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Geirskoegul
Soul-Strike
134
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Posted - 2012.07.17 17:22:00 -
[1] - Quote
A reasonable penalty? Easy: your mates kill you more. Just like it is in EVE. Nothing more is necessary.
I'd accept a PlanetSide-like "grief points" system that ONLY applies in high-sec, however. |
Geirskoegul
Soul-Strike
134
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Posted - 2012.07.17 17:29:00 -
[2] - Quote
Tony Calif wrote:It shoul give them the option to repay you. Ricochet would work great tbh. Think runnin man/battle royale style necklaces for all clones. You TK? You go pop. Simple. Or just make 5 in a game an auto kick. Tbh friendly fire isn't as important as getting the guns firing decently. TK's suck, but it sucks even more if the guys killed you with a scifi water pistol. No, to each and every one of your idiotic suggestions that violate all aspects of the universe you're playing in.
EDIT: Believe it or not, Templar, that like was from me. |
Geirskoegul
Soul-Strike
134
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Posted - 2012.07.17 17:47:00 -
[3] - Quote
Tony Calif wrote:Geirskoegul wrote:Tony Calif wrote:It shoul give them the option to repay you. Ricochet would work great tbh. Think runnin man/battle royale style necklaces for all clones. You TK? You go pop. Simple. Or just make 5 in a game an auto kick. Tbh friendly fire isn't as important as getting the guns firing decently. TK's suck, but it sucks even more if the guys killed you with a scifi water pistol. No, to each and every one of your idiotic suggestions that violate all aspects of the universe you're playing in. EDIT: Believe it or not, Templar, that like was from me. Did I offend you? Or do you just want to team kill? How would any of that a.) be idiotic b.) go against everything in New Eden? And people wonder where the phrase EvEtard comes from....tsk tsk No, from what I've seen, you generally make relatively useful posts. This case, however, is completely idiotic. Forcing compensation? Unacceptable. Penalty for not compensating is instant death? Also unacceptable.
Nothing you suggest is reasonable, fits into the EVE universe, or is useful, except for creating a kid-friendly sandbox (in the "nothing matters and all is safe" sense, not the open world sense).
Sabotage, betrayal, etc., are integral components of EVE. CONCORDs authority, as it stands right now in lore, only extends to capsuleers, they can't do anything on the ground (even in Templar One, their actions on the ground were IN VIOLATION of their own directives). PlanetSide style grief points in highsec, and ONLY highsec, could potentially be reasonable as an out-of-character mitigation tool in kiddie space, but anything more, or implemented anywhere else, simply has no place in ANY serious game, let alone EVE. |
Geirskoegul
Soul-Strike
134
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Posted - 2012.07.17 17:55:00 -
[4] - Quote
Agnoeo wrote:Why not give a commander the option to yank that persons clone once he gets killed or team mates kill him. Something like cutting off his up-link? So you could still have the edge of always a possible spy/sabotage like in eve, just at this point you have to make your betrayal count. Just like you would see in Eve. You get turned on, you can destroy their ship, then pod them.
I think it would keep that New Eden feel we're all looking for. Too much potential for unreasonable abuse in public matches, and in EVE there's nothing and no way to stop you from recloning (even if the new owner of the station removes your medical clone) and coming back to the same fight and continuing to cause trouble. |
Geirskoegul
Soul-Strike
134
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Posted - 2012.07.17 18:01:00 -
[5] - Quote
Buzzwords wrote:it's a tough one...
teamkilling cannot go completely unpunished. it would be ridiculous. what would stop a pissed off CoD fanboy from joining and murdering unsuspecting teammates just to waste their isk? 1 ******* could render entire matches unplayable.
but i don't think carlos' plan would work. what if it's a newbie alt with no isk? or what happens if you defend yourself? do you suddenly owe HIM something?
i kinda think friendly fire should just stay off. if you wanna backstab you can backstab by intentionally shooting over the "enemys" heads. or telling them where your "teammates" are in match, or emptying out the corp coffers out of it.
remember, eve HAS no matchmaking. anybody you team up with you DECIDED to team up with. so a teamkill in eve is a betrayal of a built up trust. a teamkill in dust could very well just be some random ******* the game TOLD me was my teammate for the next 15 minutes, greifing everybody he meets. Properly screen your recruits and you don't have to worry about the bitter CoD children. Problem solved.
