Forums » Suggestions
insted of taking all the skill out of this skill based game by making weapons that stop people from moving how about we just increase ship speed and reduce turbo. right now ships can go 3 to 4 times as fast in turbo as they can in non turbo flight VO is the only game I know that this happens in most other games give a turbo boost of around 50m/s so a ships base speed now would be in the 120 to 175 area of course this would change the game around a whole lot but if you want to make running harder you need to reduce the boost.
sorry for run on sentences w/e i just woke up
sorry for run on sentences w/e i just woke up
had some thoughts on this...
i know it's kind of an old thread, but I do like Inc's idea for the variable speed/mass.
What about this:
Corvus Auto Cannon.
Basically a LOW ammo (~5 shots), no energy, high delay, low damage, medium to high weight, no auto-aim, long range (1000m?) cannon. The kick here is that it causes disruption like a rocket blast. If the pirate can score a hit, the targeted ship looses it's turbo boost and spins around wildly for a few seconds like getting hit with a missle or rocket. It should be difficult to aim, like a rail gun, so that only a runner that doesn't do any evasive action would be hit easily.
Corvus Drainer.
similar specs but the only effect on hit would be to drain the battery of the targeted ship. turbo is cut and the ship slows while recharging the battery at normal levels. the runner still needs to wait for the 25% charge before jumping, so the chaser has a bit more time.
TGFT flash-bang.
the pirate counter measure.
a new mine with a fuse. large concussion and bright blast. can't think of what kinda specs it would need, but you get the idea. drop one and someone behind you is gonna be blind for a few seconds. give the trader the opportunity to change course and get some speed.
or what I've always wanted. bombs as cargo. jettison a cu and after a short delay, BOOM. Looks like a normal widget, but if the widget isn't targeted by the pirate to see what it is, then sorry about their bad luck. maybe a prox trigger instead of a fuse? this item would have to be really heavy so you can't load an xc up with 200 of em and spam.
sorry if this is incomplete or confusing, i just woke up...
kp
i know it's kind of an old thread, but I do like Inc's idea for the variable speed/mass.
What about this:
Corvus Auto Cannon.
Basically a LOW ammo (~5 shots), no energy, high delay, low damage, medium to high weight, no auto-aim, long range (1000m?) cannon. The kick here is that it causes disruption like a rocket blast. If the pirate can score a hit, the targeted ship looses it's turbo boost and spins around wildly for a few seconds like getting hit with a missle or rocket. It should be difficult to aim, like a rail gun, so that only a runner that doesn't do any evasive action would be hit easily.
Corvus Drainer.
similar specs but the only effect on hit would be to drain the battery of the targeted ship. turbo is cut and the ship slows while recharging the battery at normal levels. the runner still needs to wait for the 25% charge before jumping, so the chaser has a bit more time.
TGFT flash-bang.
the pirate counter measure.
a new mine with a fuse. large concussion and bright blast. can't think of what kinda specs it would need, but you get the idea. drop one and someone behind you is gonna be blind for a few seconds. give the trader the opportunity to change course and get some speed.
or what I've always wanted. bombs as cargo. jettison a cu and after a short delay, BOOM. Looks like a normal widget, but if the widget isn't targeted by the pirate to see what it is, then sorry about their bad luck. maybe a prox trigger instead of a fuse? this item would have to be really heavy so you can't load an xc up with 200 of em and spam.
sorry if this is incomplete or confusing, i just woke up...
kp
How does reducing turbo increase the likelihood that a ship will be unable to run? Unless turbo reduction is varied according to a ships profile (i.e., fighters have less turbo reduction than cargo ships), or in addition to general turbo reduction some ships (again, fighters or other "chase 'em down" ships) are made to simply go faster turbo reduction by itself will do nothing to stop those players on VO who want to trade or mine.
Barring some way for griefers to have a distinct advantage over players in VO who prefer less adversarial pursuits, griefers will have to simply get better at what they do, or be content to feed on the new player who wanders into grey space.
Alternatively, griefers could travel in groups, the same as trader convoys, and use the strength of numbers. But, oh, wait, griefers don't like to travel in packs because of the probability you will grief each other. And the fact that griefing is anti-social, contrary to the social requirement of forming a group.
