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Top 10 exploits that should be fixed to mitigate the griefer problem

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Aug 15, 2005 Forum Moderator link
In times of strife on the boards I have found that it is wise to sit back and let the little things slide while the larger issues are mulled over and dealt with. Now that things have slowed down a little, I ask that people heed the "Be Nice" page. I will be deleting overly rude or profane posts in their entirety until people behave more civilly.

Now, can we please get back on topic?
Aug 15, 2005 Spellcast link
""These non-issues that you want to discuss are all a waste of dev time and so I will continue to voice my opinion till your eyes bleed if I see fit.""

I will repeat it for the hard of reading.
this thread was started at the request of INCARNATE. If the devs think it is worth the time, your opinion that it is a waste is somewhat outvoted.

here i'll post the link so you can read it yourself john.
http://www.vendetta-online.com/x/msgboard/1/11193?page=3#131616

(hint its the second paragraph)
Aug 15, 2005 Phaserlight link
I've been a long-time advocate of re-instituting the warp countdown timer... far from being annoying imho I think it would add a level of tension and excitement in trying to escape, like the Millenium Falcon being forced to wait and take fire from Imperial Star Destroyers before warping away at the last second after the calculations are complete.

I agree that 15 seconds is far too long, but I think a 3-second no-motion countdown timer would be just enough to keep people from warping away at the last second without being a prohibitively long delay. Perhaps consider making it proportional to the length of the jump?
http://www.vendetta-online.com/x/msgboard/3/8568

If the devs want to replace it with a longer animation later on, all the better... for now we can play around with different times and focus on balance.

I'd also like to take this chance to add that if the devs ever have time to add a sound effect to the in-system jump, it would really add a lot :D
Aug 15, 2005 Starfisher link
As a suggestion for making the home sectors safer...

We now have these great Capital ships. Just station Cap ships with heavy strike forces like Uber Valks, Uber Proms and Uber Warthogs around stations in the designated newbie sector. I'm only thinking one or two stations should be afforded such protection, giving newbs somewhere to home in and run too if they are accosted by a player.

Once the NFZ bugs are addressed, this design change would create little islands of saftey for newbs.

What precisely is everyone's fixation with a "no-motion" limitation on in system jumps? I think allowing people to dodge is fine, so long as they can't turbo. This would allow a chaser to catch up and fire on the runner before he was able to warp out. It also gives them a chance to catch the guy in a later sector, as he should be able to get within range and receive the notification.

As it stands now a chaser rarely has either of those luxuries. If this measure proved to be insufficient a month down the line you could add in the motion lock, but for now: baby steps! No motion would collapse the balances in favor of the chaser. Instead, let's just add a little weight to his tray first.

Of course, nothing suggested so far fixes the problem of infini-turbo...
Aug 15, 2005 Phaserlight link
How often does one score a hit with an energy weapon in a barrel-roll waltz? Once every 10 seconds if you're good I'd imagine...

The reason I suggest making the warp delay no-motion/no-fire is because the problem we are trying to address would not be solved otherwise imho. Players would simply backroll for 3 seconds and then escape.

If we are going to add a warp-delay, it should actually mean something. Personally, I'd rather have shorter, more vulnerable delays than longer, more drawn out periods of semi-vulnerability.
Aug 15, 2005 johnhawl218 link
Spellcast, I'm well aware of what Inc. requested, I'm also aware of the fact that what you think are things that he needs to address are nothing more then minor issues and something that could be handled by a few guides getting involved and a few other players simply shuting there mouths and simply moving along. There is no running issue, it's only a personal peeve of a few alpha/beta players and a few other elitests that feel that you should die rather then live in a fight, regardless of who started the battle. So again I state that none of these issues really need the devs attention. I would much rather see them work on some new missions then screw around with a jump timer, or making stations safer, etc.
Aug 15, 2005 Phaserlight link
johnhawl, in case you weren't paying attention, we just had 5 long time players leave due to exploitation of some of these bugs(/features)... these are issues that need to be addressed.

