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Longshot Ravenwood
Algintal Core Gallente Federation
680
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Posted - 2012.07.17 22:15:00 -
[91] - Quote
Sidebar: You don't need them to turn on friendly fire to team kill.
I've had several experiences with suicidal dropship pilots (You know who you are) flying deep into the red before ejecting. If it's incompetence that's one thing, but I'd want me CEO to have word with them & revoke their license if the issue persisted. |
Ayures0
259
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Posted - 2012.07.17 22:19:00 -
[92] - Quote
This thread is hilarious. Welcome to New Eden. The penalty will be to their reputation (and maybe sec status). |
Garrett Blacknova
Codex Troopers
1849
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Posted - 2012.07.17 22:22:00 -
[93] - Quote
Tony Calif wrote:Backstabbing isn't actually integral. It's just you EvE guys love making a quick buck/being efficient. That's just how it is. Edit: Friendly fire IS integral I'm sorry, but this is incorrect (apart from the edit).
Betrayal, and more importantly, the freedom to do so during combat, is one of the most prevalent aspects of EVE.
I'm not an EVE player, but I know enough about New Eden to know that it's meant to allow for this type of behaviour.
If they implement some kind of friendly-fire penalty, it makes NO sense for it to be a ban from playing, even a temporary one. Booting from a current battle? Maybe... MAYBE. Fines in proportion to the friendly fire damage you dealt? Sure. Some form of reimbursement to the victim of such an attack? I don't see why not.
But more importantly, ANY penalty to the TKer needs to be scaled back as you move from HighSec to NullSec, preferably with no consequences for NullSec betrayals. |
Tien TheSecond
Subdreddit Test Alliance Please Ignore
198
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Posted - 2012.07.17 22:24:00 -
[94] - Quote
Ayures0 wrote:This thread is hilarious. Welcome to New Eden. The penalty will be to their reputation (and maybe sec status).
A warm welcome to all these new "clans". People WILL get awoxed, it's a crucial part of the metagame
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Ayures0
259
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Posted - 2012.07.17 22:44:00 -
[95] - Quote
Tien TheSecond wrote:Ayures0 wrote:This thread is hilarious. Welcome to New Eden. The penalty will be to their reputation (and maybe sec status). A warm welcome to all these new "clans". People WILL get awoxed, it's a crucial part of the metagame
The first time some new "clan" gets awoxed and comes to cry on the forums is gonna be hilarious. I can almost taste the tears already. |
Tony Calif
Seraphim Initiative. CRONOS.
2002
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Posted - 2012.07.17 22:49:00 -
[96] - Quote
MAG was full of awoxers. Become member, play a bit become officer, remove all members. The games that never had clan support are in for a horrible shock hohoho |
Sw3RvE
25
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Posted - 2012.07.17 22:50:00 -
[97] - Quote
so will TK-ing just be a regular thing? i think there should be some sort of rule set by the corps. if you TK too much you get booted from the corp and fined. |
Sw3RvE
25
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Posted - 2012.07.17 22:51:00 -
[98] - Quote
Tony Calif wrote:MAG was full of awoxers. Become member, play a bit become officer, remove all members. The games that never had clan support are in for a horrible shock hohoho
yep, people did that in socom. |
Ayures0
259
|
Posted - 2012.07.17 23:07:00 -
[99] - Quote
Sw3RvE wrote:Tony Calif wrote:MAG was full of awoxers. Become member, play a bit become officer, remove all members. The games that never had clan support are in for a horrible shock hohoho yep, people did that in socom.
Awoxing is different, but as long as we're talking about regular spies hijacking ****... Did SOCOM have a corp wallet and assets? |
James nug
Sanmatar Kelkoons Minmatar Republic
1
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Posted - 2012.07.18 00:30:00 -
[100] - Quote
get used to TKs this is not a kids game where someone has to give u something because u got TKed. the reason FF is on is so players will stop spamming missiles at turret points to keep it from being hacked. if u dont like FF go play the kid FPS .
second if u cant afford to repalce it dont risk we dont need a bunch of whiners crying about the fact that they lost there gear cuz they where afk when i dropped a tank on them (yes i dropped a tank on a proto suite player because he stood there to long)
every time i TKed in BF2142 was because of stupid people standing on my c4 packs in the titian in the core room when i told them to run and i was booted every time because they where to stupid to run. and every time it was a battle that was won
the only punishment that is needed is a small loss in earnings and Sp at the end of battle ( more if u TK a lot ) . after 5 TKs in faction war standing start to drop.
