FOnline: Ashes of Phoenix

General section => Changelogs => Topic started by: cirn0 on November 14, 2014, 12:14:59 AM

Title: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
Post by: cirn0 on November 14, 2014, 12:14:59 AM
We're gonna try port 4000 again, hopefully no DoS attacks.

Bug:
- First-aid and Doctor targeting has be re-enabled, crashing bugs fixed ( please report any problems )

Changes:
Beginning of the ZC Revamp!
- All zones now capturable (minus the gates)
- Zones Captures automatically begin when enough faction members are present to contest the territories.
- Timer is removed when opposition arrives, it is a fight to the death now.
- Uncontested Zone Capture time brought down to 10 minutes.
Title: Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
Post by: Myakot on November 14, 2014, 02:32:38 AM
Is there any salvagable info on which zone provides what upon being captured?
Title: Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
Post by: Captain Chilly on November 14, 2014, 01:49:30 PM
ALL ZONES ARE CAPTURABLE

RISE AND SHINE, AoP Players
Title: Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
Post by: anonymousplayer on November 14, 2014, 04:28:29 PM
This will be a mighty back and forth with 5 players per faction!
Title: Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
Post by: paragon on November 14, 2014, 06:04:33 PM
I'm really sad that you don't announce changes like LDR bonuses modifiers.
30 kg for the Carry Weight bonus comparing to the old 100 kg sounds like a joke. 70% change. Was it really that big problem? Actually, I think it's kinda right update, not sure exactly about the number. Can you please give us your reason?
Title: Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
Post by: Smalltime on November 14, 2014, 06:17:23 PM
I'm really sad that you don't announce changes like LDR bonuses modifiers.
30 kg for the Carry Weight bonus comparing to the old 100 kg sounds like a joke. 70% change. Was it really that big problem? Actually, I think it's kinda right update, not sure exactly about the number. Can you please give us your reason?
Reason: Leadership is currently broken as hell. Lots of bugs. Current numbers aren't final.
Title: Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
Post by: paragon on November 14, 2014, 06:25:49 PM
But "broken as hell" is not any kind of argument I can use to calculate. I see some reasons to change CW to be much less than 100 kg. But I just interested why 30 and not 50 kg... but alright. Again, I think that 30 kg is better than 100 anyway.

At least would be cool to see something like "Changed some values in LDR modules" even without details so we know where to search for it.
Title: Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
Post by: cirn0 on November 14, 2014, 09:44:00 PM
Carry weight is trivialized by the food and leadership buff, both which initially didn't really have much thought put into it.

I'd like to be able to use item weight as a pro / con to certain items to promote uniqueness towards gameplay. By squishing extreme stat ranges, I'll have an easier time balancing things.

Same goes for leadership buffs, the range of the old system was between 1x to 200x effect bonus, which made it become pretty much binary - go 10 cha or go none.  Now it runs on a logrithmic scale which again promotes our idea of  characters not needing to stack or dump stats.
Title: Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
Post by: mAdman on November 15, 2014, 08:06:09 PM
Carry weight is trivialized by the food and leadership buff, both which initially didn't really have much thought put into it.

Agreed, but carry weight's only dependency is strength, and for obvious reasons not everyone values strength highly in their build.

If say Endurance or Agility (or both) added small increments to carry weight (similarly to how bleed resist is dependent on 3 or 4 different stats in varying degrees) you might be able to do away with the trivialising situational buffs entirely.

Same goes for leadership buffs, the range of the old system was between 1x to 200x effect bonus, which made it become pretty much binary - go 10 cha or go none.  Now it runs on a logrithmic scale which again promotes our idea of  characters not needing to stack or dump stats.

That is good to hear, :) and it is how the other stats work so it makes sense.
Title: Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
Post by: Niamak on November 16, 2014, 01:49:43 AM
can we get some reroll token pls ?
Title: Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
Post by: lvhoang on November 16, 2014, 02:09:04 AM
Lol i d love to reroll traits :p
Title: Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
Post by: paragon on November 16, 2014, 02:46:10 AM
1 reroll for each 100 000 ZC score
Title: Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
Post by: lvhoang on November 16, 2014, 03:08:24 AM
Hahahah lets do it!
Title: Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
Post by: mAdman on November 16, 2014, 05:10:29 AM
1 reroll for each 100 000 ZC score

Interesting concept hehe, a bit overkill though.

How about instead, perhaps trading like 50k rep for a reroll, to keep artifact's value high throughout.

?? ;)
Title: Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
Post by: naossano on November 16, 2014, 05:50:11 AM
- Timer is removed when opposition arrives, it is a fight to the death now.

