FOnline: Ashes of Phoenix

General section => General Discussions => Topic started by: Hang-Lip on November 09, 2014, 05:31:46 PM

Title: Encounters
Post by: Hang-Lip on November 09, 2014, 05:31:46 PM
Will forced encounters be re enabled at some point?

Title: Re: Encounters
Post by: MARXMAN on November 10, 2014, 12:09:48 AM
We talking about the world map?  If so I hope not, world map encounters just slow down things for players IMO, and it's nice to not be forced into crap while traveling.  This is only my personal opinion, but my guess is that a lot of 2238 vets want it.
Title: Re: Encounters
Post by: S.T.A.L.K.E.R on November 10, 2014, 12:25:20 AM
I remember that a dev once said that encounters aren't really needed in AoP
Title: Re: Encounters
Post by: Hang-Lip on November 10, 2014, 12:44:22 AM
Then what the hell am i making random enc maps for?
If this is so, then it sucks fucking hard.

As captain chilly has stated several times, Fo server based only on PVP will die.
which it didnt take long to do.

Take a gander where all the players are at? Not here. I stopped playing Fo2 cuz of my loyalty to AoP.
Now i hear this shit.

Devs you wasted your time creating lore for this, as no one gives a shit about it. Just reduce the WM to core. So theres no travelling at all.

If dev sees this, and above shit is true, plz remove my contributer status.

Before some dick says it, YES my butthurts.

Title: Re: Encounters
Post by: MARXMAN on November 10, 2014, 12:56:34 AM
Then what the hell am i making random enc maps for?
If this is so, then it sucks fucking hard.

As captain chilly has stated several times, Fo server based only on PVP will die.
which it didnt take long to do.

Take a gander where all the players are at? Not here. I stopped playing Fo2 cuz of my loyalty to AoP.
Now i hear this shit.

Devs you wasted your time creating lore for this, as no one gives a shit about it. Just reduce the WM to core. So theres no travelling at all.

If dev sees this, and above shit is true, plz remove my contributer status.

I'm not a dev, but Random Enc maps could DEFINITELY still be used for popping into WM squares.  I see your point about noone wanting PVP, it's a sad but true fact that everyone is playing FO2 because farming bullshit and caps. I would be in support of random encounters for some people's need for more diverse PVE, but as I said not my cup o tea.

I give a shit about lore, as do most players, and a lot of people want an expanded WM with more locations and towns and things. but as it is NOW, you have: 4 bases, the Core, respective mining companies and that new dungeon. With such little travel, why would encounters be needed before the map was more fleshed out?
Title: Re: Encounters
Post by: Hang-Lip on November 10, 2014, 01:28:47 AM
Forced encs make the wasteland what it should be... dangerous to travel and unpredictable.

Not boohoo i need to get back to the fight as quik as possible. that just makes it a deathmatch game and not an mmo.
Title: Re: Encounters
Post by: MARXMAN on November 10, 2014, 01:29:40 AM
Forced encs make the wasteland what it should be... dangerous to travel.

Not boohoo i need to get back to the fight as quik as possible. that just makes it a deathmatch game and not an mmo.


touche
Title: Re: Encounters
Post by: Captain Chilly on November 10, 2014, 02:59:00 AM
Then what the hell am i making random enc maps for?
If this is so, then it sucks fucking hard.

As captain chilly has stated several times, Fo server based only on PVP will die.
which it didnt take long to do.

Take a gander where all the players are at? Not here. I stopped playing Fo2 cuz of my loyalty to AoP.
Now i hear this shit.

Devs you wasted your time creating lore for this, as no one gives a shit about it. Just reduce the WM to core. So theres no travelling at all.

If dev sees this, and above shit is true, plz remove my contributer status.

