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Author |
Thread Statistics | Show CCP posts - 3 post(s) |
Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
481
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Posted - 2014.06.01 17:12:00 -
[61] - Quote
Dusters Blog wrote:also incentivize players by having concord bounties on high level griefers. this will fuel the bounty hunter class. I can already see the feedback loop forming. Corps that run into people's line of fire until they are kicked out of the battle, then stalk them until they have a chance to kill the reverse-griefed person and collect the bounty.
People, you should start thinking your ideas through. This isn't an ideal world. Not even human-run systems are capable of always judging the situation correctly - How do you expect a simple automated system like this to do the job? How the **** is the game supposed to detect "yes, this guy totally threw himself into his mate's forge gun to create a bounty that he intends to collect!" and differentiate it from "this guy has been running around with a forge gun, and shooting his mates in the back whenever they were focused on an enemy"?
CCP has two options - Find a magical way to solve the reverse griefing issue or disable friendly fire entirely in pub games. I would support the former, but the latter is far more rational. |
Himiko Kuronaga
Fatal Absolution General Tso's Alliance
4333
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Posted - 2014.06.01 20:25:00 -
[62] - Quote
Sole Fenychs wrote:Ender Storm wrote:Its only a problem if you design the game to allow it to be a problem.
Enable votekick based on FF. Every friendly kill lowers player status. Being votekicked because of FF lowers the status even more. FF voteckick kicks in automatically if player kills more than 3 players. Killed players can forgive the TK if it was an accident.
Allow also players to form squads with minimum ~standing~, or a honour score, whatever, that will allow them to filter off griefers.
Only allow players to join high-sec pubs if they are also in good standing. Have you somehow missed the issue of "fuckhead drives over your REs and sets them off for ***** and giggles"? Direct FF is a trivial issue. But player interaction isn't trivial. You missed the second half with the issue. Friendly fire in an FPS is different from point and click space combat. The abuse is on the side of the victim, not on the attacker. Yes, the attacker will be kicked. Because otherwise the attacker might use it for griefing. But when you kick the attacker to prevent griefing, you allow the VICTIM to grief. Please tell me how you want to avoid that. We are talking about pub matches. About random blueberries in a free to play game with infinite accounts. There are logical and valid reasons to kill your teammates in the sandbox or even organized play, which actually add depth to the game. That is different for pub matches. Himiko Kuronaga wrote:Ender Storm wrote:Himiko Kuronaga wrote:Votekicking a person out of space in eve would be a hilarious proposition.
If Legion is trying to be sandbox, it shouldn't have to rely on that kind of stupid structuring. Except, its not space in EVE and its a match that will, probably, be lobby based. So basically, your clone access for that match would be locked. And you would need to seek another match to grief. Or give the commander this power. Whatever the method, griefing in high sec should be countered, but also FF shoule be on, because FF is hilarious. It's either lobby based or sandbox. CCP can't promote it as both. They need to choose. And really, what's wrong with Concord showing up GTA style? That'd be funny as hell. It's already both. Contracts are lobbies, looting is sandbox. Is that so hard to understand?
Yes, it is. Because that's not a sandbox.
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Maken Tosch
DUST University Ivy League
8729
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Posted - 2014.06.01 20:58:00 -
[63] - Quote
Himiko Kuronaga wrote:Sole Fenychs wrote:It's already both. Contracts are lobbies, looting is sandbox.
Is that so hard to understand? Yes, it is. Because that's not a sandbox.
To me a sandbox is one that involves interaction on between all facets of the game. Where one part (though separate somehow) affects the other. Case in point, mission running in Eve.
In Eve Online you talk to an NPC agent who gives you missions (from Level 1 to Level 4 IIRC) with highest level being literally in low-sec space and requiring a small gang to finish through. These mission sites are somewhat like a lobby since the agent gives you the bookmark to warp to. But the lobby is not 100% closed to everyone else. Those who are outside of your gang can scan down the mission site if they have the appropriate tools.
If these outsiders manage to scan down your site, then depending on what security system your site is in, they can either attack you or steal the loot from your wrecks. Often times they loot the wrecks because NPC agents ask you to bring back a certain piece of loot like a security key, tags, or even some hostages. If the outsiders take that then they will likely ransom you to pay them or put it up on the local market to make you pay for it anyways. If you're unlucky, they will seize your ship and force you to pay up through the nose if you happen to have a very shiny ship blinged out with modules that are worth more than the ship itself.