null sec TKs are part of life keep your enemies close and your friends closer (preferably in front of u so they cant shoot u in the back lol) |
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MUDMASTEI2
Villore Sec Ops Gallente Federation
135
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Posted - 2012.07.18 00:32:00 -
[101] - Quote
Ricochet. |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
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Posted - 2012.07.18 00:36:00 -
[102] - Quote
MUDMASTEI2 wrote:Ricochet.
at over 9000% the actual power of your shot, for instant kill on your self, and why not just throw that into EVE also.
How about it's a kill still, shouldn't give as much SP as a regular kill, but shouldn't harm the player really except the mark on combat logs, showing them as a team killer and letting corps see that.
I'm all for ganking in both, it's all dependant on players.
Using a expensive suit in highsec public matches? Lost it to a team killer? Your fault, 100% |
Mavado V Noriega
SyNergy Gaming
2283
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Posted - 2012.07.18 00:44:00 -
[103] - Quote
if someone is teamkilling then commander should be able to kick from match or squad vote to kick simple. |
Tony Calif
Seraphim Initiative. CRONOS.
2002
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Posted - 2012.07.18 00:52:00 -
[104] - Quote
It would be interesting for it to be an option for contracts to force ricochet damage. Then it comes down to the party offering the contract to specify. I wouldn't say full ricochet. Better it was just on killshot, with a 2 second timer. I really don't see how protecting your investment is against the EvE universe. It'd be like insurance on your contract. |
Etero Narciss
Seraphim Initiative. CRONOS.
112
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Posted - 2012.07.18 22:47:00 -
[105] - Quote
Geirskoegul wrote:
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.
But the victim doesn't benefit in any way save for the small compensation of getting some of the ISK from their suit back. It isn't like they're printing money from getting killed, or getting someone broke (how stubborn must you be to try to get killed by the same guy over and over?)
I do understand the intended point. I don't agree that the proposed system would pose such a problem. |
Maken Tosch
263
|
Posted - 2012.07.19 03:20:00 -
[106] - Quote
Geirskoegul wrote: 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
For those of you who don't understand the bounty system in Eve, let me help elaborate.
1. Someone wronged you. 2. You go to the nearest station and pay (for example) 100million ISK to the bounty office so that the aggressor will have a 100million ISK bounty on his head. 3. Some other random player comes along and sees that bounty on the aggressor and manages to kill his pod. 4. Random player reaps the reward.
The problem with the system is that the aggressor may have an alt on a different account and then uses that alt to kill his own character in the game and thus collects the bounty through his own alt. The bounty system doesn't tell apart who is an alt and who is a main. This is what Geir was talking about.
===Key Point===
Please keep in mind that players will find a way to legally circumvent the penalty system. Eve Online players are notorious for doing that. One prime example are the high-security suicide gankers who figured out how to sneak their characters with terrible standing with the empires and police into the high-sec systems and kill miners with them. I would know as I am one of them.
If a player can find a legal way to get around the penalty system in Eve, then there is no doubt that DUST's penalty system regarding team killing will be circumvented legally. You can ask CCP about it. They were the ones that allowed it. Hell, they made it that way.
As I have mentioned before on another post, I killed several miners in high-sec space without provocation and I have no remorse about it. I suffered a security status hit and lose my ship in the process with no chance of an insurance payout, but so what? The loss was minimal and I have an alt that earns lots of ISK to cover my loses and I have another alt that carries my ganker alt's ships for it.
Come to think of it, wouldn't your opponent take advantage of the team-kill penalty system by simply running around within your group causing you to accidentally shoot each other as your team tries to kill the enemy that waltzed right in? I can imagine the griefers using this to their advantage.
1. Scout runs into enemy group in circles. 2. Group shoots itself. 3. ... 4. Profit from the tears. |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.07.19 04:01:00 -
[107] - Quote
Liant Zen wrote:why would CCP ever turn on friendly fire? Because having it off is terrible and dumb. It encourages such things as tossing grenades into teamates in a fight, because it will only kill the enemies, allows you to fire your HMG recklessly with no chance of repercussions, all kinds of illogical and idiotic behavior. |
Longshot Ravenwood
Algintal Core Gallente Federation
680
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Posted - 2012.07.19 04:05:00 -
[108] - Quote
Maken Tosch wrote:Come to think of it, wouldn't your opponent take advantage of the team-kill penalty system by simply running around within your group causing you to accidentally shoot each other as your team tries to kill the enemy that waltzed right in? I can imagine the griefers using this to their advantage.