Bottom line is that the game doesn't need to be changed to benefit its griefers, griefers need to change how they do what they do. So don't blame the game if it doesn't suit your style of play, change your play style. But this won't work either. Because griefers will only be happy when they have the speed and firepower to kill everyone and everything in the game as easily as they can take out a 0/0/0/0/0 in a free EC with a free battery, and then they can stand alone in the universe's center. Won't that be a fun game for everyone?
I do agree some things could be changed in the game to increase realism. Damage to a ship should reduce its top speed. Overall mass of a ship (ship + add-ons + cargo) should have an effect on acceleration and speed. But whether these changes would have any effect on the ability of pilots to avoid griefers is immaterial. VO may have started as a greifer's game. It is beyond that now, although I wouldn't want to see griefers gone from game. Without them, with whom could reputable players form vendettas?
Barring some way for griefers to have a distinct advantage over players in VO who prefer less adversarial pursuits, griefers will have to simply get better at what they do, or be content to feed on the new player who wanders into grey space.
Alternatively, griefers could travel in groups, the same as trader convoys, and use the strength of numbers. But, oh, wait, griefers don't like to travel in packs because of the probability you will grief each other. And the fact that griefing is anti-social, contrary to the social requirement of forming a group.
Bottom line is that the game doesn't need to be changed to benefit its griefers, griefers need to change how they do what they do. So don't blame the game if it doesn't suit your style of play, change your play style. But this won't work either. Because griefers will only be happy when they have the speed and firepower to kill everyone and everything in the game as easily as they can take out a 0/0/0/0/0 in a free EC with a free battery, and then they can stand alone in the universe's center. Won't that be a fun game for everyone?
I do agree some things could be changed in the game to increase realism. Damage to a ship should reduce its top speed. Overall mass of a ship (ship + add-ons + cargo) should have an effect on acceleration and speed. But whether these changes would have any effect on the ability of pilots to avoid griefers is immaterial. VO may have started as a greifer's game. It is beyond that now, although I wouldn't want to see griefers gone from game. Without them, with whom could reputable players form vendettas?
BJB, the greifers are the ones doing the running, not the ones doing the chasing. Also, pirate != "griefer." In case you hadn't noticed yet, the "[o]verall mass of a ship (ship + add-ons + cargo)" DOES "have an effect on acceleration and speed."
Also, while this was well before your time, there used to be a large varity in ship top turbo speeds. Because of lag issues, there was a hard 225 m/s cap imposed by the Devs--I imagine because it was easier than scaling back the top speed of each ship proportionately--so there's a good argument for slowing certain classes of ship from what we currently have.
Keep in mind also that a group of people chasing something none of them can catch is not more effective than one person chasing something he cannot catch. Ask Arolte.
Finally, this is purely asinine: So don't blame the game if it doesn't suit your style of play, change your play style. The whole point of a suggestion is that the game doesn't suit someone's desired style of play and they're opening up their idea for improvement to the Devs and fellow players. The only proper response to "just deal with how it is" is a resounding STFU.
HTFH
P.S. VO may have started as a greifer's game. It is beyond that now Ha. Take that one up with Incarnate.
Also, while this was well before your time, there used to be a large varity in ship top turbo speeds. Because of lag issues, there was a hard 225 m/s cap imposed by the Devs--I imagine because it was easier than scaling back the top speed of each ship proportionately--so there's a good argument for slowing certain classes of ship from what we currently have.
Keep in mind also that a group of people chasing something none of them can catch is not more effective than one person chasing something he cannot catch. Ask Arolte.
Finally, this is purely asinine: So don't blame the game if it doesn't suit your style of play, change your play style. The whole point of a suggestion is that the game doesn't suit someone's desired style of play and they're opening up their idea for improvement to the Devs and fellow players. The only proper response to "just deal with how it is" is a resounding STFU.
HTFH
P.S. VO may have started as a greifer's game. It is beyond that now Ha. Take that one up with Incarnate.
Oddjobbob, I think you're missing the entire point of this thread. Lecter basically sums up the misunderstandings (though in a much ruder way than I would have, of course ;) )
One thing I also haven't heard, if you're looking for non-lethal/less-lethal weaponry to prevent running itself.
Tractor Beams
Something with some decent range...say, 500m, or so, and all it does is lock up the enemy ship's turbo.
This prevents the vessel from running, but could also be used as a "slingshot" for a head-to-head maneuver (adding some interesting new tactics to the game), or force the other pilot to outmaneuver the beam, getting outside a "cone of effect" area or something?