Before some dick says it, YES my butthurts.

i remember that you would instantly travel to the core upon exiting your base in the beta
and i'm surprised someone reads the shit i post
but anyways, look at Fonline2: it has pvp, which happens in a fun way of planting traps for newbies or events ,but it has a shitload of fun stuff that you can do with your friends without some overpowered asshole stomping you, like raider camps, caravans, quests or dungeons

if anything, i say removng those things kills the fallout experience, which is exactly what happened to AoP, it's a fun game with great mechanics, but it still needs a LOT of work
Title: Re: Encounters
Post by: Niamak on November 10, 2014, 03:44:15 AM
it has a shitload of fun stuff that you can do with your friends without some overpowered asshole stomping you, like raider camps, caravans, quests or dungeons

wat

fo2 has shitload of PVE content which can lead to PVP, we can agree to that.

I wish there were no world map and assignment in AoP. If I wanted the wasteland experience, I might as well play fo2 or even better fallout 2.
Title: Re: Encounters
Post by: lvhoang on November 10, 2014, 04:01:59 AM
I know a lot of players who just connect to see if there is any PVP or ZC going on. Then if they see low activity, they disconnect right away.
meaning, no one actually plays except for a few players.

So the key to getting more players would be to introduce more PvE activities to get more people online. And when they re all online, they will play together much more (PvP, PvE, RP).

See what i did there? :)
I think this concept will be healthy for a bigger player base.
Title: Re: Encounters
Post by: Hang-Lip on November 10, 2014, 04:46:38 AM
I just really hope S.T.A.L.K.E.R. was just blowing air.

The mechanics in AoP, as far as im concerned are beyond compare to any other FOnline server.
Even with the lack of content, I will never go back to 1hex mechanics.

I wish I had some idea of coding anglescript, so i could help with more, than just maps.  :'(

I dont really know shang that well, but in the yrs of playing fonline i know he likes roleplay, to me thats a good sign for the server.
Title: Re: Encounters
Post by: mAdman on November 10, 2014, 05:26:39 AM
You can still enter the random encounter maps to fight NPCs, hunting encounters style, so they aren't going to waste. Also outdoorsman being disabled at the moment makes me think they might reintroduce random encounters for that, but there isn't a lot outside of phoenix to explore, so mostly you will just have encounters when trying to get back into pvp fights in the core, or while you are on your way to an assignment.

As far as fonline 2 goes, there is so much broken and unbalanced (also forgotten about, unused) mechanics and systems in the game that they seem to never intend to fix. So yeah it seems like PvE does draw in bigger crowds (also the "canon" aspect for some reason people go apeshit for, even though it is broken and unbalanced and has been for ~10 years), because the combat system in that is just plain weak in comparison to AoP.

Fonline 2 pvp = "are you a burster with these exact 8 perks (or a tank)?.. No? Then go away or reroll newb cos u won't be able to one hex one shot or triple burst at a distance"

So many roles to play. Hmmm, tank or tanky burster hmmm...
Title: Re: Encounters
Post by: Hang-Lip on November 10, 2014, 06:51:05 AM
Entering an enc isn't the same as a forced one.

Forced enc means, 2 groups could be fighting each other, Hostile npc's have 'spotted' you and are preceding to attack you. Encountering another player. (unsafe) Must ready yourself.

Entering an enc by choice means there will be no NPC's on intial entering. (safe)
Title: Re: Encounters
Post by: mAdman on November 10, 2014, 07:05:43 AM
Well that mechanic would have to be implemented, forced encounters is one thing but players encountering other players I assume requires a bit more work (unless it can be easily ripped from the 2238 source material), especially to do it well, and unlike 2238 there aren't many WM locations to travel to, so the player encounters would likely be ambushes at the gate paths only (and if you are ambushing people you might as well do it at their gate or just inside).

I'd say, that there would need to be more WM locations (like the pvpve "dungeon" and "wave defense") around the place for WM player encounters to be necessary.

Forced encounters by them self though, I'm sure wouldn't be as difficult.
Title: Re: Encounters
Post by: Hang-Lip on November 10, 2014, 07:17:26 AM
Encountering another player thats already in a forced enc is like a core feature of fonline.

If the devs can code a masterful combat system, this should be a piece of cake.

Camping faction gates................
Title: Re: Encounters
Post by: mAdman on November 10, 2014, 07:25:12 AM
Yeah I know but like I said doing it well, as opposed to just force dropping players who are walking in the same tile where another player(s) is already fighting an encounter is far from perfect and would have almost no impact on the game as is.