1. Scout runs into enemy group in circles. 2. Group shoots itself. 3. ... 4. Profit from the tears. This is exactly why the entire punishment system needs to be governed by your corporation. You can't ask CCP to wipe your nose when you punch yourself. Be aware that this can happen. People dump dropships full of players into the red just to watch them try to run back to the battlefield before they die. Pilots bail without notifying their passengers & the dropship crashes into flames while the gunner's working on an objective. HAV pilots call in militia papertanks & load up before being popped by a forge gun or swarm launcher.
They don't need more ways to kill, but we need to be aware of what can already happen. Your CEO needs to make the decision regarding what is acceptable for your corporation & what isn't, so that once Corps are fully active you have a system in place for dealing with this kind of behavior. |
Drake Lyons
Seituoda Taskforce Command Caldari State
209
|
Posted - 2012.07.19 04:46:00 -
[109] - Quote
Corporate punishment is definitely the way to go for players in player corporations. Personally, I'd rather have 1 wounded teammate than 2 wounded teammates when accidental damage occurs.
Pub servers should be governed under separate rules. |
KingBlade82
Crux Special Tasks Group Gallente Federation
56
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Posted - 2012.07.19 04:56:00 -
[110] - Quote
Mobius Wyvern wrote:Liant Zen wrote:why would CCP ever turn on friendly fire? Because having it off is terrible and dumb. It encourages such things as tossing grenades into teamates in a fight, because it will only kill the enemies, allows you to fire your HMG recklessly with no chance of repercussions, all kinds of illogical and idiotic behavior.
How many friendly fire fps games have u played? ik it seems more realistic but most people who enjoy FF think its hilarious to team kill all day and they laugh and giggle when if they did it realistically in life it would be treason and im pretty sure execution in the USA it would have to have strict guidelines and managed properly or it will not be fun but if they add the spy aspect to it then all is fair :P but the rules will have to be made and we should all have the option to not include said person in our reindeer games lol |
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Arcushek Dion
Doomheim
73
|
Posted - 2012.07.19 05:13:00 -
[111] - Quote
In null sec corps should handle friendly fire incidents. In hi/low sec they could implement some sort of standings like in eve where if you repeatedly teamkill youre security status goes down. this would give your teammates a headsup at least that you have a history of teamkilling. Also putting in a system that would allow your teammates to forgive the teamkill if it is accidental would be good. so unforgiven teamkill -> effects sec status, forgiven teamkill -> no sec status penalty. Any merc who gets to low of a sec status is no longer allowed to participate in hi sec matches at all, but can participate in lowsec |
Maken Tosch
263
|
Posted - 2012.07.19 05:19:00 -
[112] - Quote
KingBlade82 wrote:Mobius Wyvern wrote:Liant Zen wrote:why would CCP ever turn on friendly fire? Because having it off is terrible and dumb. It encourages such things as tossing grenades into teamates in a fight, because it will only kill the enemies, allows you to fire your HMG recklessly with no chance of repercussions, all kinds of illogical and idiotic behavior. How many friendly fire fps games have u played? ik it seems more realistic but most people who enjoy FF think its hilarious to team kill all day and they laugh and giggle when if they did it realistically in life it would be treason and im pretty sure execution in the USA it would have to have strict guidelines and managed properly or it will not be fun but if they add the spy aspect to it then all is fair :P but the rules will have to be made and we should all have the option to not include said person in our reindeer games lol
High-sec corps will not tolerate that. Which is why most high-sec corps will have a vetting process to weed out any applicant who could be a potential insubordinate. After all, you and I will be able to join player-run corps on day one when it happens. |
Maken Tosch
263
|
Posted - 2012.07.19 05:25:00 -
[113] - Quote
Arcushek Dion wrote:In null sec corps should handle friendly fire incidents. In hi/low sec they could implement some sort of standings like in eve where if you repeatedly teamkill youre security status goes down. this would give your teammates a headsup at least that you have a history of teamkilling. Also putting in a system that would allow your teammates to forgive the teamkill if it is accidental would be good. so unforgiven teamkill -> effects sec status, forgiven teamkill -> no sec status penalty. Any merc who gets to low of a sec status is no longer allowed to participate in hi sec matches at all, but can participate in lowsec
I doubt CCP would put that in. They would more than likely let the high-sec "crime watch" system handle that instead of the players. In Eve Online, there are griefers who join Incursion fleets with a bunch of randoms with the intent of actually destroying their own friends because... guess what!