1. Remove friendly fire protection.
Even though I'm also not a fan of "magic barriers"... I don't see anything wrong with FF protection in terms of exploit-ability as long as the other bugs are fixed. As much as I hate to admit it I think its a good thing since newbies will otherwise inevitably find themselves blown to smithereens by the strikeforce when they first try shooting another player. I've seen this happen before we had the FF protection. If you really want to damage your own nation you can always tank your standing.
[disagree]

2. Fix wormhole hopping.
This is a matter of opinion... and imho a low priority given that there are only 2-4 wh sectors per system and you know exactly where they lead.
[disagree]

3. Prevent players from fighting outside 3k and warping away at low health.
Also a matter of opinion, but one I heartily agree with. It is currently too easy to warp off into the wild blue yonder in the blink of an eye with 1% health left.
[agree]

4. Fix faction system.
YES! It should be impossible to become admired by all factions simultaneously. I'd recommend setting certain caps like Itani+Serco standing <= 500, or Axia+BioCom <= 1000. These caps could be based on the backstory and on factional relationships and competition. When you changed your standing with one faction, your standing with the related faction would increase or decrease to remain within the ordinated limits. However, this is more of a gameplay design issue and not as blaringly an exploit as #5 or #6.
[agree]

5. LMines bug.
[agree]

6. NFZ bug.
[agree]

7. CTC escorts stick around after transport died.
[agree]

8. XP loss for killing noobs exploit.
[no comment]

#6 is huge, so is #5 under the current FF system... 7 and 8 aren't as big of a deal. 7 can be annoying... I've been on the buisiness end of this bug before and it's not fun, but at least you can do something about it. 5 I have never personally experienced so I am taking the other's word for it, but I have seen #6 exploited over and over again.

#8 I can't really comment on since I've never had any problems with it. I personally don't see it as an issue.

I'd also like to add to this list #9: Bounty Farming!

Millions have been made by racking up a huge bounty preying on the poor trader NPC's and then "selling" one's bounty to a friend and splitting the reward (funny that some of those who left because of "exploits" are the same that made frequent use of this particular exploit).
Aug 15, 2005 johnhawl218 link
Yes, and I'm glad to see a few of them go to be honest. And you obviously did not read the entire thread before responding as I responded to the 8 items first before making any other comments in this thread. Most of the changes I agree with, the issue I'm having is that I do NOT see running to be a thing that needs fixing as I do not see runing as an issue at all. I also do not see wormhole jumping to be an issue either. It is those points that I feel the need to keep coming back and making my case on.
Aug 15, 2005 Starfisher link
Your perfect Vendetta is what we call "care bear vendetta", and has been stated by Incarnate to not be the direction he wants to take the game in.

The game is sold on its FPS flight model and "twitch combat". If combat is not a strong part of the game, then it will crash and burn when they start advertising. EvE is the king of economic, mining and politcal simulators - Vendetta would need YEARS of intensive development to even come close. It has to shine in combat, where all other space MMOs are lacking, if it is to survive.

It can't remain the way it is, because it would be Privateer's idiot cousin instead of its prodigal son.

And to this day, I have never understood how traders can enjoy running around with no chance of being caught.
Aug 15, 2005 TNAtits link
Did a bit of speed reading so i might not have seen this one already awnsered for, but #1: Instead of having the no friendly fire, have it to where if you shoot your own nation in your space you lose lots of faction and get a bounty, but if you kill them in grey space or any other nation space you just get a bounty..
Aug 15, 2005 incarnate link
Strictly speaking, those of us who have been around remember a time when running was much more difficult. I personally thought the combat was a lot more fun at that time. And that's not even going into recent complaints and so on.. but just basic fun-factor.
Aug 16, 2005 incarnate link
Incidentally, in case no one had seen it:

http://www.vendetta-online.com/h/news.html
Aug 16, 2005 simondearsley link
Running in the Alpha universe was hard because:

1 Everyone was on a (relatively) level playing field as far a ship speed/range went. You could choose to be fast, but not for long, or slow for ages.