I would one day like to see something like this in Legion where players doing solo missions can be interrupted by outsiders in the same fashion. Salvage missions are of particular interest especially since everyone will know what to expect in those sites. If a salvage site can be scanned down by outsiders who aren't part of the contract, this will really add to the sandbox.
We can go one step further and tie that salvage site to a regular battle that occurred. I mentioned this before. Let's say that a regular match concluded about a few minutes earlier and players left behind loot in that area. The battlefield turns into a wreckage or ruined city that is available via the NPC contracts for salvaging operations. Whatever stuff the players left behind ends up becoming fair game for looting to anyone accepting the new contracts. Outsiders who never accepted the contracts can scan down the sites and wreck havoc on those trying to loot the area.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Rowdy Railgunner
Capital Acquisitions LLC General Tso's Alliance
415
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Posted - 2014.06.02 01:01:00 -
[64] - Quote
"I want FF always on, but we need to have concord." This is going to be a **** game if that is the case. All you people sound like a bunch of sissy marys. FF should always be on in open world and concord should not exist for mercs. If aren't man enough to go out and face possible death everywhere then go back to your lobby shooters. |
SponkSponkSponk
The Southern Legion Final Resolution.
856
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Posted - 2014.06.02 01:30:00 -
[65] - Quote
Rowdy Railgunner wrote:"I want FF always on, but we need to have concord." This is going to be a **** game if that is the case. All you people sound like a bunch of sissy marys. FF should always be on in open world and concord should not exist for mercs. If aren't man enough to go out and face possible death everywhere then go back to your lobby shooters.
Well, you need some level of protection in high sec because F2P games promote throwaway griefing characters.
So, friendly fire in high sec needs both immediate penalties, and long-term ones.
Dust/Eve transfers
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Himiko Kuronaga
Fatal Absolution General Tso's Alliance
4333
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Posted - 2014.06.02 02:19:00 -
[66] - Quote
Maken Tosch wrote:Himiko Kuronaga wrote:Sole Fenychs wrote:It's already both. Contracts are lobbies, looting is sandbox.
Is that so hard to understand? Yes, it is. Because that's not a sandbox. To me a sandbox is one that involves interaction on between all facets of the game. Where one part (though separate somehow) affects the other. Case in point, mission running in Eve. In Eve Online you talk to an NPC agent who gives you missions (from Level 1 to Level 4 IIRC) with highest level being literally in low-sec space and requiring a small gang to finish through. These mission sites are somewhat like a lobby since the agent gives you the bookmark to warp to. But the lobby is not 100% closed to everyone else. Those who are outside of your gang can scan down the mission site if they have the appropriate tools. If these outsiders manage to scan down your site, then depending on what security system your site is in, they can either attack you or steal the loot from your wrecks. Often times they loot the wrecks because NPC agents ask you to bring back a certain piece of loot like a security key, tags, or even some hostages. If the outsiders take that then they will likely ransom you to pay them or put it up on the local market to make you pay for it anyways. If you're unlucky, they will seize your ship and force you to pay up through the nose if you happen to have a very shiny ship blinged out with modules that are worth more than the ship itself. I would one day like to see something like this in Legion where players doing solo missions can be interrupted by outsiders in the same fashion. Salvage missions are of particular interest especially since everyone will know what to expect in those sites. If a salvage site can be scanned down by outsiders who aren't part of the contract, this will really add to the sandbox. We can go one step further and tie that salvage site to a regular battle that occurred. I mentioned this before. Let's say that a regular match concluded about a few minutes earlier and players left behind loot in that area. The battlefield turns into a wreckage or ruined city that is available via the NPC contracts for salvaging operations. Whatever stuff the players left behind ends up becoming fair game for looting to anyone accepting the new contracts. Outsiders who never accepted the contracts can scan down the sites and wreck havoc on those trying to loot the area.
That's not what makes a sandbox game. Interaction between all facets of the game just makes it a game with stuff in it that it is possible to interact with.
What makes a sandbox a sandbox is when everything is accessible within one seamless world. The "sandbox" is supposed to represent that world, and the ability to wander about it freely. By cutting up the game into different modes, you no longer have a sandbox because everything is forcefully divided and sectioned off so that it is inaccessible to certain parties.