You could also make it that the beam would temporarily slow the targeted vessel even at regular thrust, requiring the pilot to turbo to escape (Where turbo would only bring the ship up to regular, non-turbo level speed, yet drain power). This would make the targeted pilot less likely to run and die without energy, and more likely to stand and fight in the hope he can get an opportunity to escape, or force a retreat.
Tractor Beams
Something with some decent range...say, 500m, or so, and all it does is lock up the enemy ship's turbo.
This prevents the vessel from running, but could also be used as a "slingshot" for a head-to-head maneuver (adding some interesting new tactics to the game), or force the other pilot to outmaneuver the beam, getting outside a "cone of effect" area or something?
You could also make it that the beam would temporarily slow the targeted vessel even at regular thrust, requiring the pilot to turbo to escape (Where turbo would only bring the ship up to regular, non-turbo level speed, yet drain power). This would make the targeted pilot less likely to run and die without energy, and more likely to stand and fight in the hope he can get an opportunity to escape, or force a retreat.
Dropping cargo shouldn't have any impact on the ability of a pilot to get away from a griefer. Griefers aren't interested in cargo, if they were they wouldn't be in ships with 2, or 4, or 6 cu. And since Griefers don't work as teams cargo that is dropped disappears after 5 minutes which means it is likely gone by the time they get back with a larger ship. The pilot who has dropped the cargo has a better chance of turning around and returning to pick it up while the Griefer is off getting another ship.
I rather liked what The Shefu said,
I've spent plenty of time chasing runners, spammers who run, d!c%heads who fire off a couple tubes of seekers then run away...
and you're right: In even the fastest ship ingame, it's difficult to catch them if they run.
Now, I've spent hours with others, coordinating the utter destruction of a 'runner', chasing them through multiple sectors, finding where they were hiding, cutting off their escape routes....
But then again, I've taken an Atlas X loaded with CtC ore and ran from Edras to Pyronis with the entire ITAN guild chasing me. Sometimes I made it.
In both cases, I personally had a blast.
What I'm trying to say is, the balance of the 'chasing' vs 'catching' isn't always going to be in your favor, but don't screw up the game just because someone pissed you off once or twice.
The Shefu says, he's been a chaser, both alone and in a group. He says he's been a runner, as well. Most importantly he says, he had fun in all cases. I may not have much time in game. But I agree with The Shefu's earlier comment, the irritation a pilot who chooses not to heave too, pay ransom, or turn and fight causes to a griefer is a niche problem. Personally, I've been shot up plenty by griefers. I'm keeping a list, because the game is Vendetta-Online, not Waay Waay Waay, I Can't Catch the Runners-Online. One day I'll have better skills and the griefers will be griefed. Until then, I run mostly, I fight some, usually I get the crap kicked out of me. And it's all fun. At least to me. What I don't understand is why the griefers in the game have such a hard time having fun. Maybe they are in the wrong game.
DrL>> I don't mind anyone disagreeing with anything I write, say, or think, however, I don't appreciate your insinuation that I suck cock. (I refer to your previous references to me as BlowJobBob.) The user name I have chosen is oddjobbob and the initials I use are ojb. If you can't get those right, skip over my posts, and refrain comment. Your mis-use of my user name is a violation of the VO rules of conduct found at https://www.vendetta-online.com/h/conduct.html, specifically Nos. 1, 2, 4, 7, and possibly 8. Also, you violate your agreement which you made found at http://vendetta-online.com/x/msgboard?agree=y. Further violations of these rules will require me to seek action by Guild Software. Thank you.
Aloha,
ojb
I rather liked what The Shefu said,
I've spent plenty of time chasing runners, spammers who run, d!c%heads who fire off a couple tubes of seekers then run away...
and you're right: In even the fastest ship ingame, it's difficult to catch them if they run.
Now, I've spent hours with others, coordinating the utter destruction of a 'runner', chasing them through multiple sectors, finding where they were hiding, cutting off their escape routes....
But then again, I've taken an Atlas X loaded with CtC ore and ran from Edras to Pyronis with the entire ITAN guild chasing me. Sometimes I made it.
In both cases, I personally had a blast.
What I'm trying to say is, the balance of the 'chasing' vs 'catching' isn't always going to be in your favor, but don't screw up the game just because someone pissed you off once or twice.