2 There were not many places you could run to

Personally, I think the new (for an old player like me anyway) ships are much better for the depth of the game. There just needs to be something else that can, with a little work, level the playing field again.

I would like to see some kind of damage system implemented. Some way of damaging a ship to reduce the power of the engines, charge of the battery, function of weapons, turning performance etc etc. Its been discussed before, but from the two points I made above, you could:

Loose engine power if hit (semi-randomly) in certain places. you would never loose the ability to move, but maybe your engine efficiency decreases so you can either not boost as fast, drain much quicker, or both.

Some damages or even weapons could disable your ability to make inter system jumps, or at least make the activation of your jump engines sketchy or random. Sometimes they work, sometimes they don't.

etc etc etc
Aug 16, 2005 Cam link
Oooo boy, a thread about how to fix running (and other stuff). :P

If I had a nickel for every time I said running was too easy I'd have a free Vendetta account for life.

So we'll go a bit out of order...

#3 - I remember the timer, and I remember why we all hated it and begged for it to be removed. When nobody is around it's just annoying. For example my long trip from Edras to Sedina B8 every time I die in my nice IBG Centurion would take an extra 15 seconds (at 3 seconds per jump) with a straight course, and trust me when I say there's no way in hell I wouldn't hit a storm on that route.
My normal route would be an extra 4 inter-system jumps for a total of 27 seconds, that's about how long my fight would probably last once I got there :P

I'm still a big fan of the warp bubble.
If I'm within 1000m of someone, and i have my jump drive set to chase mode, I go with them. We both appear in the new sector within 1-300m of each other after both parties have loaded the sector (to prevent faster pings from escaping).

So if you're all alone you won't notice the change, if you're being chased you can't hop through empty sectors to get away scott free, and if you can manage to get over 1000m away from your pursuer you're in the clear (I'd like to see the jump messages extended to 3000m).

I'm going to talk about friendly fire and the faction system at the same time because I think with a working faction system FF can be turned on with little consequence.

Let's say I'm a happy little noob Itani.
I start off with +600 Itani standing (and various others)
If I am killed in Itani monitored space... my killer loses my faction points. (in this case 600)
Even if the killer started with +1000 that's only 2 kills before he's -200. If he wants Itani standing he wont kill the players.

Now since faction penalty is directly linked to our faction points we can actually defend ourselves. If he attacks in an NFZ he'll be at -601 instantly and thus will give no standing decrease for anyone shooting him (no increase either, because that's a total exploit waiting to happen.) The NFZ temp standing drop should stay on until the player leaves that nation's space. This means the inner most sectors will be safer than the outer ones. If you violate an NFZ in Itan, you'll have to book it to Edras or Geira before your standing resets. And you'll be chased by SFs and possibly players looking for a kill the whole time.

Outside of monitored space is a different game. Having players file complaints for kills outside of monitored space seems like it would prevent a lot of PvP, I understand that nobody likes to see Serco players attacking Itani in Valks, but I really don't see a way around it that wouldn't kill piracy, or mercs.

So... FF on! from the get go. With a working faction system it shouldn't be an issue.
And if you're worried about noobs shooting each other out of the gate... Well it's not hard to start over the character at that early state, and they'll learn a valuable lesson.

#2 - Man I hate hoppers!
I'm iffy on the whole fuel thing. It adds yet another factor to the balance of ships, which is a bad thing at this point, and it will greatly change the trade dynamics in the game. I'd like to see a simpler solution that doesn't radically alter the gameplay, but I have no idea what that simpler solution is. =/

#5 - Please! Oh please, pretty please! Let us target mines! (missiles too if you have a chance :P)
Again my ideas point to turning friendly fire on, If i could build a lightning mine I think I could also build an IFF device into it. Prox mines I'd say get triggered by anything, l-mines maybe don't get triggered by group/guild members. That could make for some nice tactics, and I feel it makes sense technologically.

#7 - Yeah make them jump out as soon as there are no "enemies" within range of them.

