I'd rather be a comedian than an idiot.You guys are just a bunch of sit down comedians.
I'd rather be a comedian than an idiot.You guys are just a bunch of sit down comedians.
qftI'd rather be a comedian than an idiot.
Getting back on the subject...
I dont see any reason for murderers to be in factions..... The system is ment as an alternative PvP system from the open murder count pvp. Murderers and Brigands should be excluded from faction play because faction pvp is supposed to be more plot driven than just random killings or revenge killings.
Past that ....I realy dont think faction should be able to kill other faction members or steal for that matter. If you look at it from a story stand point a faction high archy wouldnt allow in fighting like that, it would bring down swift action, and try to maintain a unity.
Exploiting the system is something that will always have to be delt with. People will try to test the fences always and get that unfair advantage. The best thing we can do for now is try and give them as much feedback about factions as possible, and hopefuly after some time things will change and griefing will be lessened and fun will increase.
1. I dont see how reds being in the same faction as you help these situations without causing problems and loop holes themselves. Fixing a problem with another problem is not a solution. A better solution is acknowledging that the system is broke and then fixing those imbalances.Again... wait until you have a blue in your base fielding you in, or harm spamming someone you are trying to para, or poisoning ur mount every time you try and dismount someone else. Blues can grief other blues WORSE than a red ever could.. Because if you want to fight back you cannot attack them with out taking a penalty. You should ensure that every faction member should be able to fight back as long as they are willing to go red to do so..
It is as simple as that. With out reds the factions will be griefed even worse.
... u dont see how going red to kill griefers will help?1. I dont see how reds being in the same faction as you help these situations without causing problems and loop holes themselves. Fixing a problem with another problem is not a solution. A better solution is acknowledging that the system is broke and then fixing those imbalances.
Ok dood. What I'm getting at is there is no way they can code the system to have no griefing... If they don't allow reds,, they will have blue griefers. Not only that,, but normal players will have no way of defending themselves other than logging off.. **** that.. Sorry your dream world will never be reality. Code is always exploitable.. I AM talking how it is, and how it WILL be if they don't allow reds in factions. What I'm saying is sometimes you need a red to defend yourself from griefers.. If you don't want reds, stay in Tram.. thats why they made it..Your talking about the system as is... I'm talking about the system as how it should be. Its two completely different things.
And how it should be is that you dont have a Red Murderer in your back pocket to play factions.
Your talking about the system as is... I'm talking about the system as how it should be. Its two completely different things.
And how it should be is that you dont have a Red Murderer in your back pocket to play factions.
This ^If you don't want reds, stay in Tram.. thats why they made it..
Are you speaking of a "blue" non faction player, or blue faction player? If it's a non faction player, how did it get into the base? If it's a blue faction player, why do you need a red to kill it?Again... wait until you have a blue in your base fielding you in, or harm spamming someone you are trying to para, or poisoning ur mount every time you try and dismount someone else. Blues can grief other blues WORSE than a red ever could.. Because if you want to fight back you cannot attack them with out taking a penalty. You should ensure that every faction member should be able to fight back as long as they are willing to go red to do so..
It is as simple as that. With out reds the factions will be griefed even worse.
No but eventually they'll go red too if you keep doing it. Why do that when you can just have a red do it?You don't NEED a red to kill a blue faction griefer...but you'll be taking murder counts on whatever blues you have to combat him.
I ment a character that is in ur faction (blue) and working against you (griefing).Are you speaking of a "blue" non faction player, or blue faction player? If it's a non faction player, how did it get into the base? If it's a blue faction player, why do you need a red to kill it?
I'm curious if you really feel that SL and Minax shouldn't be open to murderers? If so, what's your rationale? I can kind of understand from a role playing point of view why you might think that for TB and maybe COM, but I'm not so sure about SL and Minax.Getting back on the subject...
I dont see any reason for murderers to be in factions..... The system is ment as an alternative PvP system from the open murder count pvp. Murderers and Brigands should be excluded from faction play because faction pvp is supposed to be more plot driven than just random killings or revenge killings.
Actualy now that I think of it I can give a real life example, without getting political.