They're Sansha's Nation sympathizers! (role-playing)
What did CCP do? Nothing. |
Arcushek Dion
Doomheim
73
|
Posted - 2012.07.19 05:31:00 -
[114] - Quote
but that's intentionaly killing, it's pretty difficult to accidentally kill someone in EVE due to targetting mechanics. In an FPS if someone who has a sliver of life steps in front of your reticle and dies. That kind of TK is truly accidental and can be forgiven by decision of the player who was killed. This type of tk system has worked in FPS games before. |
Garma QUDA
Zumari Force Projection Caldari State
468
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Posted - 2012.07.19 07:08:00 -
[115] - Quote
Death |
Templar Two
Villore Sec Ops Gallente Federation
459
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Posted - 2012.07.19 07:18:00 -
[116] - Quote
Allowing players to betray teammates is bad, really bad.
If CCP allows us to betray people then there must be a protection: if a developer says I can cheat then I can't be punished for something HE allowed me to do! |
Wako 75
SVER True Blood Unclaimed.
76
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Posted - 2012.07.19 07:23:00 -
[117] - Quote
Sw3RvE wrote:well, either make it reflect back at them or let them have one but the next they get booted from the battle.
or... make them pay whoever they shot the amount that their load out costs.
no reflect it doesnt work out too well also my opinion is that they should have FF but then you have stupid freindlys that run strait onto youre grenade and blow up lol but with precentage i dont know it will make everyone mad with way i go lol
edit maybe not well my argument is that what happens when stupid people shoot you then you get killed by an enemy. i am not against precentage but all i really want is icons telling me someone is down |
Noc Tempre
Imperfects Negative-Feedback
1170
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Posted - 2012.07.19 08:07:00 -
[118] - Quote
I'm sticking to low and null sec so dealing with FF will be expected. In case you forgot, one of the trailers featured friendly fire from a freaking dreadnought. This is not candyland or COD. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.07.19 09:02:00 -
[119] - Quote
Maken Tosch wrote:Arcushek Dion wrote:In null sec corps should handle friendly fire incidents. In hi/low sec they could implement some sort of standings like in eve where if you repeatedly teamkill youre security status goes down. this would give your teammates a headsup at least that you have a history of teamkilling. Also putting in a system that would allow your teammates to forgive the teamkill if it is accidental would be good. so unforgiven teamkill -> effects sec status, forgiven teamkill -> no sec status penalty. Any merc who gets to low of a sec status is no longer allowed to participate in hi sec matches at all, but can participate in lowsec I doubt CCP would put that in. They would more than likely let the high-sec "crime watch" system handle that instead of the players. In Eve Online, there are griefers who join Incursion fleets with a bunch of randoms with the intent of actually destroying their own friends because... guess what! They're Sansha's Nation sympathizers! (role-playing) What did CCP do? Nothing. You seem to be missing the point Dion was making.
If a teammate kills you, normally they'll receive a penalty for it. The victim can CHOOSE to accept that the kill wasn't intended by the killer, and it will basically be like "I won't press charges" in the real world - the NPC "crime watch" will ignore that particular incident. If you don't actively TELL the game to pass on the penalty, it will be treated as a deliberate action. |
Antar Zintu
Villore Sec Ops Gallente Federation
14
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Posted - 2012.07.19 09:15:00 -
[120] - Quote
Hi-sec: FF should be off. It's carebear land anyway.
Lo/null-sec: FF should be on. No penalties for TK - plenty of reasons for it happening, all of them valid in New Eden.
Up to the corp to decide if there should be punishment for it. Could have been accidental, or could have been deliberate (maybe you're a plant from another corp, maybe you're just a ganking idiot).
And quite frankly, if I'm in a dropship and see an objective surrounded by one blue and five reds... I'm raining hell down on you from above. I'll happily take five clones off the opposition for the cost of one to us.
You're immortal, don't whinge about it. |
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