(I assume factions go to different locations when encounter hunting and the only "high traffic" areas would be the paths from HQ to gate or sewer to HQ).
Title: Re: Encounters
Post by: good guy on November 10, 2014, 09:18:41 AM
it would be nice to see that there is no way to avoid whatever has found you in an  encounter and forced to fight it it also helps knowing what you are actually facing instead of just hoping its not a group of bootleggers or bounty hunters
Title: Re: Encounters
Post by: SnowCrash on November 10, 2014, 09:46:43 AM
Forced encs make the wasteland what it should be... dangerous to travel and unpredictable.

First of all, i think most players, even those in FO2, hate forced random enc (thats the reason why most chars raise outdoor asap)

Second, here random enc works completely different. When you enter in a WM enc, any group of creatures may spawn, some even close to you, and some goups also spawn while you are in the encounter. I have die many times while hunting geckos or gather fibers by being ambushed by raiders or other critters.

So for me random encounter are still dangerous and unpredictable. And im fine with their current implementation.

What we need its more reasons to go to random encounters. Farm special resources, some quest involving killing cetaing ammount of critters, and stuff like that. Not something that make profitable to do only random encounter, but some stuff that makes you have to go to random encounters from time to time
Title: Re: Encounters
Post by: mAdman on November 10, 2014, 10:03:57 AM
How about making the surrounding wasteland just like phoenix itself, as a series of connected maps, each representing one of the previous world map squares, NPC groups would spawn in the maps as they do now, and the random encounter maps as they are (and any future ones) can be further utilised.

It's a big area so a lot of repetition would be needed (for example repeated use of the "road" map for the path to the gates etc), but even if you shrunk the overall size of the map it would be cool IMO.

Just an idea anyway.

edit; the sewer entrances could be two way, and a way to navigate would be helpful though (maybe using the current worldmap as a pipboy map).
Title: Re: Encounters
Post by: good guy on November 10, 2014, 10:08:27 AM
How about making the surrounding wasteland just like phoenix itself, as a series of connected maps, each representing one of the previous world map squares, groups would spawn in the maps as they do now, and the random encounter maps as they are (and any future ones) can be further utilised.

It's a big area so a lot of repetition would be needed (for example repeated use of the "road" map for the path to the gates etc), but even if you shrunk the overall size of the map it would be cool IMO.

Just an idea anyway.
it is a good idea in my opinion
Title: Re: Encounters
Post by: cirn0 on November 10, 2014, 11:35:16 AM
Well, here's the direction I want to take the WM into.

Each sector of the map will be owned by a faction and are susceptible to being taken over.

As we will further the emphasis of the factions, they will eventually have faction wide resources such as Manpower, Wealth, Weapons, Armor, Food. These resources which will be generated via these sector controls as well as the core ownership.

Controlling Sectors:
-Platoons will be able to build outposts on behalf of their faction which will take control of adjacent WM sectors in a radius.
These outposts will be susceptible to attacks and can be destroyed completely by Players and periodic raids by NPCs if undefended.
-Outposts will be upgradable and have NPC defenders
-Hopefully I'll be able to implement dynamic buildings so players can build their own destructible walls in these maps to make for a personalized bases and dynamic battles.

What is controlling a sector good for?
-special locations that can only be accessed when your faction control the sector such as water sources, ruins, armouries, abandoned factories, ect.
-As we will be removing assignments from bases, it will instead be random locations that will pop up in faction owned territory.
-Platoon owning the sectors will receive income of all activity in the controlled area.
-After owning the sectors, you will then be able to build to build barracks, mines, small towns, ect which will generate more resources for the faction and platoon.

Ultimately, when you can reach the enemy faction's HQ from the WM with sector control, you'll have a chance to destroy that faction.

This is just the basic sketch of what I want AoP's WM to be like.

Title: Re: Encounters
Post by: John Porno on November 10, 2014, 11:44:51 AM
How about making the surrounding wasteland just like phoenix itself, as a series of connected maps, each representing one of the previous world map squares, NPC groups would spawn in the maps as they do now, and the random encounter maps as they are (and any future ones) can be further utilised.