Wanted to also specificaly adress this....Also, have you read the descriptions of the three new factions yet? Do you really think none of them have room for some rough characters who might not be above murdering any who dare to infiltrate their ranks as spies and troublemakers?
Generally, it's only thing theyre killing are griefers. This is a good thing.Its refering to the fact that if your a red, during a base defence you could kill your own folks, and with little reprieve. So basicaly saying that they are in the faction but work for the other side in a very overt way. It doesnt make any since in continuity.
Because there's no other way to prevent it.However, why isnt there a way in the game to take care of the griefer problems without having reds in a faction said faction taking care of those problems.
I thought of this but as Nonel pointed out, it'd give griefers a free ride to destroy base defenses etc.Or maybe just make it mandatory that everyone that goes to felucca joins a faction, and people in your own faction are not attackable, and come up with some code that keeps traitors a non factor. Maybe you have to be so high a rank just to be in the main stronghold.
giving the CL the ability to expel other characters or guilds from a faction
You can't flag someone a criminal because they use detect hidden inside a base or cast a wall in front of you. You didnt even address Tina's post. Think about it and then get back to that with specific examples to address it.So, if a blue, non-faction breaks any rules to any of the rules, they turn grey because all of the rules underline what you can and can not do.
Yes you can you turn them grey for using detect hidden within a faction base, why could you not do that? This is obviously a blue that is using detect hidden to reveal someone. It is the same as an attack.You can't flag someone a criminal because they use detect hidden inside a base or cast a wall in front of you. You didnt even address Tina's post. Think about it and then get back to that with specific examples to address it.So, if a blue, non-faction breaks any rules to any of the rules, they turn grey because all of the rules underline what you can and can not do.
Otherwise quit wasting everyones time.
Because you would be flagged a criminal everytime you indirectly revealed someone while trying to reveal an opposing thief. Thats why. You obviously either don't play or dont understand the mechanics of it. You're on this good and bad kick without any real reasoning behind it. You're solution? Turn them grey? You don't care about the rest, if he does something we dont like, turn them grey. Yes that'll solve the problem.....Yes you can you turn them grey for using detect hidden within a faction base, why could you not do that? This is obviously a blue that is using detect hidden to reveal someone. It is the same as an attack.
Did you overlook the part about this "blue" being in the same faction as your characters?? He's in the base because he's trying to cause problems for you!If a blue is in a stronghold and they cast a field, this is also a criminal act. It's like another country dropping the F bomb right on your head. It's declaring war. Ask yourself this question, What business is it for any non faction member to be in your base. This is trespassing, it breaks a rule. You can't just walk on an army base. They take all your clothes off, they scan your brain, you used to be able to but I dare you to try today.
If it were me, just simply having a blue near a faction base would put a big title on them, kill me now, cause i'm only here to cause problems and my system would turn them grey, simple. Now, I don't have to worry about them putting up walls, I don't have to worry about them calling me names. I see them as grey and I kill them, simply for being in my territory.
That's what I said, "It doesn't even make sense." Your own team mate might reveal you and that's your arguement.Because you would be flagged a criminal everytime you indirectly revealed someone while trying to reveal an opposing thief. Thats why. You obviously either don't play or dont understand the mechanics of it. You're on this good and bad kick without any real reasoning behind it. You're solution? Turn them grey? You don't care about the rest, if he does something we dont like, turn them grey. Yes that'll solve the problem.....Yes you can you turn them grey for using detect hidden within a faction base, why could you not do that? This is obviously a blue that is using detect hidden to reveal someone. It is the same as an attack.
It's because it happens.........that is my argument. I dont even want to give you examples, you just ignore them. I'd rather beat my head into a wall.That's what I said, "It doesn't even make sense." Your own team mate might reveal you and that's your arguement.
There is a skill called "detect hidden" feel free to check it out.I mean give me a break. I guess it depends on how the spell works. If it makes you run around yelling and screaming with your arms waving, blah blah blah, I guess everyone is going to see you.
Not everything is black and white. It's a video game that has magic and dragons etc. You can't turn everything into logic. For ****s sake, I'm going to play freecell. At least there if I have to put up with stupid **** like this it'll be my own fault.How can you have a logical system, such as, good vs. evil placed in another system that allows good to be more evil than the bad?
