Vespasian Andendare
Subsonic Synthesis Alpha Wolf Pack
356
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Posted - 2013.09.06 14:37:00 -
[1] - Quote
CCP LogicLoop wrote:On the topic of sniper locations. We have a set of parameters we follow. Since in all reality with a DS a sniper can reach nearly any high position. We took steps to ensure that what sniper points do exist are able to be engaged by other players in some way.
To be more specific, over a certain height in meters snipers are completely blocked. In one range X meters up to X meters the sniper must be limited in their movement and must always be exposed to ground units. In the last parameter, that sits at the lowest of meters snipers are given more freedom to move, and able to move in and out of exposure freely.
Objective hack locations are to be protected from "long range" attacks and any snipers if at all possible. Listen, I hate snipers, and I really wish he had better intel to locate where they are firing from, but is arbitrarily blocking them past a certain point really the answer?
Couldn't we be given better tools? Or better yet, couldn't you just have their guns miss most of the time by having them shooting way outside of falloff? But at least they *could* have a chance to hit someone with a "wrecking" shot if the stars aligned.
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Vespasian Andendare
Subsonic Synthesis Alpha Wolf Pack
364
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Posted - 2013.09.06 19:16:00 -
[2] - Quote
Quil Evrything wrote:First off, I'm confused why a whine about anti-AFK measures, has a first post that has virutally no mention of AFK, but keeps whining about what a lousy sniper the OP is.
but anyway, back to the AFK issue: totally broken, **BY DESIGN**. The design is inherently broken. So long as you keep making it possible for a player to passively get SP, just for existing, there will be ways to game it.
Yesterday, I saw some bozo, who had rigged his char to just repeatedly jump up and down, firing at a wall. Fairly easy to do.
The only real fixes:
1. No passive SP gain while you are behind your own redline. This is the minimum change that will actually do something
2. no passive SP gain at all. Make it so you only gain SP for combat related actions. ie: expending bullets ON A TARGET. Not just "firing your weapon in the air". Taking damage should also continue to count towards SP. Then, INCREASE the amount of SP that these things give you.
Benefits of this system: These would be even more newb friendly: many newbs cant actually get a kill, but do manage to get a few bullets on target before they die.
Additionaly, it would drastically cut down on redline sniping. Which in one way is good, but in another way is bad. More maps need to have 400m out locations. 300-400m is the appropriate deployment distance for a sniper. Some of the smaller maps, the only way you can get 400m out, is to go into redline.
I can see option 1 being a relatively easy implement. Honestly, they should just change the redline mechanic so that they still exist, but friendlies have 30 seconds to a minute to exit it. Once they leave the redline, it applies the same timer to friendlies as well as enemies (same way it works for enemies now). This ensures that people have a safe place to be dropped in but a hostile place to stay.
But overall for the sp system, I can totally see it going straight passive live Eve did. Eve once had active sp gains as well, people abused it (we're not seeing any of that, right!?), and they changed it to strictly passive. I don't think it's likely that they'll make them strictly based on pvp "actions," since they have to design for the lowest common denominator, and if John Q. McFail wants to play the game, he should get sp for basically existing--much in the same way that he gets it now.
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