#8 - In nation space I think there should be a greater penalty for killing noobs. They are easy to kill, and you can sometimes catch them before the SF catches up to you. I'd say... -5000 Exp. for killing 0/0/0/0/0 and then subtract from that accordingly until the protection is gone at cumulative level 4 (or whatever it is).

Non nation space = free for all! I'm going to define "non nation" as any space that isn't monitored by your Nation. If you are Itani, you are not protected in Serco space, or UIT space. Only in the blue!
For UIT I guess the Exp penalty would have to take effect at the sub-faction stations as well, otherwise it would be way too easy to pirate in UIT space.
Verasi is unmonitored though and should remain so. (it should probably be a grey system in order to let noobs know that).

#9 - Here's the problem with bounties... Everyone is a bounty hunter!
It makes no sense. In order to claim a bounty you should have to take the mission to get it. If you fail that mission you take the exp. hit.

So "player 1" kills some Itanis in Itani monitored space and gets a bounty. The Itani bounty hunter's guild posts the mission to the Itani nation stations. Anyone (yes any ONE person who has paid the fee to join the bounty hunter's guild) can take that mission. If that person (player 2) fails the mission, they suffer the Exp. loss that "player 1" would have suffered. The mission is reposted, possibly with a higher amount of reward, and the cycle continues.

The other factor for bounty farming is that bounties keep getting higher. If you kill 10 players one week and get a bounty of 10000c, killing 1 player the next week will result in a bounty of 11000c, where it should be 1000c. perhaps a small increase because of repeat offenses, but I think with a solid 1v1 hunter vs criminal mission like stated above, you'll see bounties lasting longer, and raising due to failed hunter attempts would be enough.

Also, no week waiting limits in between, with the 1v1 mission when a bounty is claimed you go right back to zero. If you continue to break the law another could be placed instantly. Again I think due to the mission system needed in order to claim bounties it will be much easier to evade bounty hunters and keep bounties for longer.

Okay that's my thoughts on the topics at hand.

I'd like to bring up another game dynamic that i have issue with...
Group battles.

If you are attacked by a group of pilots, it is impossible to "Win" the fight. I've brought this up before but I think it relates to this thread so I'm bringing it up again.

Here's the scenario: 3 players are engaged in a 2v1 fight. "Player A" is being attacked by "Player B" and "Player C".
Player A manages to hold his own and eventually destroys/chases off Player B.
Player A focuses on Player C.
Player A is just about to finish Player C when Player B rejoins the fight.
Player C dies/runs away.
Player A focuses on Player B.

This loops forever. The only escape is to run away, I hate running from fights, and I know others feel the same. We need a penalty for death, and a penalty for repairing.

This penalty could be a timer, perhaps based on the length of the fight you were just involved in. So If the first shot that hit me and the last shot that hit me were 10 minutes apart... I would have to spend at least 5 minutes in the station once docked.

That way if Player A took 5 minutes to chase off Player B, he now has a minimum 2.5 minutes to kill Player C without interference.

Not only will this (hopefully) end the non stop fighting loop, but possibly lead to more productive tactics like waiting for the fleet to reassemble to try again. Giving Player A a chance to repair/rearm, and call for back up :D

Okay done.

-Cam-
Aug 16, 2005 Beolach link
Mostly I think Cam's post is well thought out. But regarding #8, here's why I have a problem with keeping the XP penalty protection, even in nation space: the Itani/Serco war. Right now the only real game elements for the war are CtC and the BP mission, but I expect that it won't be long until there's many, many more game elements that pertain to the Itani/Serco war. Already of the two we have, the BP mission takes place inside nation space. That means, if I'm trying to do BP, and there's a lower level player from the enemy nation who's also doing BP, they can attack me, and I can't attack them back, unless I'm willing to eat the XP penalty. Sure, we could just take the XP penalty away if they're participating in the BP mission, but there's two problems I have with that: first, it's still exploitable, as they can still interefere with me doing the BP mission, if they aren't officially doing the BP mission; and second, it leaves this issue unaddressed as more gameplay elements pertaining to the Itani/Serco war are added. Rather than dealing with each and every seperate element individually, I'd rather just do away with the whole XP penalty entirely. It's simpler, and leaves no loopholes to be exploited.