I liked other updates but this one might break the server.
With the timer/score combinaison, an team in lower number could still win the match by using guerrilla or showing up at the right time.
Now, if team A has 6 players and team B has 30 players, there is no way team A could slaughter team B and there is no way team A could win. The B team would just have to stay in position knowing that they have no chances of being slaughtered. If faction A has only 6 players, they will never bother coming if they don't have some chance of winning.

You had a great concept, and you removed it.

Also, what could prevent faction C from bringing fake faction D characters to contest the area team C is taking, then make those fake D chars die or leave, so team C winning without waiting 10 minutes ?

Otherwise, it is awesome to finally be able to capture all zones...
Title: Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
Post by: S1mancoder on November 16, 2014, 07:09:32 AM
naossano
Swarm faction B can recap flag for thousand times and thus mechanics will be same. So no point in old system.
By the way winnig here is not about the zones really, I cant understand why you dont really get it already.

Issue with quick recap is easily solvable and it will be fixed soon (if not already).
Title: Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
Post by: paragon on November 16, 2014, 07:17:04 AM
50k rep it's about 1h of lucky scavenging.
500k rep sounds better but still has no effect making you to participate Zone Control.
Title: Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
Post by: mAdman on November 16, 2014, 07:21:37 AM
50k rep it's about 1h of lucky scavenging.
500k rep sounds better but still has no effect making you to participate Zone Control.

100k is the cap though, maybe 75k or so instead?

True that artifacts can be accumulated pretty quickly and people likely have tonnes spare by now, but you can only get artifacts in the core, and rep from participating in ZC or assignments, assignments getting the short end of the stick in comparison to how quickly you can boost rep with artifacts and ZC.

I don't see a functional purpose for making rerolls ridiculously expensive, other than to ostracize new players from doing so, which is a bit backwards IMO.
Title: Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
Post by: paragon on November 16, 2014, 08:04:40 AM
You can make player bring 500 relics instead of taking rep from his balance.

But okey, I wouldn't like to the price that high. 100 I like more.

New players have their 5 reroll attempts for free.

Anyway, there will be changes considering reputation system AFAIN.
Title: Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
Post by: mAdman on November 16, 2014, 08:21:30 AM
True,

When it comes to rerolls, in my eyes, the main idea is to make it accessible to everyone, but making it enough work that it can't be abused, and force the player to put more direct thought into what he wants, not just flippantly change his mind every half an hour etc.

Excluding low level and lowly geared players from rerolling just makes it frustrating for newer players to have to start again or make alts etc.
Title: Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
Post by: naossano on November 16, 2014, 12:26:30 PM
naossano
Swarm faction B can recap flag for thousand times and thus mechanics will be same. So no point in old system.

And faction A could also try to sustain guerilla, as it doesn't involve killing bilions, but be in movements, pick target at the appropriate time, then move again to avoid the swarm etc... Now, the swarm army just know that they will never lose.
Title: Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
Post by: paragon on November 16, 2014, 01:31:19 PM
And faction A could also try to sustain guerilla, as it doesn't involve killing bilions, but be in movements, pick target at the appropriate time, then move again to avoid the swarm etc... Now, the swarm army just know that they will never lose.

which one is swarm? I think v-tech? it lost like 6-7 battles during weekend with >6 people.
Title: Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
Post by: naossano on November 16, 2014, 01:49:58 PM
The "now" didn't mean "when i am writting this message a 60 player swarm is taking zone X" but "As the server currently work, the consequences are those"
Title: Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
Post by: paragon on November 16, 2014, 02:01:46 PM
Now I've never seen such swarm army which never lost
Zones mechanics are too easy abusable for giving zone belonging too much value
Title: Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
Post by: naossano on November 17, 2014, 03:57:58 AM
ZC system is currently broken.

You can start a timer with a lonelly unarmed bluesuit. Then, if another lonely unarmed bluesuit from another faction enters, then leave the map, it will end the timer and give you the zone.

There is currently no point in playing...
Title: Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
Post by: paragon on November 17, 2014, 04:39:32 AM
The point never has been in capturing zones, but in ability to contest other players.

We had several fights during weekend in unusual zones / conditions, thanks to new ZC system.

But don't worry, it will be changed giving more value and sense for capping. Soon.
Title: Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
Post by: lvhoang on November 17, 2014, 06:48:50 AM
yeah rthe Zones themselves dont really matter. Being able to make soe PvP and skirmishes does!

So far the changes resulted in a bit more battles, yay!
Title: Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
Post by: naossano on November 17, 2014, 09:21:08 AM
The point never has been in capturing zones, but in ability to contest other players.
.