The Shefu says, he's been a chaser, both alone and in a group. He says he's been a runner, as well. Most importantly he says, he had fun in all cases. I may not have much time in game. But I agree with The Shefu's earlier comment, the irritation a pilot who chooses not to heave too, pay ransom, or turn and fight causes to a griefer is a niche problem. Personally, I've been shot up plenty by griefers. I'm keeping a list, because the game is Vendetta-Online, not Waay Waay Waay, I Can't Catch the Runners-Online. One day I'll have better skills and the griefers will be griefed. Until then, I run mostly, I fight some, usually I get the crap kicked out of me. And it's all fun. At least to me. What I don't understand is why the griefers in the game have such a hard time having fun. Maybe they are in the wrong game.
DrL>> I don't mind anyone disagreeing with anything I write, say, or think, however, I don't appreciate your insinuation that I suck cock. (I refer to your previous references to me as BlowJobBob.) The user name I have chosen is oddjobbob and the initials I use are ojb. If you can't get those right, skip over my posts, and refrain comment. Your mis-use of my user name is a violation of the VO rules of conduct found at https://www.vendetta-online.com/h/conduct.html, specifically Nos. 1, 2, 4, 7, and possibly 8. Also, you violate your agreement which you made found at http://vendetta-online.com/x/msgboard?agree=y. Further violations of these rules will require me to seek action by Guild Software. Thank you.
Aloha,
ojb
oddjobbob will you stop reffering to everyone that shoots a ship as a grief. There is hardly any griefing in grayspace because you never have to go there it's supposed to be dangerous the only thing that would count as griefing would be hanging around newby sectors popping them a bunch of times and having nothing happen to you. fortunatly in vo that is hard to do also please stop speculating on things you clearly know nothing about. I have popped a lot of moths and returned within 5 minutes with my own moth to scoop the cargo. Sorry but the "don't pay pirates" patrol has just made it to hard to get a ransom and so much easier to pop the trader and take his cargoes too.
and btw this thread was about getting someone to fight you and then having them run away not chasing ships down that were not previously in an engagment
and btw this thread was about getting someone to fight you and then having them run away not chasing ships down that were not previously in an engagment
I'm sorry that's your reading of "boringjobbob," which is of course my current intended meaning for the abbreviation "BJB" -- the appellation by which I will continue to refer to you :)
You know the email address for Guild, so knock yourself out.
And to yet again correct your facts, you're wrong about cargo time out. It's really very simple to return in a moth and scoop up the cargoes.
You know the email address for Guild, so knock yourself out.
And to yet again correct your facts, you're wrong about cargo time out. It's really very simple to return in a moth and scoop up the cargoes.
Also Mr. Bob, it's pretty apparent you're showing that you haven't really experienced the problem this thread was supposed to help solve. It's not out to make a pirate's job easier/harder (I wasn't really clear on what you were arguing, and lumping all non-consensual-PvPers into the group "griefer" doesn't help anything), it's about dealing with the overpowered ability to turn tail and run.
This issue comes up in two forms, the pirate v. trader, and griefer. The former doesn't take much work... moths are fairly easy to catch (although IMO it could be easier), although any other ship piloted by someone who knows what they're doing is absolutely uncatchable, unless it's loaded with samo.
The latter is a very real problem, that is (I hope) not at all what Vendetta is designed to support. It is a player (or in this case a number of them, though not usually in a group) who will take a TPG Atlas X, do everything in their power to interfere in the activities of other players (shooting them during fights, around stations, etc) and then turbo off the second there is any danger to them. And then there is no danger, because an Atlas X is impossible to catch. There are other ships similarly difficult, and all should be addressed, but the Atlas is the ship of choice for the most of these griefers.
This isn't grey space being "dangerous," and it's definitely not how VO should be, because right now it is the simplest matter for one player to take over the playing time of many others, without suffering any cost to themselves. MMO's are supposed to be about balance, but there is no balance in the life of the griefer. There are always situations where a game is designed to be difficult and challenging, but this is just a flaw in the system that is too easily exploited.
This issue comes up in two forms, the pirate v. trader, and griefer. The former doesn't take much work... moths are fairly easy to catch (although IMO it could be easier), although any other ship piloted by someone who knows what they're doing is absolutely uncatchable, unless it's loaded with samo.
