FOnline: Ashes of Phoenix
Game improvements => Suggestions => Topic started by: Captain Chilly on September 09, 2014, 05:56:54 PM
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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
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group up
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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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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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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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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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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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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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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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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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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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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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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
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"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
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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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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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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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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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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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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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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
Unless the timer is decently long, im starting to think that it will be pointless.
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Nunn being all pessimistic before anything is even announced is not a good thing to do ;).
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Its hard not to be when you have lost enough gear to arm a small army to something you cant possible protect against :P
Its at the point where its safer to enter enemy gates then use Vtecs while the Russians are on.
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Its hard not to be when you have lost enough gear to arm a small army to something you cant possible protect against :P
Its at the point where its safer to enter enemy gates then use Vtecs while the Russians are on.
Hey come on we've camped your gates once, on the 2nd day I believe.
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Its hard not to be when you have lost enough gear to arm a small army to something you cant possible protect against :P
Its at the point where its safer to enter enemy gates then use Vtecs while the Russians are on.
Hey come on we've camped your gates once, on the 2nd day I believe.
More Groups then yours :P last few days its been hell around this time of day until the swarms log on.
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How about blocking the grid for opposite faction players if there are any friendly faction players alive on the gate map? The gate raiding group will need to wipe the map in order to exit to global map, or back off to the city if they can't dominate it. It's wrong that the attackers have an advantage at the opposite gate.
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Making more restrictions and rules will make the game less playable. In my opinion, the best way to resolve such issue - if they really is a need of it - is to make even more core gates (e.g. 10-15), while every faction could have one protected by the faction's NPCs and others gates could have randomly encountered NPCs.
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I really think it's acutally good feature that enemy can come to gate, I dont see what's wrong with it. It's cool pvp feature and adds to atmosphere. There are 3 entrances per gate, plus you can preview, and just enter from another gate if yours is camped.
If you could only enter from your gangs gate, it would be worse - think about it - enemy would run through core and camp your gate, and you'd be forced to enter your gate only and therefore be forced to face the campers instead of having the option of entering elsehwere.
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Making more restrictions and rules will make the game less playable. In my opinion, the best way to resolve such issue - if they really is a need of it - is to make even more core gates (e.g. 10-15), while every faction could have one protected by the faction's NPCs and others gates could have randomly encountered NPCs.
I do rather enjoy the limited gates (besides the issue being discussed here), would take away from the Importance of each gate, ideas of supply lines and the general enjoyment of sharing a route with all your fellow Faction members if there where more gates.
Would rather them just add more internal core zones which are rather lacking in number then more gate zones.
I really think it's acutally good feature that enemy can come to gate, I dont see what's wrong with it. It's cool pvp feature and adds to atmosphere. There are 3 entrances per gate, plus you can preview, and just enter from another gate if yours is camped.
If you could only enter from your gangs gate, it would be worse - think about it - enemy would run through core and camp your gate, and you'd be forced to enter your gate only and therefore be forced to face the campers instead of having the option of entering elsehwere.
What do you mean by preview?
I don't mind the atmosphere of having enemies at the gates but its too easy to abuse the exit zone to avoid all trouble or overwhelm those coming in.
At the very least, one gate would make more people likely to want to defend the damn thing or at least get involved in the fighting rather then just switching gate and ignoring faction issues.
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What do you mean by preview?
On worldmap press 'town/world' button and you see little 'eye' icons over each entrance, which let you preview the map without entering to see if any campers near grid
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What do you mean by preview?
On worldmap press 'town/world' button and you see little 'eye' icons over each entrance, which let you preview the map without entering to see if any campers near grid
Ah cheers, ill have to try it out.
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It's not about them camping the gate or about having limited entries in a camped field for the gate owners. It's about the ability of the attackers to get out of a fight in a matter of a second, once their scout sees a force they don't have the guts to deal with.
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Well latest update added 8 second timer to red grid for enemy faction, that seems to be a good way to solve this, or maybe it should be longer?
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Why would you reduce entrances instead of simply suggesting more entrances? if there are more ways to enter the city you are less likely to be camped.
Why not have entrances on the corners?
Edit: wait a minute.... you had power armor? >_> join a friggen group bro, people would love to have a power armor guy on their team.
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I do rather enjoy the limited gates (besides the issue being discussed here), would take away from the Importance of each gate, ideas of supply lines and the general enjoyment of sharing a route with all your fellow Faction members if there where more gates.
Would rather them just add more internal core zones which are rather lacking in number then more gate zones.
I totally agree that knowing the location of enemy faction supply line (or the main route of your fellows) gives you an advantage and can make the game more engaging. However, that is not the point. I assume that players who lead the platoons are not alike the blind cattle. By communicating efficiently you could be tricking the enemy all the time - and that is the way how naturally two opposing forces can act in a real life.
Accordingly to the main thread of the topic, that Captain Chilly has mentioned - making the faction entrance invisible will not mathematically change anything - those same guys could await for you one hex further inside the core.
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It wouldn't be any where near as frustrating if they where one zone further in camping, at least then you may have a chance to get a force together to retaliate and chase them through the core, rather then they exiting the core easily without any worry.
Edit: rather then make a double post:
How about if a faction owns the three zones surrounding their gate then its closed off to other factions? that way a faction would have a reason for more strategic zone control and they could actively work on another way of making themselves safer.
In Addition an Enemy faction could attack and seize one of these zones to allow for more strategic attacks at the inner gate.