The goal of the four factions is to take over Phoenix by fighting for the zones.

By taking a zone in a second with two characters, the fight is rendered useless and the act of capturing zones is rendered meaningless. If fighting is useless and capturing zones meaningless, AOP just become a sandbox games, in which nothing matter, in which you are given no purpose, no challenge, no endgoal.

It also have the unfortunate consequence of giving every scavenger position on the maps.
Title: Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
Post by: Anza on November 17, 2014, 09:34:34 AM
I like the fact that it did add more battles, but it is true that there are some downsides

- every character not stealth trigger a timer, making a global radar on everyone in Phoenix -> Hello sneakers please come and kill me
- you can know where the enemies are coming from if they dont have the zones around the one you are in, by activating timer. So you can either be ready facing the right direction, or even choose to avoid fight and leave safely from opposite side
- taking zones in a second as Nao said
Title: Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
Post by: paragon on November 17, 2014, 10:30:56 AM
> The goal of the four factions is to take over Phoenix by fighting for the zones.

Bad and useless goal as it doesn't give you anything special, not even a feeling that it worth it anything.
Ability to wipe up factions.... may help ^^
Until that, server WIP and we are testers.
Title: Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
Post by: naossano on November 17, 2014, 10:47:26 AM
- More/Better stuff in store
- Faction fame amongs the player community
- Guard in controlled zones that will protect the weaker scavengers
- RP activities in controlled/uncontrolled zones if the player community is high enough.
- XP/fame/reputation/caps rewards on ZC

Sure, there should be more challenge for taking zones, and more rewards when those are taken, (and more npcs to interact with in Phoenix) but RP wise, it doesn't change the fact that all player are the faction grunts (or Don/Overseer/farmer/high judge grunts) and the faction still want to control Phoenix no matter if we agree with them.
Title: Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
Post by: paragon on November 17, 2014, 03:48:01 PM
Rerolls request +
No sense in my 10 CH builds anymore.
Title: Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
Post by: BG Sexpert on November 17, 2014, 03:52:07 PM
Carry weight is trivialized by the food and leadership buff, both which initially didn't really have much thought put into it.

I'd like to be able to use item weight as a pro / con to certain items to promote uniqueness towards gameplay. By squishing extreme stat ranges, I'll have an easier time balancing things.

Same goes for leadership buffs, the range of the old system was between 1x to 200x effect bonus, which made it become pretty much binary - go 10 cha or go none.  Now it runs on a logrithmic scale which again promotes our idea of  characters not needing to stack or dump stats.

we logs now. Self-taught
Title: Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
Post by: greenthumb on November 17, 2014, 08:06:00 PM
Since to new system, but not final one, i realy like chess board providing global message monitoring all active faction members in hostile zones. Regarding developers plan to provide even indirect information displaying number of players in zone, i say YES.

This is my desired PVP arena.

But the otherside:
Where is motivation of brand new player joining dead faction to progress and strengthen it? No active old players, no zones controled, no goods at faction shopkeeper, no mentors but monitored core visits, makeing any newcomer a prey in core. Harsh. If not yet, believe me, this will be daily routine after next update.

While this is stupid withdrawal of realy nice update. Instead of training camp producing ton of lags, implement 5th neutral faction with HQ under current sewers. After reaching material selfsufficency, player should gain option to join one out of 4 factions. Dont forget current factionless players arent displayed in global message. I believe this can be done way, where it wont decimate number of PVP members in zone, on the contrary will boost activity since the newcomers will live in core. In the role of producents, factions members will become predators. Everybody is allowed to evolve.
Title: Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
Post by: paragon on November 18, 2014, 05:24:38 AM
> No goods at faction shopkeeper.

Do you think v-tech has any loot at the shopkeepers? xD And we have new players as well.

I do agree that starting the game became much more harder, if you have no zones. Should zones mean something? Yes and they help scavengers now. Should they be capped in 5 secs with 2 guys? No.

ZC system will be rewoked. And scavengers will be safe in own zones just as family is safe now IF they hold the zone which will require mixture of amount active players in core / pvp.