The latter is a very real problem, that is (I hope) not at all what Vendetta is designed to support. It is a player (or in this case a number of them, though not usually in a group) who will take a TPG Atlas X, do everything in their power to interfere in the activities of other players (shooting them during fights, around stations, etc) and then turbo off the second there is any danger to them. And then there is no danger, because an Atlas X is impossible to catch. There are other ships similarly difficult, and all should be addressed, but the Atlas is the ship of choice for the most of these griefers.
This isn't grey space being "dangerous," and it's definitely not how VO should be, because right now it is the simplest matter for one player to take over the playing time of many others, without suffering any cost to themselves. MMO's are supposed to be about balance, but there is no balance in the life of the griefer. There are always situations where a game is designed to be difficult and challenging, but this is just a flaw in the system that is too easily exploited.
Well, I must admit something. When Smitten started talking about this in a similar thread I made about people quiting whinning, I thought what he brought up here to just be another one of those petty moans... However, after gaining some more experience since then, I do believe I was wrong in my original opposition and that there really is a problem.
The fact is, it really doesn't make sense how a trade ship can infiniboost and the interceptors simply can't catch up. Too often I watch in frustration as my ship drops out of turbo just as I get close to a centaur because of its infiniboost. This seems unrealistic.
Now let me get one thing clear. I have no problem with a hit-and-runner. Infact, I believe that to be a legitimate strategy. People all throughout history have used such tactics, no matter how cheap-- so I don't believe hitting and running should be made impossible. However, there should be a trade-off. This way of attacking should not be near impossible to counter.
There needs to be more long range weapons, possibly even fixing guided missles to be able to catch up to turbo at short-medium range. Its way too easy to avoid a guided missle. You don't even have to look on your radar. Just boosting, even right at the damn thing, will 9 times out of 10 allow you to avoid it.
Personally, I believe this needs to be fixed for multiple reasons, but I discovered a new one today. Ion clouds have been described as good places for pirates, but that's simply not true on any case. Why? Because people boost straight away when they are in one and catching them while they boost to an exit is useless. If this problem were fixed, it would make combat in an ion cloud perhaps somewhat more useful.
For instance, I see the raptor as a great potential hit-and-run/ interceptor ship. Its lousy in up-front pvp, but I don't think that should change. It was made with a storm radar. I find that significant. If it were made with the capabilities to catch up to trade vessels quickly and hit with long range weapons (more weapons that can hit at longer than 500m) then, this ship could come in its own and deliver an overwhelming effect on unprepared vessels. The raptor could even be infiniboost. However, the trade-off would be that this interceptor would just not be a good dueling vessel. When unexpected or when catching runners, it could be powerful. When percieved however, it'd just be creamed due to its already existing disadvantages (lack of maneuverability, low armor, larger size, etc).
The fact is, it really doesn't make sense how a trade ship can infiniboost and the interceptors simply can't catch up. Too often I watch in frustration as my ship drops out of turbo just as I get close to a centaur because of its infiniboost. This seems unrealistic.
Now let me get one thing clear. I have no problem with a hit-and-runner. Infact, I believe that to be a legitimate strategy. People all throughout history have used such tactics, no matter how cheap-- so I don't believe hitting and running should be made impossible. However, there should be a trade-off. This way of attacking should not be near impossible to counter.
There needs to be more long range weapons, possibly even fixing guided missles to be able to catch up to turbo at short-medium range. Its way too easy to avoid a guided missle. You don't even have to look on your radar. Just boosting, even right at the damn thing, will 9 times out of 10 allow you to avoid it.
Personally, I believe this needs to be fixed for multiple reasons, but I discovered a new one today. Ion clouds have been described as good places for pirates, but that's simply not true on any case. Why? Because people boost straight away when they are in one and catching them while they boost to an exit is useless. If this problem were fixed, it would make combat in an ion cloud perhaps somewhat more useful.
For instance, I see the raptor as a great potential hit-and-run/ interceptor ship. Its lousy in up-front pvp, but I don't think that should change. It was made with a storm radar. I find that significant. If it were made with the capabilities to catch up to trade vessels quickly and hit with long range weapons (more weapons that can hit at longer than 500m) then, this ship could come in its own and deliver an overwhelming effect on unprepared vessels. The raptor could even be infiniboost. However, the trade-off would be that this interceptor would just not be a good dueling vessel. When unexpected or when catching runners, it could be powerful. When percieved however, it'd just be creamed due to its already existing disadvantages (lack of maneuverability, low armor, larger size, etc).