CCP has already confirmed that highsec will have matchmaking, and a PlanetSide grief point system would be workable. Lowsec and highsec? WTF are you doing there with pugs? You CHOSE to go there with pugs, you reap what you sow. In nullsec I shouldn't even need to explain, what are you doing there with pugs in the first place? |
Geirskoegul
Soul-Strike
134
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Posted - 2012.07.17 18:20:00 -
[6] - Quote
STB-stlcarlos989 EV wrote:Most of you are against so I guess I'm wrong, but this game has a lot of potential for accidental team killing. With so many splash damage based method to kill, accidental team kills will become far too frequent. Have a punishment for team killing will promote smart play, but since none of you want that then fine, everyone just play and don't give a f**k about you teammates.
Edit: you guys know that you won't only be playing corp battles right? I'm pretty sure you will find yourself in a public battle at least once. This is an even stronger argument FOR friendly fire. Why the **** are you shooting weapons with massive splash effects into a crowd of allies? Do you LIKE people throwing grenades and other large AoE weapons into a cluster of friendlies and enemies, and it's perfectly viable since only the enemies are harmed? That's horrible balance. In a furball, you need to play better and be more careful; it actually makes getting close in a valuable and viable tactic, to make it HARDER for your enemy to hurt you, because they risk hurting allies. Turning off friendly fire just gives you Halo or CoD, where rocket launchers are melee weapons, because only enemies get hurt and it requires no skill or aim.
It's not about not caring about teammates. On the contrary, it's about caring very much about teammates and ensuring that those teammates are people you can trust and want to fight alongside.
One of the most-whinged about "issues" right now is dropship squishing and dropship "sniping" from outside the view distance. Friendly fire very quickly and very effectively mitigates both. You can't just fire at those red blips, because friendlies almost never get displayed, only hostiles (this needs fixing, but is another topic), and you can't just squish all over the place because you might kill friendlies too. |
Geirskoegul
Soul-Strike
134
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Posted - 2012.07.17 18:20:00 -
[7] - Quote
Buzzwords wrote:Geirskoegul wrote:Buzzwords wrote:it's a tough one...
teamkilling cannot go completely unpunished. it would be ridiculous. what would stop a pissed off CoD fanboy from joining and murdering unsuspecting teammates just to waste their isk? 1 ******* could render entire matches unplayable.
but i don't think carlos' plan would work. what if it's a newbie alt with no isk? or what happens if you defend yourself? do you suddenly owe HIM something?
i kinda think friendly fire should just stay off. if you wanna backstab you can backstab by intentionally shooting over the "enemys" heads. or telling them where your "teammates" are in match, or emptying out the corp coffers out of it.
remember, eve HAS no matchmaking. anybody you team up with you DECIDED to team up with. so a teamkill in eve is a betrayal of a built up trust. a teamkill in dust could very well just be some random ******* the game TOLD me was my teammate for the next 15 minutes, greifing everybody he meets. Properly screen your recruits and you don't have to worry about the bitter CoD children. Problem solved. CCP has already confirmed that highsec will have matchmaking, and a PlanetSide grief point system would be workable. Lowsec and highsec? WTF are you doing there with pugs? You CHOSE to go there with pugs, you reap what you sow. In nullsec I shouldn't even need to explain, what are you doing there with pugs in the first place? so basically what you're saying is i can't play any game mode ever unless i personally know my entire team, and we all join together? you realize that is idiotic right? A planetside-like grief point system is more than sufficient for the matchmade games in highsec. Anywhere else, it's on you.
If it makes you feel better, EVE is far more forgiving than Ultima Online (before EA ruined it) was: in UO, you had to type "guards" to summon the guards to TRY to kill your attacker; if you died before you sent that message, they didn't come. At least in EVE, the action of the attacker initiates the guards. For Dust, a grief point system works just fine, just as it did in PlanetSide, at least in highsec. For the rest, the consequence is your team killing you right back. You chose to enter lowsec, you chose the risk. |
Geirskoegul
Soul-Strike
134
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Posted - 2012.07.17 18:23:00 -
[8] - Quote
Tony Calif wrote:Alaric Rhys wrote:Not sure if I agree with there being a penalty for killing a teammate if FF gets turned on, since I've been in many instances where I've been blasting away at an enemy only to have some 'tard on my team run right in front of me trying to get the kill. Penalties should be handled by the corps themselves, not by CCP. Take your fudging finger off the fudging button. Penalty should be there for exactly this reason. No, the burden in this case is very much on the idiot not minding lines of fire. When you run in front of the line of fire, you getting hit by friendlies and dying is very much your own fault. Last I checked, I don't get a court martial if the ****** next to me decides to jump the line, run in front of the weapon I'm actively firing, and charges straight at, and standing straight up, at the enemy. If there was one, the inquiry would be minimal at most. |
Geirskoegul
Soul-Strike
134
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Posted - 2012.07.17 18:26:00 -
[9] - Quote
Noc Tempre wrote:One thing that might ease your mind is no FF in high sec. Not sure how even nanites explain that but that is how it will be.