But now it gives me one idea: what if you know ~how many people in the zone?
1-3: no presence, Cirn, none at all ): / insignificant presence
4-6: low presence
7-10: notable presence
11-15: severe presence
16-20: major presence
21-25: swarm presence
25+: v-tec

It won't solve the problem, actually, could even make it worse (if 5 honorable family hunters will try to teach 1 scavenger how to pvp in the game, the 25 evil v-tec will know (by number) that they should go and cheat swarm those good people who helps new players).
Although you won't know which faction are in, so it could be just 2 factions fighting and not just v-tec swarming (although it will be v-tec swarm obviously anyway)
Same time it will make v-tec dumb and lonely, because you won't need to lose your gear while zone has 'over 25 v-tec presence'.
Title: Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
Post by: Anza on November 18, 2014, 06:31:17 AM
Knowing ~ number of people in core is a nice idea for ZC fights but it will make scavengers too easy preys to sneaks but also squads. It is hard to balance it as scavenging is in the same area as ZC, which is good gameplay system but not compatible with core population infos displayed.

@Parangon : dont feed the troll  :)
Title: Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
Post by: naossano on November 18, 2014, 06:44:03 AM
Currently playing in a faction with a low number, i would, of course, be pleased if i would continue to ZC, even if we would only be able to keep the minimum number of zone, for traders. Altought, i think it is important to have a minimum number of player to start timer or to contest.

It might be nice to have the following formula :

- Faction X has more than 12 players that are currently online (and have level 6).
- Faction Y has less than 12 players currently online (and have level 6).
- Faction Z has more than 12 players currently online (and have level 6).

If there is more than 12 players online in faction X, there should be at least 6 players to start the timer. If there is less than 12 players online in faction Y, there should be at least 50% of these players in the zone to start timer. (rounded down. if they are 7 online, they should be 3 in zone)

If faction X started the timer, faction Y should only be able to contest if they are at least 50% of them in the zone (so they could contest with 3 players if there is only 7 elligibles players online in faction Y). Faction Z can only contest if they are six or more.

If faction Y start the timer, any faction could contest if they have at least half the same number as faction Y in the zone. (Let's say the total of elligible Y players is 10. 5 of them are starting ZC. A faction with at least 2 players in the zone can contest it)

So we would keep the minimum number of six players for the faction who can afford to have six players available, while factions with lower number could still ZC. Although, those factions still have to gather as much players as possible in their faction to be able to play.

Of course, if faction bring more people than needed, there could still start timer or contest.
Title: Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
Post by: Anza on November 18, 2014, 06:48:42 AM
But what if a faction has a lot of PvE players who don't want to ZC ? I know it is the goal of AoP but some people maybe just want to craft / do assign / dungeons but no ZC ?
Title: Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
Post by: naossano on November 18, 2014, 06:51:41 AM
I am not a coder, but could it be possible to exclude players which are in assignements/dungeons maps ? The server know which maps we are in, isn't it ?

Plus, this is a requirement of 50% players, not 100%, which mean that 50% of the lvl 6 players of that faction could still do something else or be AFK. It could be lowered to 30% if you want, but i am not fond of it. It have to be significant compared to the total number, so there won't be solo starting timer or contesting it, unless the total is lower than 3-4.

And it also exclude players who are lower than lvl6. Those should never be able to be counted in ZC.
Title: Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
Post by: Anza on November 18, 2014, 06:57:33 AM
It will be hard to balance it but I like the idea
Title: Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
Post by: paragon on November 18, 2014, 06:59:46 AM
Or lets just not let more than people playing in Lawyers to get into the core.
1 lawyer online - max 1 v-tech in the core.
Title: Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
Post by: naossano on November 18, 2014, 07:00:54 AM
Or lets just not let more than people playing in Lawyers to get into the core.
1 lawyer online - max 1 v-tech in the core.

The previous suggestion was to allow more people to play, without making it abused with only one people taking or contesting. Your idea seems preventing some players to play.

Title: Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
Post by: paragon on November 18, 2014, 07:59:43 AM
ZC will be rewoked so it won't be abused that way.
Title: Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
Post by: naossano on November 18, 2014, 10:23:20 AM
Are you the one reworking it ? How do you know if it will work better ?
Title: Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
Post by: Myakot on November 18, 2014, 10:45:06 AM
Are you the one reworking it ? How do you know if it will work better ?
I'm starting to wonder if you ever express optimism.
Title: Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
Post by: paragon on November 18, 2014, 11:25:27 AM
Cirn described new ZC system at IRC.
Title: Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
Post by: naossano on November 18, 2014, 01:28:15 PM
Are you the one reworking it ? How do you know if it will work better ?
I'm starting to wonder if you ever express optimism.

Spent too much time on 2238 for that...
Title: Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
Post by: MARXMAN on November 18, 2014, 04:20:58 PM
Are you the one reworking it ? How do you know if it will work better ?
I'm starting to wonder if you ever express optimism.

Spent too much time on 2238 for that...