It's a big area so a lot of repetition would be needed (for example repeated use of the "road" map for the path to the gates etc), but even if you shrunk the overall size of the map it would be cool IMO.
The problem would be server perfomance, the more (moving) critters (players included) are on the same map, the more load the cpu has to cope with. That fonlineserver doesnt support multicore doesn't help the situation.

About encounters, they are not a priority right now. We always wanted to have hard forced encs on the edges of the WM, but seeing how the performed in the first weeks, we had to rethink some concepts. Right now, our top priority is to make the core more fun, ideally to an extent where you dont feel like you even need a worldmap anymore.

Basically, we have 2 ways to add content, either a single location, proferably inside the core, that combines both pve and pvp or, the 2nd variant, add instanced, pure pve content on the worldmap, which affects the server negatively in a number of ways because it draws players away from the core so there's less pvp for everyone else, it takes up lot of resources due to the amount of npcs being spawned and if it's a quest, palyers will quickly get bored of it and feel it's repetitive.

Yet, guess what, everyone cries for more pve content when it's much easier said than done.
Title: Re: Encounters
Post by: Anza on November 10, 2014, 11:52:48 AM
Ultimately, when you can reach the enemy faction's HQ from the WM with sector control, you'll have a chance to destroy that faction.

Aren't you afraid that a faction with swarm will destroy a smaller faction ? Even during prime time ? And that people from factions with no swarm won't get the motivation to build strong bases as they can be swarmed anyway ?

Hope there will be some balance on faction populations, although I don't really know how
Title: Re: Encounters
Post by: John Porno on November 10, 2014, 11:55:55 AM
factions getting destroyed is part of it
Title: Re: Encounters
Post by: Anza on November 10, 2014, 12:00:48 PM
Do you mean there could be shorter seasons, something like wipe everytime a faction destroys the other 3 ? That could be interesting ?

Or something more like revive a faction after being destroyed ?
Title: Re: Encounters
Post by: cirn0 on November 10, 2014, 12:03:18 PM
Politically, it becomes a whole different game when your actually at risk for not keeping each power in check.

Mechanically, a lot of the payouts and rewards will be split to all your faction members, so if a faction gets stacked it will hopefully be adjusted a bit by that.

And a wipe when one faction is last faction standing is indeed the goal.
Title: Re: Encounters
Post by: Anza on November 10, 2014, 12:10:21 PM
Very nice idea indeed, if there are wipes each time one faction is last one standing, people who actually stay will start to fill the empty factions so the season will last longer. Maybe also put a decent limit in a platoon size to ensure there will be several platoons making bases and outposts ?

For people who think shorter seasons is bad, look at MOBA games it's very popular so I think it will fit well here too  :)

EDIT : If your faction is destroyed, will you have the option to move to another faction ? (I guess so but to confirm)
Title: Re: Encounters
Post by: paragon on November 10, 2014, 01:45:48 PM
What you said is god damn exciting
Title: Re: Encounters
Post by: Captain Chilly on November 10, 2014, 02:41:05 PM
i have an idea: when your faction gets destroyed, you will be teleported back to the starting zone and have access to what used to be in your room, then you will pick to join one of the remaining factions
would make the game a lot more intresting, and as for session wipes, i guess wipes should be schedueled when only 2 factions remain and one of them is nearly destroyed, just sayin
Title: Re: Encounters
Post by: Hang-Lip on November 10, 2014, 02:45:27 PM
What you said is god damn exciting

Hell yeah
Title: Re: Encounters
Post by: mAdman on November 10, 2014, 03:05:18 PM
I agree that all does sound quite cool, but it definitely pulls the focus away from the city when the fate of your faction lies in the battles outside.