I agree, I would have no problem with hit-and-runners if there were any way to stop them. Right now they have a Get out of Jail that works any time they don't screw up, no matter what the chaser does.
What about having negative effects with certain addons that hampers the ability of the user's ship to make them more vulnerable? An example could be the max turbo speed reduced by a percentage for having swarms on the ship configuration.
A lot of griefers don't even bother with swarms, they're just looking for a few clean energy hits, enough to disrupt whatever the other guy is doing
So you want to 'stop' or make it harder for someone to shoot at another player that is preoccupied, plus harder for them to flee if they choose too, yes?
If this is such a problem, why is this game still operating months after this thread has gone dead?
If this is such a problem, why is this game still operating months after this thread has gone dead?
What about increasing thrust/decreasing top speed to trade ships
(Maud, Taur, Atlas & Moth)
Increasing top speed/decreasing thrust on light fighters
(Vults, Hogs...etc...etc...)
And leave mid/heavy/nation/faction ships as is?
(mid and heavy referring only to fighters)
(Maud, Taur, Atlas & Moth)
Increasing top speed/decreasing thrust on light fighters
(Vults, Hogs...etc...etc...)
And leave mid/heavy/nation/faction ships as is?
(mid and heavy referring only to fighters)
If this is such a problem, why is this game still operating months after this thread has gone dead?
Largely because the population is so small, and unusually mature (scary, but this is about as good as it gets).
VO has both a low absolute number of pilots, which correspondingly limits the number of griefers at any given time, and a low relative number of griefers compared to more popular (and populated) games. Overall, this results in there frequently being no griefing inclined players in a given populated sector. It surely isn't for lack of facilitating game dynamics that people aren't being constantly attacked by psudo-Aroltes.
As VO becomes larger, and more popular, I expect two things to happen: one, there will more people on at any given time and place; two, there will be a larger section of the population who play to engage in fucktard type behavior. These inevitable (barring GS's collapse as a business) changes will result in much more frequent occasions of unstoppable, game-destroying activity. Right now, it's no big deal. After VO 2.0 launches and hopefully garners a following that is orders of magnitude larger than what it enjoys currently, this will quickly become a huge problem.
Any fix will require a lot of balancing--better to start now.
Largely because the population is so small, and unusually mature (scary, but this is about as good as it gets).
VO has both a low absolute number of pilots, which correspondingly limits the number of griefers at any given time, and a low relative number of griefers compared to more popular (and populated) games. Overall, this results in there frequently being no griefing inclined players in a given populated sector. It surely isn't for lack of facilitating game dynamics that people aren't being constantly attacked by psudo-Aroltes.
As VO becomes larger, and more popular, I expect two things to happen: one, there will more people on at any given time and place; two, there will be a larger section of the population who play to engage in fucktard type behavior. These inevitable (barring GS's collapse as a business) changes will result in much more frequent occasions of unstoppable, game-destroying activity. Right now, it's no big deal. After VO 2.0 launches and hopefully garners a following that is orders of magnitude larger than what it enjoys currently, this will quickly become a huge problem.
Any fix will require a lot of balancing--better to start now.
Scary indeed.
Given general observations of the current community, would you say less than 1% is of the 'fucktards' category?
Back on topic. Curtailing this griefing phenomenon is going to require more input from the community and the devs themselves but I'm afraid there wont be an absolute decision until the community's population is at least four fold from now to see if this phenomenon persists by being more than half a percent of the community population.
Griefing wont be removed entirely from this game but there are acceptable levels that allow the game to be fun. Do you have any ideas, doc?
Given general observations of the current community, would you say less than 1% is of the 'fucktards' category?
Back on topic. Curtailing this griefing phenomenon is going to require more input from the community and the devs themselves but I'm afraid there wont be an absolute decision until the community's population is at least four fold from now to see if this phenomenon persists by being more than half a percent of the community population.
Griefing wont be removed entirely from this game but there are acceptable levels that allow the game to be fun. Do you have any ideas, doc?
Who cares if only 1% of the population is having their *GAME* play time ruined, it's still more people than should have to deal with the broken mechanics that make this possible.