At that point it becomes a lobby shooter with a free roam mode that doesn't actually allow you to roam anywhere CCP finds inconvenient.
"One Universe, One War"?
More like "One Universe, Plus A Bunch Of Instances That Have Nothing To Do With It." |
Ender Storm
Goonfeet Special Planetary Emergency Response Group
168
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Posted - 2014.06.02 02:56:00 -
[67] - Quote
Himiko Kuronaga wrote:Ender Storm wrote:Himiko Kuronaga wrote:Votekicking a person out of space in eve would be a hilarious proposition.
If Legion is trying to be sandbox, it shouldn't have to rely on that kind of stupid structuring. Except, its not space in EVE and its a match that will, probably, be lobby based. So basically, your clone access for that match would be locked. And you would need to seek another match to grief. Or give the commander this power. Whatever the method, griefing in high sec should be countered, but also FF shoule be on, because FF is hilarious. It's either lobby based or sandbox. CCP can't promote it as both. They need to choose. And really, what's wrong with Concord showing up GTA style? That'd be funny as hell.
That would be funny, yes!
But as people keep saying, Legion/Dust isnt EVE, the mechanics differ and accidental TK`s will happen. Giving the team mates the power to judge it foul or accident would smooth the gameplay. |
Ender Storm
Goonfeet Special Planetary Emergency Response Group
168
|
Posted - 2014.06.02 03:00:00 -
[68] - Quote
Sole Fenychs wrote:Dusters Blog wrote:also incentivize players by having concord bounties on high level griefers. this will fuel the bounty hunter class. I can already see the feedback loop forming. Corps that run into people's line of fire until they are kicked out of the battle, then stalk them until they have a chance to kill the reverse-griefed person and collect the bounty. People, you should start thinking your ideas through. This isn't an ideal world. Not even human-run systems are capable of always judging the situation correctly - How do you expect a simple automated system like this to do the job? How the **** is the game supposed to detect "yes, this guy totally threw himself into his mate's forge gun to create a bounty that he intends to collect!" and differentiate it from "this guy has been running around with a forge gun, and shooting his mates in the back whenever they were focused on an enemy"? CCP has two options - Find a magical way to solve the reverse griefing issue or disable friendly fire entirely in pub games. I would support the former, but the latter is far more rational.
Actually, CCP solved this by creating a bounty pool, wich pays off a fraction smaller than the value of the assets the hunted lost.
So, it never pays more than the value of the assets the hunted is flying on, which prevents bounty farming. Its a mechanic transferable to Legion, though I dont see much use in bounties. But who knows...
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Godin Thekiller
shadows of 514
2506
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Posted - 2014.06.02 03:03:00 -
[69] - Quote
Sole Fenychs wrote:Dusters Blog wrote:also incentivize players by having concord bounties on high level griefers. this will fuel the bounty hunter class. I can already see the feedback loop forming. Corps that run into people's line of fire until they are kicked out of the battle, then stalk them until they have a chance to kill the reverse-griefed person and collect the bounty. People, you should start thinking your ideas through. This isn't an ideal world. Not even human-run systems are capable of always judging the situation correctly - How do you expect a simple automated system like this to do the job? How the **** is the game supposed to detect "yes, this guy totally threw himself into his mate's forge gun to create a bounty that he intends to collect!" and differentiate it from "this guy has been running around with a forge gun, and shooting his mates in the back whenever they were focused on an enemy"? CCP has two options - Find a magical way to solve the reverse griefing issue or disable friendly fire entirely in pub games. I would support the former, but the latter is far more rational.
or pub games not even exist.............
click me
Blup Blub Bloop. Translation: Die -_-
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Maken Tosch
DUST University Ivy League
8731
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Posted - 2014.06.02 05:12:00 -
[70] - Quote
@Himiko
Whatever you say.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Maken Tosch
DUST University Ivy League
8731
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Posted - 2014.06.02 05:21:00 -
[71] - Quote
Ender Storm wrote:But as people keep saying, Legion/Dust isnt EVE, the mechanics differ and accidental TK`s will happen. Giving the team mates the power to judge it foul or accident would smooth the gameplay.