But nonetheless I like the idea of expanding territories and building outposts, if a faction does manage to build up to another factions HQ I assume some epic final stand battle will occur involving that whole faction? (Well I hope).
Title: Re: Encounters
Post by: FrankenStone on November 10, 2014, 05:49:13 PM
well it sounds all good but i see many problems lul , also people her are u knowing what a wip is ? your character will get deleted , and u really want to level all that short time period again ? i mean it sounds all coll but it needs to be more thought out and at the moment we dont even have the playerbase to fill 4 factions ... maybe 2 . so the need of some kind of regulation sounds cool but the problem is how . its like with fonline economy ive never seen one fonline game were it wasnt broken ... and im still wondeirng how some people could get that mcuh caps ingame... mabye thx to kink lol
Title: Re: Encounters
Post by: Hang-Lip on November 10, 2014, 07:31:03 PM
I can tell you love jagged alliance 2 cirn0. Me too I played that game a lot in my younger days.
Title: Re: Encounters
Post by: Captain Chilly on November 11, 2014, 10:36:11 AM
Wipes are a natural thin for FOnline servers and make the game better, veterans will obviously find ways to reach the top first
Title: Re: Encounters
Post by: FrankenStone on November 11, 2014, 12:09:33 PM
captain silly or  come to a gate in core so that i can kill u ingame pls
Title: Re: Encounters
Post by: lvhoang on November 11, 2014, 05:27:26 PM
please no wipe :( I dont think I can muster the courage and patience to re-level up and everything :(
Title: Re: Encounters
Post by: John Porno on November 11, 2014, 06:04:32 PM
Wipes are a natural thin for FOnline servers and make the game better, veterans will obviously find ways to reach the top first
qft
Title: Re: Encounters
Post by: FrenchSniper on November 11, 2014, 06:41:10 PM
I think an item wipe would be good, but the characters and experience should be untouched in my opinion lol
Title: Re: Encounters
Post by: baskila on November 12, 2014, 06:45:11 AM
One word: When??
Title: Re: Encounters
Post by: mAdman on November 12, 2014, 07:04:27 AM
Hmm?

They have been talking about a wipe after one faction destroys all the others.

I assume you just saw the word wipe in a dev post and got worried? >.<
Title: Re: Encounters
Post by: John Porno on November 12, 2014, 07:54:49 AM
it wont come anytime soon. We are looking at a couple of months at least, for what we want to accomplish. I ought to make a post about our design goals for the next season.
Title: Re: Encounters
Post by: Captain Chilly on November 13, 2014, 06:07:42 AM
captain silly or  come to a gate in core so that i can kill u ingame pls

a prime example of the Fonline community
Title: Re: Encounters
Post by: The Brazilian Slaughter on November 17, 2014, 01:59:10 AM
About faction destruction: Due to the way factions are positioned, won't it end with each faction destroying a neutral faction before reaching their deadly enemy? So Family/Lawyers will always have to destroy Brahmin Boys/V-Tech first and vice-versa.

I do like the idea of faction destruction through. Makes me think that something like that would be a worthy PvP event by itself - "Siege of Family Hotel by Vault-Technologists!" Imagine a whole weekend with Vtecs making a harsh siege of Family Hotel with a army of players and cannonfodder while Family members ponder between trying to raid the siegers or awaiting for other factions to attempt a rescue. Imagine a faction being overwhelmed and killed because they ran outta ammo after days and days of dire siege.

Also, is the 4 faction system final or is there a plan for extra factions? 6 or 8 would be very interesting...
Title: Re: Encounters
Post by: naossano on November 17, 2014, 03:55:30 AM
Worldmap should be removed altogether, and the faction HQ connected to their gates.
Title: Re: Encounters
Post by: John Porno on November 17, 2014, 06:07:10 AM
Also, is the 4 faction system final or is there a plan for extra factions? 6 or 8 would be very interesting...
The final plan is 8 factions. Next season will have 6. So as you can tell, this game is far from complete.
Title: Re: Encounters
Post by: Anza on November 17, 2014, 06:30:15 AM
We'll need far more people then ..  :-\
Title: Re: Encounters
Post by: baskila on November 17, 2014, 07:32:41 AM
We'll need far more people then ..  :-\

