 2012, 10:21:58 pm
.If ur base get raped,deal with it wasteland is harsh.
this.
the truth is if you get base raped its your fault and that is the punishment. if you let 123813 newbies into your main faction base and get raped then i must say you deserve it.
Title: Re: Make bases no-logoff zones
Post by: T-888 on August 21, 2012, 10:32:35 pm
How about non trusted members witch you could specify in the terminal were moved to global upon logging off?

If you lead some random players in your base witch aren't specified anyhow and are just a liability, then it is just your fault taking the wrong risks.
Title: Re: Make bases no-logoff zones
Post by: The Lost Children on August 21, 2012, 11:42:47 pm
How about non trusted members witch you could specify in the terminal were moved to global upon logging off?
risks.

Or have a new status: VISITOR

Visitors would be kicked from the base if logged out.
Title: Re: Make bases no-logoff zones
Post by: avv on August 22, 2012, 06:27:00 pm
this.
the truth is if you get base raped its your fault and that is the punishment. if you let 123813 newbies into your main faction base and get raped then i must say you deserve it.

The idea isn't about preventing baserape but preventing the bases becoming uninhabitable because of logged off alts. Losing all gear is bad enough, having to remake all bases is just over the top.
Title: Re: Make bases no-logoff zones
Post by: falloutdude on August 22, 2012, 11:41:01 pm
The idea isn't about preventing baserape but preventing the bases becoming uninhabitable because of logged off alts. Losing all gear is bad enough, having to remake all bases is just over the top.
... if you dont trust someone and think they will log off alts in your bases then don't bring them or add them. its your fault for bringing them to your base and if you get raped because of that well its your problem and your fault. also we have mercs for a reason. put them in your base and make sure you trust everyone that can see equipment bases.
Title: Re: Make bases no-logoff zones
Post by: The Lost Children on August 22, 2012, 11:52:27 pm
... if you dont trust someone and think they will log off alts in your bases then don't bring them or add them. its your fault for bringing them to your base and if you get raped because of that well its your problem and your fault. also we have mercs for a reason. put them in your base and make sure you trust everyone that can see equipment bases.

Having to pay for mercs loyalty is a bit over the top as well, if we want to protect our bases, let us do it without having to pay a stupid monthly fee. eh?
Title: Re: Make bases no-logoff zones
Post by: falloutdude on August 23, 2012, 04:35:14 am
Having to pay for mercs loyalty is a bit over the top as well, if we want to protect our bases, let us do it without having to pay a stupid monthly fee. eh?
yes paying daily fee is fucking retarded but thats not my fault. blame devs am just stateing that if you are too stupid to not protect your base and use common sense to keep it safe then you deserve to be baseraped.
Title: Re: Make bases no-logoff zones
Post by: JovankaB on August 23, 2012, 06:19:13 am
People who aren't faction members/friends could be kicked to WM on login if they were
in the faction base and were logged out longer than 3 minutes. This would also allow
to do some player events in bases without worrying about contamination by sneakers.

Also maybe dogs could check if there is any non-member/friend in base.

Personally I would prefer the bases to be even more exposed with some alert and
defense systems. To the point where breaking into one could cost more than items
stored inside. But that's just my personal opinion.

Leaving lots of additional characters in game until server restart (just imagine all those
alts placed in bases) just for this one purpose wouldn't be good IMHO.
Title: Re: Make bases no-logoff zones
Post by: avv on August 23, 2012, 08:48:39 am
... if you dont trust someone and think they will log off alts in your bases then don't bring them or add them. its your fault for bringing them to your base and if you get raped because of that well its your problem and your fault. also we have mercs for a reason. put them in your base and make sure you trust everyone that can see equipment bases.

But truth is: you can never trust someone 100%. So by that logic nobody should ever trust anyone and thus the whole idea of shared bases is broken. You still haven't stated any downsides to the feature proposed. I believe everyone knows that adding untrustworthy members in base gets people baseraped, no need to repeat that.

Quote from: JovankaB
Personally I would prefer the bases to be even more exposed with some alert and
defense systems. To the point where breaking into one could cost more than items
stored inside. But that's just my personal opinion.

The issue here is that bases need to be private and safe for the fact that you can't watch over them 24/7. If every player watched over their bases all day and night these logged off alts wouldn't be a big deal. But baserape is like taking towns in early morning: doing stuff that harms other players when the players in question aren't present. The game shouldn't encourage that kind of activity.
Title: Re: Make bases no-logoff zones
Post by: T-888 on August 23, 2012, 11:17:23 am
But truth is: you can never trust someone 100%

I can argue about this, because it is not entirely true.
Title: Re: Make bases no-logoff zones
Post by: Kilgore on August 23, 2012, 11:55:52 am
Yeah I've been playing for 3 years with some dudes and we share passwords basically for all characters and I have no idea why shouldn't I 100% trust them.

Even more, we sometimes share accounts for games that actually cost some money to buy and play.

Though the idea to move characters that are not in faction to worldmap isn't bad.