For the record, there are ALWAYS ways to ruin someones day as a blue dot, even without direct FF. Ramming them to death for example. Link to the post, devblog, or fanfest vid where CCP stated this. They never have. There's NOTHING to indicate that friendly fire will be disabled ANYWHERE, other than the fact that it is right now for beta.
A mild penalty system in high-sec is the most you can hope for given the universe you're playing in, and the company running it. Anything more would be a violation of the conventions of both, and generally stupid (to put it nicely.) |
Geirskoegul
Soul-Strike
134
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Posted - 2012.07.17 18:32:00 -
[10] - Quote
Garrett Blacknova wrote:I've said it before, and I'll say it again...
HighSec - Loss of standing (as in EVE), and Concord fines paid to the player(s) killed. The value paid is the cost of gear you destroyed, modified for the victim's standing (lower standing = less fine for killing you), and the payment is forwarded on to the player(s) TKed. An Assist have no effect on your standing, but 1/4 of the teammate's replacement costs will be paid as a fine.
LowSec - No punishment for Assists, and fines reduced by an appropriate amount (approx 30 - 50%). Loss of standing will also be significantly lower than in HighSec.
NullSec - What are these "rules" you speak of?
In HighSec, known TKers will be flagged thanks to their low standing, and players will know to be cautious about incoming fire, and less cautious about outgoing fire in that player's direction. In LowSec, it will take significantly worse standing for this to happen, and in NullSec, there's no penalty. If someone is bad enough to get flagged in LowSec, they MIGHT be bad enough that in HighSec, they're marked as a Concord bounty. In this instance, a bounty marker will appear near the teammate indicator, and a reward will be paid out for killing said player instead of incurring a fine. No fines to the player doing the shooting. Period. As in EVE, the "fine" is that you lose something, the victim doesn't receive anything except the insurance he paid for on the ship.
In a game like Dust, where concord-style response isn't viable, grief points really are the most ideal solution. Look to how planetside handled it, it's the closest relative to this game, and it really provides the best solution in terms of the gameplay-affecting penalty. I'm fine with secstatus being added as well, maybe have it result in higher warpoint costs or something in high-sec, since "police chasing you" doesn't translate to EVE. It's difficult to suggest a workable mechanic for secstatus as things are now, but it shouldn't be purely aesthetic. |
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Geirskoegul
Soul-Strike
134
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Posted - 2012.07.17 18:34:00 -
[11] - Quote
Etero Narciss wrote:Just posting to say that charging the teamkiller the loss of the suit due to negligence might be one of the best ways to punish teamkilling (other than kicking him out of the match). I don't think anything else should be reimbursed though; just the dropsuit.
Think about it; Dust 514 has no insurance system at the moment. This could serve as that, while subsequently working to discourage the random teamkiller/griefer (spies and genuine traitors won't give two damns about the isk loss). Simply, no. Almost no teamkills are ever negligence on the part of the one shooting. Nearly 100% of teamkills are either A) deliberately killing a teammate, or B) the idiot on your team was negligent and ran in front of your line of fire. |
Geirskoegul
Soul-Strike
134
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Posted - 2012.07.17 18:43:00 -
[12] - Quote
Buzzwords wrote:i think you guys are looking at this the wrong way. a team kill in dust is NOT analogous to a hi-sec kill in eve.
in eve, even in hi-sec, i'm not teamed up with every other player. i have no reason to trust them, and we have made no common cause together. me and that other random whatever ship are not forced to work together to defeat some common enemy just by virtue of being in hi-sec at the same time...
yet in dust we WILL be. even in hi-sec matches it will be "us" against "them", i don't get veto power over who the "us" is. my lot is AUTOMATICALLY tied to a complete stranger.
also, i looked up grief points. that might have worked if i didn't have to pay for my ****.. but i do, so ANY intentional team killing by FORCED teammates is too much... There will be PvE, you're welcome to carebear it up there. |
Geirskoegul
Soul-Strike
134
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Posted - 2012.07.17 18:44:00 -
[13] - Quote
Etero Narciss wrote:Geirskoegul wrote:Etero Narciss wrote:Just posting to say that charging the teamkiller the loss of the suit due to negligence might be one of the best ways to punish teamkilling (other than kicking him out of the match). I don't think anything else should be reimbursed though; just the dropsuit.