he's trolling
Title: Re: Encounters
Post by: Anza on November 17, 2014, 07:42:50 AM
Dayum   :-X
Title: Re: Encounters
Post by: John Porno on November 17, 2014, 07:57:37 AM
what? I'm not trolling. We already know what the next 4 factions will be like
Title: Re: Encounters
Post by: nailbrain on November 17, 2014, 08:31:35 AM
Lizard Girls -female excusive faction of ultra sexist dominatrixes
GTI Turbologists -VW Golf maniacs with VW insignia hot branded on their forehead(ppl mainly from Balkan  heritage)
Hank Henry and Helena wrestling school(shortly HHH)-fanatical group of melee warriors
The Candylanders -cult of psychotic sugar eaters led by the mysterious SuccroseProphet
(popular belief that if u die during battle under the influence  of high amounts of sugrar will grant you Sugarhood and will be reborn as one of the dreaded Sugarman led to severe dental issues in this faction)   
Title: Re: Encounters
Post by: Myakot on November 17, 2014, 08:34:12 AM
what? I'm not trolling. We already know what the next 4 factions will be like
I wish those were Red Alert-type factions xD
http://www.youtube.com/watch?v=lDQ7hXMLxGc
OH HOW I WISH THAT.
Title: Re: Encounters
Post by: Niamak on November 17, 2014, 08:42:00 AM
Vodka and soviet bear.  :D
Title: Re: Encounters
Post by: naossano on November 17, 2014, 12:30:16 PM
Also, is the 4 faction system final or is there a plan for extra factions? 6 or 8 would be very interesting...
The final plan is 8 factions. Next season will have 6. So as you can tell, this game is far from complete.

I hope you will add a dump faction for people with low rep that still want to fight. So the true factionless player (those who are about to change faction for instance) won't get shot because of their behavior.
Title: Re: Encounters
Post by: S.T.A.L.K.E.R on November 17, 2014, 07:49:30 PM
what? I'm not trolling. We already know what the next 4 factions will be like
best to remove factions instead of adding more

or at least let players make their own
Title: Re: Encounters
Post by: MARXMAN on November 17, 2014, 10:13:21 PM
I think a 3 faction system would be great, to try and prevent alliances and balance it more, but it could go horribly wrong if 2 factions teamed up on one.
Title: Re: Encounters
Post by: Hang-Lip on November 18, 2014, 03:10:44 AM
......or at least let players make their own

I agree with this, but created factions shouldnt get any 'Faction' bonuses like the current 4 do now, according to zones controlled.

Some reward yes.
But as for venders and the like they must shop at the faction of their choice (assuming they have good standing with said faction)

??
Title: Re: Encounters
Post by: naossano on November 18, 2014, 04:07:13 AM
or at least let players make their own

This wouldn't be AOP anymore. The point is that all the faction could be joined by anyone.
If all the veteran make their own faction, they will leave the public factions for noob/loners to get slaughtered.
The point of the current system is that you play with stranger. If you only want to play with your buddies, go on Fonline 2 or Fonline Reloaded.
Title: Re: Encounters
Post by: Hang-Lip on November 18, 2014, 04:43:07 AM
It basically does have player factions, just in the form of platoons/Squads.

Though there really should be some sort of town(guarded with rentable rooms and with own rep system, so players who cause to much trouble can NEVER come back and get shot on sight) for people who want to be factionless.

Just some quik thinking.

EDIT:Only factionless can rent rooms from said town.



Title: Re: Encounters
Post by: Captain Chilly on November 18, 2014, 03:13:35 PM
Soviet Union faction or we riot
Title: Re: Encounters
Post by: Komrade on November 18, 2014, 03:34:01 PM
Soviet Union faction or we riot

This

I love Family but ..... Motherland calls.
Title: Re: Encounters
Post by: Captain Chilly on November 20, 2014, 02:33:54 AM
Soviet Union faction or we riot

This

I love Family but ..... Motherland calls.

maybe then we'll be able to play together again  ;D
i kinda miss charging into ZC while outgunned and outnumbered yelling "Ura" at everyone
Title: Re: Encounters
Post by: S.T.A.L.K.E.R on November 22, 2014, 12:46:35 AM
This wouldn't be AOP anymore. The point is that all the faction could be joined by anyone.
If all the veteran make their own faction, they will leave the public factions for noob/loners to get slaughtered.
This is exactly what killed AoP, AoP has awesome game mechanics but nobody likes to play with random noobs/people they hate. If they were there own gang then AoP would be awesome.