The other option I think could work well, is making lower level players unable to be damaged or cause damage to other players, unless they voluntarily turned off the PvP protection, in which case they would be treaded the same as any other player.
Aug 16, 2005 Cam link
Beolach: I understand where you're coming from, I would be open to scrapping the Exp. penalty altogether if I felt that noobies would be safe.
But! Ambushing a noob at a wormhole even while passing through enemy territory is pretty easy, since they're in low level ships, and the SF is always a little behind ;)

The easiest solution (assuming my suggestion to only have the Exp. hit in "monitored" space is implemented) is to make the border patrol sector unmonitored, and any other war front sector could be unmonitored as well.
I want "unmonitored to mean something to noobs, they should be paying attention! :D

A PvP switch is a bad idea in vendetta. I could make a new character just to use as a trader. As long as I keep him within noob levels I'll be invincible to pirates. meanwhile I can give all the money I make as that trader to my main character. Then everyone catches on and we have a universe full of atlas traders who can't be stopped.
Aug 16, 2005 Beolach link
What about capturing/destroying stations? Don't tell me you want station sectors to not be monitored. And it would be (and is) very easy to intentionally exploit, by creating a low level character and attacking high level characters in monitored space.

Why should noobies be any more safe than anyone else? Sure, they're more vulnerable, as they have lower licenses and aren't as accustomed to the gameplay, but is that really a valid reason to give them special protection? When I start playing a game, I expect my low level character to be weaker than higher level characters, and I expect that I won't be start out as skilled as players that have been playing longer.

But if noobies do need protection, I could see a PvP switch working. Have it only available as long as the all of the following conditions are valid:
1) All licenses, including trading and mining, are below 4.
2) The player has spent at most 24 hours logged into the game.
3) The player has made at most a total of 1 million credit, including credits that the player has spent, given to another player, or lost in any other way.
Aug 16, 2005 LeberMac link
(BTW welcome back TNA, you punk where'd ya go?)

I haven't seen Yasumoto post his idea but he's got an EXCELLENT solution to the griefing problem, he posted it on the [IA] forums and I told him I'd post it here if he didn't.

Yasumoto's Brilliant SOLUTION to the griefing problem:
When you die you can pick which in-system station you would like to respawn at. (Assuming you could dock there in the first place)


You'd think that I would have thought of this, with all the SW:Battlefront that I play, but his idea is brilliant, simple, and elegant, and it makes being griefed by a single person (or even two or more people) extremely hard if not impossible, and almost pointless for the griefers.

Since the devs have stopped developing content and are working on fixing bugs now due to the overwhelming yakking going on on these boards, I think that this is an excellent idea. (I claim no credit for it.)

I'm trying to think of ways that this could be exploited, but I cannot come up with one. You can't warp across the universe by doing it, only through the same system. So there's no speed factor cheat. You lose everything you are carrying when you die so there's no way to cheat by moving goods around. You can't choose to respawn at stations that you couldn't dock at anyway, so there's no way to get somewhere that you normally couldn't get to. What's everyone else think?
Aug 16, 2005 silentbob13 link
Yasumoto's idea seems good except for a few things. My main problem with it is that if I (being serco) were BPing in deneb and was killed, would I still be able to have a home system somewhere for me to spawn back at? Other than that it seems like a great idea.
Aug 16, 2005 Spellcast link
silent, i dont see why the server couldn't just track back to the nearest system(using number of WH jumps as a guide) with a station you CAN spawn in, or even better yet, default to a station in the last system you passed through with a station you can home in. it wouldnt even need to keep track of all systems you pass through a simple true/flase check every time you enter a new system and a single variable..

when entering a new system, server checks to see if you can home at any of the stations there.. if you can it changes a variable called "homesystem" (or something like that) to the system you just entered. if you cant home there, then it leaves "homesystem" alone.