I would ask that you point out which situation you want me to answer then. I don’t get paid to sort through everything, and input is on a voluntary basis, when I get time or feel that I have something worth saying. I will start by giving you my take on the things in this post, its going to be long winded, you have a considerable amount to go through and if you want more then we will cross that bridge later.Strahd and Zyon, I'm still waiting for you two to come up with solid solutions to the situations that several of us previously described in this thread that I believe would probably be difficult for anyone to program as hostile acts against your own faction because sometimes performing these actions is beneficial to your faction.
I'll give it a shot, nothing here will say though that my ideas would work without considerable play testing, debugging, so on and so forth, development is a process, its like Rome, it don’t get built over night. The best thing we can try to do is shoot holes in the weak ideas until we get something good to go with, and then go try it out. Obviously, this won’t even happen unless we can also get the Developers on board with our Ideas as a community. We would probably get a lot more done if we as a community could agree on trying a direction, even if we didn’t agree on everything proposed to try. At least that’s something instead of perpetual debate.I would really like to know exactly how you would effectively deal with a blue non-guild / non-allied faction mate who started doing any of the following to your crew while you're defending or raiding a stronghold, transporting sigils, or attempting to recapture sigils that are in transit (in other words, activities that most everyone would consider truly faction-related):
In other games they have an option called /duel it allows you to fight or spar around with your own faction mates on a consensual basis.You would also be eliminating the ability for faction mates to spar with each other for practice, a fairly common activity while you're defending and waiting for someone to come and raid you. Not all guilds that are able to peacefully coexist and yes, even support each other, within the same faction want to be allied with each other. They may trust each other enough to participate in factions together in Fel (including friendly sparring while hanging out in a stronghold) but not enough to worry about thievery and AFK-killing while outside of Felucca.
I stated this in an earlier post and explained the logic behind it...and it’s also been solved in other games. They solved it by not allowing factions members to dispel the other faction member’s spells.The Blue Faction Mate Who Dispels Your Fields
Infiltrator dispels your fields at a critical moment. Sometimes dispelling your own fields is a good or necessary thing, so how do you prevent it from happening at a bad time?
This is usually considered bad code in a faction style environment. Most other games don’t let you affect your own teammates with spells like these. Meaning if your in the same faction then the wall doesn’t work against them, you would walk right through it. However something like this would be better if it was replaced with another spell. Maybe a different crowd control spell that actually makes more since.The Blue Faction Mate Who Blocks Your Path
Infiltrator casts wall of stone in front of you while you're chasing or fighting someone. In some cases, casting wall of stone in front of you could be considered a good or necessary thing, so how do you prevent it from happening at a bad time?
Same as previous answer, this is called non- collision. Basically if its your own team there is no hindrance (pet or otherwise) and if its the opposite team then it is a hindrance.Or how do you stop an infiltrator from continually stepping in front of you or putting his pets around you or blocking your access to the sigil posts?
Other games either won’t allow items to be thrown down in bases at all or if they can be then they have no collision. It’s kind of funny you hear about players changing the collision code their selves so that they won’t collide with items now. Again its just dumb broke coding because (insert lame reason).What do you do about an infiltrator who uses a stronghold rune to get into the stronghold during a defense, then immediately starts dropping blocking items all over the stronghold. How do you prevent this from happening? Better yet, how do you prevent it from happening while you're not in the stronghold? It's perfectly legal to drop items around/behind characters outside of a stronghold as long as they are "easily moved," but that still doesn't stop them from being enough of a nuisance to get you killed or slow you down. So how do you prevent a faction mate from doing something like this to you while you're not in the stronghold? (See this 7/3/2008 FoF for more details on the rules about using block items: http://www.uoherald.com/fof/index.php?fofId=116.)
One game I played had a /consent option that let some people drag your corpse or gave them the ability to loot it.The Blue Faction Mate Who Loots Your Corpses
Infiltrator loots a faction mate's corpse that the enemy shouldn't have been able to reach before the deceased character has a chance to rez and retrieve his stuff. Infiltrator immediately goes into stealth mode until he's no longer flagged. How do you prevent this?