......or at least let players make their own

I agree with this, but created factions shouldnt get any 'Faction' bonuses like the current 4 do now, according to zones controlled.

Some reward yes.
But as for venders and the like they must shop at the faction of their choice (assuming they have good standing with said faction)

??
I was thinking factions that make their own base would get their own vendors. You know, the one you buy loot from ZC, if devs implemented of course.
Title: Re: Encounters
Post by: Myakot on November 22, 2014, 01:04:01 AM
"I was thinking factions that make their own base would get their own vendors. You know, the one you buy loot from ZC, if devs implemented of course."
That's actually a decent thing, would conter the:
step 1: look at the map, some faction has all the zones
step 2: create\login a character of that faction and transfer the money to him
step 3: profit
Title: Re: Encounters
Post by: naossano on November 22, 2014, 05:10:38 AM
This wouldn't be AOP anymore. The point is that all the faction could be joined by anyone.
If all the veteran make their own faction, they will leave the public factions for noob/loners to get slaughtered.
This is exactly what killed AoP, AoP has awesome game mechanics but nobody likes to play with random noobs/people they hate. If they were there own gang then AoP would be awesome.

If some people can't handle playing with others, maybe the server is better without them...

Anyway, what do you think all those random/solo/noob guys will do if they couldn't join the faction ?
Since the very early concept of the server, Shangalar wanted to allow people without mumble/team speak/friend/regular presence to join any timer involving their faction any time. (by the way, i hope the anonymous timer is temporary) If all the people who have team mates make their own factions, all those new/solo guys wouldn't be able to do anything and will quit in a few days.

By removing some of what set AOP appart with the TLA/2238 clones, you would make it pointless.
Title: Re: Encounters
Post by: FrankenStone on November 22, 2014, 07:15:48 AM
well but fallout2 is still full of many randoms and noobs and it uses that closed faction system if im not wrong :p
Title: Re: Encounters
Post by: naossano on November 22, 2014, 08:18:41 AM
Do you see them ZC/TC often ? When they see faction X taking a town, do they freely join them without being shot ?
Title: Re: Encounters
Post by: Captain Chilly on November 22, 2014, 11:30:24 AM
actually
Fonline2's Zone Conrol is nearly dead because:
a)_it has a closed faction system
b)_The only factions that do ZC are filled with complete assholes
Title: Re: Encounters
Post by: MARXMAN on November 22, 2014, 01:03:17 PM
well but fallout2 is still full of many randoms and noobs and it uses that closed faction system if im not wrong :p

Your argument has 0 merit.  FO2's system is terrible, it makes it so hard on new players many of them leave soon after starting to play. Closed factions just make it so that a bunch of players can be total assholes and not have to interact with a anyone who's not their immediate best buddy, something FO2 has definitely succeeded at.  I almost never see 90 percent of FO2s playerbase unless Im fighting them.  AoPs factions system allows new players to hop in and already have a group of players they can ask questions/ tag along on missions.  People who want their own factions just want to be exclusive.
Title: Re: Encounters
Post by: John Porno on November 22, 2014, 05:55:21 PM
I always played as a neutral loner on WoW
Title: Re: Encounters
Post by: Hang-Lip on November 22, 2014, 07:20:29 PM
AoPs factions system allows new players to hop in and already have a group of players they can ask questions/ tag along on missions.

Weather or not those questions will be answered, is another thing. I went to do a ZC once with BB, it was get TS or GTFO.
Title: Re: Encounters
Post by: Niamak on November 23, 2014, 02:12:57 AM
Weather or not those questions will be answered, is another thing. I went to do a ZC once with BB, it was get TS or GTFO.