To some degree it is in terms of culture and lore, but to some degree it is also NOT EVE as it is working on a completely different mechanic.
In Eve Online, you are unable to shoot at anything without it getting targeted first by your ship's targeting system. Even if you use Fire and Forget rockets which don't require targeting (seriously, who the frakk uses those these days?) those rockets still rely on a targeting system embedded in the code. Once you lock on something, you can hit it without having to worry about anything getting between you and the target. You can have an entire station literally between you and your target and you will still hit the target without damaging the station at all. The only time you ever see friendly fire in Eve Online is when someone is using FaF rockets (which almost no one uses anymore) or if they are deliberately trying to betray you.
In Legion however, FF is ok to have, but if you want it in High-Sec space, you need to have a punishment system in place.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Tolen Rosas
Kang Lo Directorate Gallente Federation
415
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Posted - 2014.06.02 11:10:00 -
[72] - Quote
Sole Fenychs wrote:Dusters Blog wrote:also incentivize players by having concord bounties on high level griefers. this will fuel the bounty hunter class. I can already see the feedback loop forming. Corps that run into people's line of fire until they are kicked out of the battle, then stalk them until they have a chance to kill the reverse-griefed person and collect the bounty. People, you should start thinking your ideas through. This isn't an ideal world. Not even human-run systems are capable of always judging the situation correctly - How do you expect a simple automated system like this to do the job? How the **** is the game supposed to detect "yes, this guy totally threw himself into his mate's forge gun to create a bounty that he intends to collect!" and differentiate it from "this guy has been running around with a forge gun, and shooting his mates in the back whenever they were focused on an enemy"? CCP has two options - Find a magical way to solve the reverse griefing issue or disable friendly fire entirely in pub games. I would support the former, but the latter is far more rational.
actually do u even play shooters? what ur describing is so low percentage that its not worth discussing. run into peoples fire? do u know how difficult it is to decide who kills u? its more likely ur killed by an enemy on the battlefield trying to prostrate yourself for FF. couple that with the fact that 1 FF kill wont equal a bounty. so? irrelevant. |
Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
482
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Posted - 2014.06.02 13:42:00 -
[73] - Quote
Tolen Rosas wrote:actually do u even play shooters? what ur describing is so low percentage that its not worth discussing. run into peoples fire? do u know how difficult it is to decide who kills u? its more likely ur killed by an enemy on the battlefield trying to prostrate yourself for FF. couple that with the fact that 1 FF kill wont equal a bounty. so? irrelevant. We are talking about a game with associated meta effects. If someone runs into your gun in a normal lobby shooter, you just join the next lobby after being kicked. If it happens in Dust, you can potentially gain a bounty (Yes, you will - That's what the guy whom I quoted proposed), lose your current gear and, as someone suggested, lose the ability to respawn. Stop seeing the game out of context. There is more to it than shooting people. There's also actually winning the match and meta repercussions. |
Tolen Rosas
Kang Lo Directorate Gallente Federation
415
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Posted - 2014.06.02 14:40:00 -
[74] - Quote
Sole Fenychs wrote:Tolen Rosas wrote:actually do u even play shooters? what ur describing is so low percentage that its not worth discussing. run into peoples fire? do u know how difficult it is to decide who kills u? its more likely ur killed by an enemy on the battlefield trying to prostrate yourself for FF. couple that with the fact that 1 FF kill wont equal a bounty. so? irrelevant. We are talking about a game with associated meta effects. If someone runs into your gun in a normal lobby shooter, you just join the next lobby after being kicked. If it happens in Dust, you can potentially gain a bounty (Yes, you will - That's what the guy whom I quoted proposed), lose your current gear and, as someone suggested, lose the ability to respawn. Stop seeing the game out of context. There is more to it than shooting people. There's also actually winning the match and meta repercussions.
Ender storm already posted the fix to ur problem, and I never said anything about losing current gear. only habitual TKers would lose the ability to respawn 1 FF kill wont earn u a bounty or kick u from the game, although I would be ok with the battle commander having the ability to disable clones.
"Actually, CCP solved this by creating a bounty pool, wich pays off a fraction smaller than the value of the assets the hunted lost.
So, it never pays more than the value of the assets the hunted is flying on, which prevents bounty farming. "
so even if someone was to do this low % activity they'd be doing it for nothing. |
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