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Author Topic: removing other core entrances  (Read 11867 times)

Captain Chilly

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removing other core entrances
« on: September 09, 2014, 05:56:54 PM »

please, for the love of make ofactio nmemebers unable to access any Core entrance besides theirs , it getting too damn annoying, and i'lm speaking of right now, i went to the core, fully armored in my new Power armor MK2 that i spent my last caps on and wielding my revolver, sweet, right? well, nope, becuase some lawyer decided to hang out beihnd the fucking car in the entrance waiting for newbies as free kills murdered me using his machinegun, okay, i i was pissed off, but, luckily i stil lhad my steel armor and sub weapons, so i took those and went by the Center entrance, surprise surprise, there was a V techer there, hiding as usuall, one shot me with his sniper rifle, then i had it, but i tried to keep my cool, so i took nothing and went by the south side, oh no, big surprise , A FUCKING BRAHMIN BOY, so please, for the love of god make members of other factions unable to see your entrance to the core, just like what you did with bases

anonymousplayer

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Re: removing other core entrances
« Reply #1 on: September 09, 2014, 05:58:35 PM »

group up
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Saeko

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Re: removing other core entrances
« Reply #2 on: September 09, 2014, 09:07:55 PM »

Sneaking out via an enemy entrance because a war party cut you off while you had tons of loot is pretty thrilling and can get downright scary. Sneaking in via an enemy entrance to get somewhere fast is pretty Metal Gear Solid from time to time. I love the fact that the entrances are open because it really adds to the game in terms of suspense. That's not even mentioning the additional tactical possibilities for group PvP - the open nature of the gates makes it possible to fight supporting battles by trying to intercept enemy reinforcements.

Besides, camping enemy gate has a negative expected value. Basically, if you keep doing it, you're guaranteed to donate more gear than you gain. Yes, you might get lucky and kill some unlucky people like you, but your options really suck:
- you get cornered by a group and you die
- you find someone armed and you fight 1v1, your chances are 50/50, but generally speaking it's likely to be a stalemate with enemy reinforcements on the way and your time running out
- you kill someone with no loot or someone spots you and runs, which means that you have to run because otherwise you'll get cornered by a group and you die, you waste plenty of time you could spend scavenging
- you pull off a somewhat stealthy assassination and kill someone with some loot, you run away and you win

5 possibilities, 2 win, 3 lose. Few predictable ambush spots, tons of boring wait if you pursue this tactic, easy counterplay. What's the problem with this feature again?
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Nice_Boat

Myakot

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Re: removing other core entrances
« Reply #3 on: September 09, 2014, 09:19:42 PM »

There are none, this feature has to stay. Can't see any logical explanation for other players for not seeing 3 giant-ass gates.
P.s.
You went alone in your PA with a freaking revolver? You deserved it ><
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Nunn

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Re: removing other core entrances
« Reply #4 on: September 09, 2014, 11:12:47 PM »

Its FAR to easy to camp the gates and get away with no penalty, all you have to do is sit nearby the exit grid sniping and looting until some form of resistance comes then jump out before they can react.

Unless the maps are changed so that the gates have some form of protection at the spawn line, it would make sense to block other factions from entering and exiting at gates they do not own.
If you want to camp a gate then you should have to march across the core to do so and risk having no instant easy escape route.
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Myakot

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Re: removing other core entrances
« Reply #5 on: September 09, 2014, 11:17:07 PM »

I'm sorry, but doesn't it apply for all factions? If you think that this is that easy, you are free to do so. The only thing that could be improved in order to not make this game a cakewalk is to increase the amount of patrols in gate-zones only.
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Nunn

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Re: removing other core entrances
« Reply #6 on: September 09, 2014, 11:20:58 PM »

I have tried it in retaliation, its so damn abusable.
Having a somewhat safe zone to enter the game isn't making the game too easy, the challenge should be in exploring the core and fighting others not getting instantly killed the moment you enter the gate due to a horrible design flaw.
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Myakot

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Re: removing other core entrances
« Reply #7 on: September 09, 2014, 11:26:35 PM »

Lots of people would agree with me that even having a base where you can safely trade and leave your items is a design flaw, but it's needed to keep a large base of players so why not.
So what do you suggest? A giant fence on the world map prohibiting everyone else from entering for some unknown reason? Restricting player's movement IS the biggest design flaw in an OPEN-world rpg.
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Nunn

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Re: removing other core entrances
« Reply #8 on: September 09, 2014, 11:32:07 PM »