I guess you were playing during the "mazsrum period" since he is leader of the Rogue on FO2, this kind of behavior is to be expected.  :P

You can always join Family if you don't like TS.
Title: Re: Encounters
Post by: paragon on November 23, 2014, 03:43:11 AM
I'll go offtopic as well:

I wouldn't prefer to have people I don't know on my side as well for many well-known reasons. But I'm friendly and open for everyone who actually is able to give a try to play with my group. If server population is high, than you can join other randoms and do ZC with them (and hopefully enjoy result), in the organized group guy who doesn't obey the order is a disaster. But it's obvious that some groups don't trust and don't expect nothing positive from people they have never seen. They are going to play alone / TK or not play at all, so I don't see anything wrong from letting them separate, although they are certainly not 1st priority, so they can expect less help / attention / benefits comparing to main factions.
Title: Re: Encounters
Post by: FrankenStone on December 06, 2014, 12:29:42 AM
i think platoons within factions need some coding love plus you should really think of a way that people cant make alts in every faction , i mean its all possible ... with approving chars from gms or devs , i mean u could do some sort of application etc. with connected IP and so on ... i mean if someone really want to make some alts he still can do with proxys and shit but its cheating then ... or you work more on platoons which can create their own outposts etc. 
Title: Re: Encounters
Post by: Niamak on December 06, 2014, 02:04:31 AM
will AOP be the first server that doesn't allow alts ?  ;D
Title: Re: Encounters
Post by: FrankenStone on December 06, 2014, 09:07:46 AM
i mean theres a problem with alts , u could make an alt in every faction and just join the one all time which wins all the time , so u dont have to put work like others in grinding for new stuff when u loose often plus there are couple of more things and this forbidding alt thing is not uncommon on rp servers , which we have literary with the 4 faction system ...
Title: Re: Encounters
Post by: Caboose on December 06, 2014, 09:08:56 AM
i think platoons within factions need some coding love plus you should really think of a way that people cant make alts in every faction , i mean its all possible ... with approving chars from gms or devs , i mean u could do some sort of application etc. with connected IP and so on ... i mean if someone really want to make some alts he still can do with proxys and shit but its cheating then ... or you work more on platoons which can create their own outposts etc.

++
Title: Re: Encounters
Post by: naossano on December 06, 2014, 12:46:14 PM
I don't think there is anything bad with alt. You should be free to switch to any kind of character/RP/faction as long as you don't use it to screw people.

What is less accepted are fast-relog and dual log, but those are far less used in AOP, as you can't disapear when logging off in Phoenix, and need time to travel into any Phoenix zone. Beside that, the gain from doing it are limited too. It hasn't disapeared, but there is no team that center its gameplay around it, unlike some cessions in other servers.

I also think it could be good to have some/more features dedicated to the platoons/squads themselves, but it depends of what would be the upcoming features globally.

I know Shangalar mentionned that there will be some proper inhabitants in Phoenix and an extended diplomacy system in the future. Considering many members of the original team are silent since a few weeks, i wonder if the original goals are intact or if the purposes of AOP has switched to what the current most vocal members want. (which would be very unfortunate)

It would be awesome if the zone were areas in which you could spend most of your time, and in which you could have the various squads/platoons compete with each other for influence within the zone. They wouldn't PVP but compete in other domains, like questing/protections/enemies killing. So, the foreigner would only see that faction X hold X zones, but within the faction, you will know which platoons/squads of the faction are the most loved in each zones, and which get the most benefits from the zones. Or you could have some alliances between squads/platoon from different factions to take a territory from another faction they both dislike. So instead of contesting, one squad/platoon will take the zone while another will help, despite being from another faction and will get a % of the benefit.

IMO, most of it should apply to the platoons, as squads are far more versatiles, but it doesn't mean squads shouldn't have their own benefits outside of fights.

PS: It would be nice if you could see who is taking the zone, not only the factions, but also the platoons. It would encourage more some high level PVP team to join the fight if they know their favorites enemies is taking the zone. They don't care about the RP/the zone/the supremacy/fighting noobs/ they just want a good challenge.
Title: Re: Encounters
Post by: FrankenStone on December 06, 2014, 01:03:14 PM
+1 to this i like your ideas :D