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Messages - Saeko

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General Discussions / Re: PK - What to do ?
« on: September 20, 2014, 04:53:49 PM »
I can guarantee you that TKing is a small part of a given dude's activity because, well, if it wasn't, he'd get lolpwned by the reputation system and expelled from the faction. That's what I meant when I said this kind of behavior can't be frequent.

In all honesty, I agree with you all, TKing random people is bad and detrimental to the game. I'm not going to defend that in most circumstances. But it's not like people do this for no reason. The possibility of being spied on by alts from the other faction is a real threat - and when you have 2 squads of 10+ people each and some random dude that you see for the first time, it's easy to get trigger-happy.

I'm not sure whether stuff like this can even be solved using in-game mechanics, I just think that Lawyers as a larger, general group have a number of serious issues and should figure out a way to solve them. I'd say that teamkilling isn't even the real problem here, getting any kind of cooperation between squads in this faction is giving me a headache every time I log in - if we figured this out, we would have way less friendly fire incidents.

@Spore_Plants
Try actually doing that for a week straight without hiring someone to do all the farming to sustain the rep costs. Once you're done, figure out how much stuff/caps/time/value you just wasted and cry. Shooting your own dudes isn't a viable tactic in this game - and if there's some way around that, the devs should probably fine-tune the penalties a bit.

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General Discussions / Re: PK - What to do ?
« on: September 20, 2014, 11:43:32 AM »
I also think that the squad member / platoon member of the criminal should be punished too (not in the same way) as they clearly play with this player and so encourage him this way ( We are fucking lawyer here ! ).

I can understand that you're salty after becoming a victim of what you believe to be an unjust killing, but you just spent the entire salt shaker right there. I mean why stop with the platoon or the squad - punish the entire faction! Ender gets killed? Put all the Lawyers on negative rep, that will surely teach those pesky PKs!

Besides the problem isn't just with the killings, the problem is there's no way to stop a person that you really don't want to have around from following your squad aside from popping them with a few well-placed rounds. What we have right now is a compromise, the dude that shot you received a reputation penalty and probably lost more than he looted, there really is no reason to start any drama as this kind of stuff won't happen frequently due to overall game design.

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Suggestions / Re: [Rule Enforcement] Multiloging
« on: September 17, 2014, 07:54:22 AM »
I have a question to the devs. Is the following stuff allowed:
1. Dual-logging to transfer items from one of your characters in the base to another.
2. Dual-logging to manage your squad inside the base (like promoting FTLs for an assignment and whatnot).

I don't think this gives you any unfair advantages, so it should be ok... but I'm not 100% sure and I don't want to get banned for acting out of line.

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Suggestions / Re: Assasination Assignments
« on: September 16, 2014, 07:52:05 PM »
This feature is very cool, but it would be nice if it was actually possible to cut the npc off from escaping. I mean, forcing him to go for the grids would be a perfect solution, otherwise it feels really cheap and a little bit inconsistent for the npc to leave the map via a route that isn't available to players. Right now you just have to metal gear solid those missions and you're mostly screwed is you trigger the alarm, which makes them somewhat annoying to farm and very easy to fail, at least when compared with the other assignment types.

I don't want to see NPC escapes removed from the game as they spice things up, juat give us some viable counterplay aside from luring the guards towards the grid to kill them away from the others all the time.

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Suggestions / Re: Perk Idea for helping leadership.
« on: September 16, 2014, 07:39:11 PM »
The question is why would you buff a borderline-overpowered mechanic? Leadership is strong, but not strong enough to make 1CH builds unviable. At least that's how it seems.

Anyway, the game is so friggin' young making any major balance tweaks would essentially be going full retard 2238 style. I think the devs are smart and experienced enough to give it at least 3 or 4 months so that players actually start focusing on the most overpowering tactics. The minor weapon damage tweaks or FTL module tweaks are one thing, doing something that would invalidate people's builds or mess with their power/available tactics without a wipe would be like taunting people to stop playing, especially since leveling past 24 is expected of most people.

Tl;dr
Even if your suggestion was correct (and neither you nor me nor anyone else can check that against reliable stats and top level game experience at this point in time), now is a terrible moment to implement anything like that.

6
I suggest adding a 3minute timer like back in 2238.
Please don't. The current mechanic is pretty much perfect and much more immersive.

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I'm not even sure playing multiple characters at the same time should be considered cheating. It's like multi-tabling in poker, you gain efficiency, but lose precision and everything you do becomes more predictable because you have to rely on patterns to do that. Realistically, the only good way to dual-log that doesn't increase your chance of getting lolpwnd is to use the second screen for item management stuff in your base or something like that - basically, convenience/quality of life things. I think that's not even against the rules since it doesn't even give an advantage over the other players in PvP affairs.

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Suggestions / Re: removing other core entrances
« 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?

9
General Discussions / Re: Killing Teamates
« on: September 09, 2014, 07:41:22 PM »
Personally, I find it very hard to make any suggestions because the more I play your game, the more I appreciate how much thought went into most features and the overall design. You guys did an amazing job, and that's coming from someone who spent circa 3 years bitching about how incompetent the 2238 devs were back in the day. I didn't think I could handle yet another FOnline game, yet AoP feels absolutely fresh and has an amazing combat/faction system. Hope you guys keep it up ^^

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General Discussions / Re: Killing Teamates
« on: September 09, 2014, 07:25:24 AM »
There's literally nothing more frustrating than entering the battle with 2k caps+ worth of gear and seeing the one bluesuit that followed the squad loot your corpse as soon as you take a casualty. This is a situation that happened to my buddy despite the fact that the looter was told to stop. His response was to run away and laugh in our face in the base while fingering his brand new combat armor and tier 2 weapon. You really don't have to be a high level wizard to understand what the consequences of acting like that could be. The point is this goes both ways, people should understand that they really shouldn't loot their own if they didn't contribute to the fight, it's actually more detrimental to your side than TKing someone to get your stuff back. I'm pretty sure no faction is going to tolerate this kind of behavior in the long run. You could literally spend this time doing assignments or scavenging the core - you'd get half of the gear you looted from your teammate and some valuable XP to increase the fighting capabilities of your faction instead of backstabbing the squad that just might bail you out from a bad situation on the next day.

tl;dr
TKing for teh lulz will get you nowhere and will get you killed
looting your own guys when you enter blue will get you nowhere and will get you killed
be a team player, there's no reason to troll your own people

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