If the game was truely open world then it would be fine, sadly we are restricted with the Fallout system of moving from zone to zone which creates moments where camping a spawn point is possible.
The best solution would to make the gates actual gates with a line of fencing and guards, allow anyone to enter or exit any gate but have to fight a standing AI guard in order to do so, make it an actual risk rather then popping in and out for free kills and gear.
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Myakot

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Re: removing other core entrances
« Reply #9 on: September 09, 2014, 11:39:28 PM »

That design might work just fine, I was also thinking about that. The problem is it has flaws. Your faction will probably suffer the most, because you will be AN EVEN EASIER target, since you will enter and exit from the same gate-hex. (Trapping it will be as common as anything can be) Also killing a guard and THEN camping would make absolutely no difference, and lastly: you will still be able to easily escape, since 1s battle-timer.
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Nunn

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Re: removing other core entrances
« Reply #10 on: September 09, 2014, 11:46:32 PM »

A respawning set of guards would at least stop the sneaking in and camp/sniping, plus restrict low levels from trying it.
It of course would have no effect on a mob of players camping the spawn but at least they have to put some effort into it and are a bit more vulnerable to counter-attacks.
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John Porno

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Re: removing other core entrances
« Reply #11 on: September 09, 2014, 11:51:49 PM »

there already are guards in the sense of the faction patrols. I have watched players making mistakes by not using the npcs to their advantage when being attacked.

Aside from the fact that every problem created by a player can be solved by a player, we will probably introduce the combat timer blcoking the exit grid for the wm exits, as the camping near the grid really makes it a little to no risk operation of the camper.
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Nunn

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Re: removing other core entrances
« Reply #12 on: September 09, 2014, 11:54:33 PM »

Being blocked due to combat would be very handy.

The Patrols rarely venture near where people camp, easy to dodge then go near the spawn area, at least for Vtec
« Last Edit: September 09, 2014, 11:57:26 PM by Nunn »
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Myakot

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Re: removing other core entrances
« Reply #13 on: September 09, 2014, 11:57:58 PM »

"Aside from the fact that every problem created by a player can be solved by a player"
We need a dedicated topic called "golden quotes of the server".

Good to see that you will at least look in the matter ;).
Hope our little forum-war would help you find the best possible sollution
« Last Edit: September 10, 2014, 02:29:55 AM by Myakot »
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Armadingo

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Re: removing other core entrances
« Reply #14 on: September 10, 2014, 02:28:56 AM »

I agree with this, my reasons are stated in my own thread.
It just doesn't make sense that the entrances aren't guarded properly, patrolling NPCs usually go in the middle of the map and they can't see the other factions shooting.

I've heard talk about patrols rushing from the one side of the map to the other, because one bluesuit got chased by scorpions. I didn't experience this while defending our own gate though.
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Shangalar

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Re: removing other core entrances
« Reply #15 on: September 10, 2014, 03:19:18 AM »

I've just finished improving guard routes on gate maps, providing a more focused protection on the exit grid. Guards frequency has been increased as well.
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Nunn

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Re: removing other core entrances
« Reply #16 on: September 10, 2014, 08:33:18 PM »

Do Guards attack all factions or just the factions Rival? The main campers at Vtec Gates are Lawyers atm and the patrols seem to ignore them.
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Shangalar

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Re: removing other core entrances
« Reply #17 on: September 10, 2014, 08:41:13 PM »

Guards will help their faction members regardless of who is attacking, and they will attack anyone with a bad reputation towards their faction.

You can always evaluate the reputation of any other player by checking his contour color (the halo visible around the character in shoot mode). If it's green, that's a friend, if it's grey, he's neutral, and if's orange/red, that's an enemy of the faction!
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Nunn

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Re: removing other core entrances
« Reply #18 on: September 10, 2014, 08:47:23 PM »

Cant exactly check what their colour is when the moment they pop up you are dead.

The guards are not near enough to stop the shoot, loot and scoot tactics that is being abused.
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Myakot

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Re: removing other core entrances
« Reply #19 on: September 10, 2014, 08:51:52 PM »

Cant exactly check what their colour is when the moment they pop up you are dead.

The guards are not near enough to stop the shoot, loot and scoot tactics that is being abused.
I believe, Shanga or John said that they would implement battle-timer exit penalty for global map grids, so be patient I guess
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I think it's time we blow this scene, get everybody and the stuff together...
Okay, 3, 2, 1, let's jam!
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