Think about it; Dust 514 has no insurance system at the moment. This could serve as that, while subsequently working to discourage the random teamkiller/griefer (spies and genuine traitors won't give two damns about the isk loss). Simply, no. Almost no teamkills are ever negligence on the part of the one shooting. Nearly 100% of teamkills are either A) deliberately killing a teammate, or B) the idiot on your team was negligent and ran in front of your line of fire. I'm sorry. How does this refute the idea? I was refuting the argument of punishment for negligence. Punishment for completely intentional actions is antithetical to the EVE universe. Highsec has some consequences, but the victim is NEVER rewarded for being a victim, under ANY circumstances. |
Geirskoegul
Soul-Strike
134
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Posted - 2012.07.17 20:13:00 -
[14] - Quote
Etero Narciss wrote:Geirskoegul wrote:Etero Narciss wrote:Geirskoegul wrote:Etero Narciss wrote:Just posting to say that charging the teamkiller the loss of the suit due to negligence might be one of the best ways to punish teamkilling (other than kicking him out of the match). I don't think anything else should be reimbursed though; just the dropsuit.
Think about it; Dust 514 has no insurance system at the moment. This could serve as that, while subsequently working to discourage the random teamkiller/griefer (spies and genuine traitors won't give two damns about the isk loss). Simply, no. Almost no teamkills are ever negligence on the part of the one shooting. Nearly 100% of teamkills are either A) deliberately killing a teammate, or B) the idiot on your team was negligent and ran in front of your line of fire. I'm sorry. How does this refute the idea? I was refuting the argument of punishment for negligence. Punishment for completely intentional actions is antithetical to the EVE universe. Highsec has some consequences, but the victim is NEVER rewarded for being a victim, under ANY circumstances. Ah, ok. I understand now. I figured however that some sort of reimbursement wouldn't hurt. After all, in Eve your ship is reimbursed regardless of circumstances (well, there are exeptions). I'd rather Dust not use NPC money for that, so the idea has the potential to kill two birds with one stone. It doesn't really stop the dedicated griefer from killing the victim over and over (until, of course, kicked). In the end, what I mean to say is that I don't want to reward the victim so much as reimburse them part of the loss, while punishing the team killer (whether it was accidental or otherwise). But as soon as you implement forced reimbursement from player funds, you introduce it as a grief mechanic in itself.
The whole point is that griefing's only DIRECT effects are INDEPENDENT of the parties involved. Insurance is paid by NPCs (and the player pays NPCs to receive more than the default 50% mineral value; all insurance has always been calculated from mineral value -- hence t2 always paying less proportionally compared to t1 -- ithe only change being switching from a fixed value to a market-related value). Concord punishes without any benefit to the person their "victim" aggressed. It's always been about consequence, but not making either side of the dispute be a beneficiary OF those consequences.
I'm fine with insurance being implemented in some form (though I must say again, I see a grief point system being more appropriate; in EVE, a team kill is either deliberate or negligence via criminally incorrect overview settings / failing to follow orders -- in a fleet op, you shouldn't ever shoot anything you aren't explicitly ordered to, with very few exceptions that almost only apply to tacklers -- in Dust, an FPS, team kills can happen due to OTHER PEOPLE being negligent, or pure, legitimate accident), it must NEVER be charged to the aggressor.
One of the core reasons the EVE system works is that you CAN choose to **** over someone else, if you're willing to accept the consequences. More than anything else, though, making the aggressors penalty actively help the victim massively discourages the action, more than it should.
The reason for this is that I can eat the loss, you might get some insurance, but my actions do not profit you at my expense. It's partially psychological, and partially the mechanic as implemented, but the psychological aspect IS important, in any game (an example of this I use is day 1 DLC, where new copies come with a code to get it free, but when people buy used, they have to pay for the DLC, versus online pass where new players play online for free but used have to pay; it's the difference between getting a free extra in the first example versus the used guy being actively denied something and having to buy it separate).
An example directly from EVE would be the bounty system on players. I can put a bounty on someone, and I may as well just have clicked "give money" rather than adding the bounty; if I make a verbal contract with a person or corp to kill the target and bring me the corpse, unless they're an alt or friend of the target or their allies, I actually get what I wanted. I pay the same in the end (in theory), but it FEELS better, because I know it gets something done and the intended victim gains nothing from it. If you make the penalty beneficially affect the victim, it's the same as using the actual bounty system: your action directly benefits the victim, thus defeating one of the main points.
I'm a bit drunk, so I'm sorry if I didn't develop or explain that further. I hope you understand the point I'm trying for. Please comment in that regard, letting me know what you think my meaning was, if it wasn't totally clear. |
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