As Lecter said, the small number of griefers isn't because there is no real problem, it's because for the most part we've been getting lucky with the people who enjoy playing VO. I think it appeals more to a mature audience than most MMOs. But you'll notice that the people most commonly named as griefers are all recent players, as VO gets more popular. Considering that we've only had a small increase in players as of late, but a much larger (proportionally) increase in these immature asshats, this is definitely a problem to evaluate before VO grows even more.
And as I said, even if that weren't the case, and there were just one such player, such tactics for ruining the play time of others are endorsed by the way VO works, which is what needs to change.
I don't think this really takes a lot more input. There are very simple factors that make this an easy and safe tactic.
1. Fighters can't chase
2. Infinite turbo in the Atlas X
3. No weapons/equipment to help against hit&run tactics
If two of these were fixed, then I could be satisfied. Griefers have a ship that will always be available to them (even after FF redux), and a free ticket once they decide to run.
I'm not saying it should be impossible to fire off a few shots and escape, but it shouldn't be an unbeatable tactic.
"So you want to 'stop' or make it harder for someone to shoot at another player that is preoccupied, plus harder for them to flee if they choose too, yes?"
I never said anything about the first, that would be very hard to implement. But the basic problem is the ease of running in this game, and it is most shown in the use of the Atlas X by griefers.
And there are plenty of ideas sprinkled throughout the thread for helping with the issue. The devs just need to get some of them rolling.
For starters, the Atlas X has been mentioned as the problem by many people besides myself (and looking at the larger issue, any infini-boost over 200 m/s). That would be INCREDIBLY easy to fix, and I think could go a long way in solving the problem.
==
And as a final note, if anyone really thinks this is just people whining, or not a real problem, you are an absolute nubcake who has been too busy doing your own thing to notice what is going on in the game.
As Lecter said, the small number of griefers isn't because there is no real problem, it's because for the most part we've been getting lucky with the people who enjoy playing VO. I think it appeals more to a mature audience than most MMOs. But you'll notice that the people most commonly named as griefers are all recent players, as VO gets more popular. Considering that we've only had a small increase in players as of late, but a much larger (proportionally) increase in these immature asshats, this is definitely a problem to evaluate before VO grows even more.
And as I said, even if that weren't the case, and there were just one such player, such tactics for ruining the play time of others are endorsed by the way VO works, which is what needs to change.
I don't think this really takes a lot more input. There are very simple factors that make this an easy and safe tactic.
1. Fighters can't chase
2. Infinite turbo in the Atlas X
3. No weapons/equipment to help against hit&run tactics
If two of these were fixed, then I could be satisfied. Griefers have a ship that will always be available to them (even after FF redux), and a free ticket once they decide to run.
I'm not saying it should be impossible to fire off a few shots and escape, but it shouldn't be an unbeatable tactic.
"So you want to 'stop' or make it harder for someone to shoot at another player that is preoccupied, plus harder for them to flee if they choose too, yes?"
I never said anything about the first, that would be very hard to implement. But the basic problem is the ease of running in this game, and it is most shown in the use of the Atlas X by griefers.
And there are plenty of ideas sprinkled throughout the thread for helping with the issue. The devs just need to get some of them rolling.
For starters, the Atlas X has been mentioned as the problem by many people besides myself (and looking at the larger issue, any infini-boost over 200 m/s). That would be INCREDIBLY easy to fix, and I think could go a long way in solving the problem.
==
And as a final note, if anyone really thinks this is just people whining, or not a real problem, you are an absolute nubcake who has been too busy doing your own thing to notice what is going on in the game.
This is not about traders. This thread is about pilots that engage in, and then flee from, close quarters combat, and manage to out accelerate, out run, escape from, interceptor class ships.
The solutions I have heard (or suggested) that sound like they might work are tractor beams, damage based performance, delayed turbo start up time, and damage canceled jumps.
== See Also ==
* http://www.vendetta-online.com/x/msgboard/3/20132#250930
* http://www.vendetta-online.com/x/msgboard/3/19855?page=2#248489
The solutions I have heard (or suggested) that sound like they might work are tractor beams, damage based performance, delayed turbo start up time, and damage canceled jumps.
== See Also ==
* http://www.vendetta-online.com/x/msgboard/3/20132#250930
* http://www.vendetta-online.com/x/msgboard/3/19855?page=2#248489