Tina and Ber how do you like this proposal its an excerpt from the Comprehensive Faction System I have been compiling and I updated it from the previous 4 factions to Three New Factions before posting. The mention of the Sub Commander is defined on another section in more detail but its basically someone the Commanding Lord can assign to act as the Commanding Lord if he/she isn't on at the time.(e.g., giving the CL the ability to expel other characters or guilds from a faction)?
In other games these are called stronghold hooks, its predetermined advantageous places that are in locations that make the most since from a tactical point of view. Basically keep upgrades that anyone would be able to buy or upgrade if they had the money or the skill to do such. This makes them more predictable but also makes them less exploitable.The Blue Faction Mate Who Wastes or Makes Your Defenses Useless
Immediately after removing one or more of your faction's traps on a character that the infiltrator has in another faction, said infiltrator places an equal number of your traps in a totally useless location that is not easily found or while you are engaged in defending sigils. Please don't say the solution to this problem is for only the Commanding Lord to place traps. Don't even go there because it's a terrible solution. Real life happens and the CL is sometimes the person you see in-game the least often. It is also sometimes very necessary to have a stealther place the traps and I believe in the majority of cases the CL is not a stealther.
Usually in other games static barricades like this work like the collision I described earlier. Defenders pass without restriction, and attackers have to destroy the obstacle or other specific task to gain entry.You're defending the TB stronghold and using the portcullis as part of your defense. Infiltrator stands under the arch and clicks on the portcullis every time you get it lowered. Or, if you're not using the portcullis, infiltrator lurks on the wall above it and lowers it at inopportune times. The suggestion to require two or more people to simultaneously do something in the arch where the portcullis descends or on top of the wall in order to raise or lower the portcullis is a totally unworkable solution. It's not like you can just jump on top of the wall from the grass or sidewalk below. It does take at least 5-10 seconds to get up there and definitely pulls you out of the action by the bridge.
I’ve already answered this in one of your other examples, and Infiltrators are a moot point if their ability to grief has been taken away by other forms of code. The system wouldn’t be fixed by any one single piece of code, and would take a all the code working together and not having lots of major loop holes. There will always be some loop holes, it’s the nature of testing the parameters, not all people but some people will use any advantage they can get. The point is to lessens the impact that these loop holes damage the overall system.The Blue Faction Mate Who Reveals Your Stealthers
Infiltrator uses a stronghold rune to get in the stronghold and proceeds to reveal your stealthers, exposing them to enemy fire. Please don't say the solution is to not be able to detect faction mates, because then you really will make dealing with infiltrators impossible.
Stealing from your own faction is the same as murdering your own faction member. Realistically it wouldn't or shouldn't happen overtly; they would get kicked out of the faction by the leaders.The Blue Faction Mate Who Steals Your Stuff
Infiltrator snoops and steals your stuff. What do you do if you can't kill him to get it back?
This is a good loop hole and its hard to keep a handle on it. In other games we never used the open chats as the main form of communication. It was used as a way to rally point or to make a last second command to the general militia; such as push! or charge! or pull back!The Blue Faction Mate Who Passes Along Intelligence
This one probably should have been at the top of the list because the stronghold runes have made it so gosh darn easy, but would also include the infiltrator who listens and passes along to the enemy messages from the CL.
As a closing statement, that’s the thing about PvP, it’s a constant adaptation of your surroundings. People will test the fence for weak spots, its part of trial and error problem solving. If they can get an advantage they will.I could go on and on, but I hope you get the idea, i.e., some people can be very, very creative about making nuisances of themselves while they have the appearance of being on your side in a battle. How do you deal with them without completely ruining everyone's game experience and without handing someone who is not a GM too much power (e.g., giving the CL the ability to expel other characters or guilds from a faction)?
Thank you for the replies, and yes I did read them and will read them again tomorrow. I need to give them some more thought!And if you read all that here is a broccoli
ROFLMAO I want to see that!You could even stick people on catapults and fling them over the wall, although they would have to take some kind of damage.