2238 is such a far cry from AoP it doesn't even feel like the same game.  Its a friggin miracle that Fallout Online servers are still running after all these years.  I have faith that AoP will gain a playerbase once PVE options are added for all of the fucking carebears that went over to FO2.
Title: Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
Post by: Stem Sunders on November 18, 2014, 04:21:10 PM
"2238 is such a far cry from AoP it doesn't even feel like the same game.  Its a friggin miracle that Fallout Online servers are still running after all these years.  I have faith that AoP will gain a playerbase once PVE options are added for all of the fucking carebears that went over to FO2."

-MARXMAN, 2014

-QFT- ;D
Title: Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
Post by: Myakot on November 19, 2014, 01:14:36 AM
picture off-topic
Edit that picture:
Have this free game! It's fun, it requires teamwork, it has no korean-style grinding! You also use environments to your advantage, and none of them are broken!

But it has no 1-hexing.
Title: Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
Post by: Anza on November 19, 2014, 04:06:26 AM
I love the "but" haha I would replace it with "and best part is"  ;D
Title: Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
Post by: naossano on November 19, 2014, 04:10:07 AM

But it has no 1-hexing.

Except for melee/sneak.
Title: Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
Post by: Stem Sunders on November 19, 2014, 05:22:27 AM
picture off-topic
Edit that picture:
Have this free game! It's fun, it requires teamwork, it has no korean-style grinding! You also use environments to your advantage, and none of them are broken!

But it has no 1-hexing.

I tried all that, but it was hard to read :P
Title: Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
Post by: Einstein on November 27, 2014, 08:51:14 AM
AOP is definitely a very different set of FOnline 2 reloaded or 2238. It's another way of handling the freedom given to the players, and compare them makes no sense beyond graphics.
On the large number of players who left the game, I think it was because of the "beta" of the current phase. I started playing AOP almost when it launched and I can say that the gaming experience is very different from that time. We must re-broadcast to more people discover this marvel.

Moving on, I wanted to talk about a detail, a suggestion:

Any chance they appear random objects in containers role assignments areas? They would be much more interesting.

I also think there should be more locations outside Pohenix, all this wasted land: p
(By the way, the dungeon of smugglers is great, congratulations)

Also it would be interesting things happen in Pohenix environment, like maybe a plague of some creature in particular that pervades everything for a while.

Another idea about factions:
Become visible bases !!! Nothing like an attack at home to start moving the ass.


Keep up the wonderful work, developers;)
Title: Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
Post by: naossano on November 27, 2014, 09:53:31 AM

Another idea about factions:
Become visible bases !!! Nothing like an attack at home to start moving the ass.


A nice idea, but i would rather  not have this as something permanent. There is a risk bigger faction would squat on the less factions HQ.
Or make it so that the worldmap disapear and the base are directly connected to the gates. You if you want to visit another faction base, you have to go throught the whole phoenix, then the faction gate, and finally reach the base.
Title: Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
Post by: Myakot on November 27, 2014, 10:03:53 AM

Another idea about factions:
Become visible bases !!! Nothing like an attack at home to start moving the ass.


A nice idea, but i would rather  not have this as something permanent. There is a risk bigger faction would squat on the less factions HQ.
Or make it so that the worldmap disapear and the base are directly connected to the gates. You if you want to visit another faction base, you have to go throught the whole phoenix, then the faction gate, and finally reach the base.
That's the best idea you've came up so far (IMO).
Well, this sounds nice and all, now imagine balancing this.
Why it will be hard?
1. Rewards shall be astonishingly good, since you are fighting right NEXT to the enemy respawn. They can throw countless amounts of players at you, and you will probably run out of ammo sooner, than win that encounter. (yeah, you can set special respawn counters for that)
2. It has to be decided upon whether ALL 4 bases must be opened at the same time or not.
3. It has to be decided whether you GAIN something or STEAL something from enemy faction (it makes huge difference, that's where #2 comes in the way. What's the point of having a "chance" to steal something from 1 out of 3 enemies, when you risk something being stolen from your base.
and some others are probably out there, those are brainstormed in a minute.

I'm not against this idea, I just feel that cirn0 does whatever he deems necessary. Remember that he's both dev AND a player, who enjoys competitive games, that are fun. If any1 can do miracles do this server, it's that kind of person.
Title: Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
Post by: Anza on November 27, 2014, 10:25:06 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.

I guess it will go that way :)
Title: Re: 14.11.2014 Changelog [ WE PORT 4000 AGAIN ]
Post by: good guy on November 28, 2014, 02:28:00 PM
I agree that there should be more areas outside of phoenix from a simple ¨abandoned” shack to a pre war storage facility or something allowing some players to scavenge if the core is too dangerous or something