Forums » Suggestions

friendly fire issue.

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Oct 17, 2006 Dihelical Synthesis link
I like (no)FF for the sparring opportunities it provides, but otherwise I don't see it as anything other than an unrealistic burden and imbalance in the game.

turn on friendly fire, but give me some no-damage weapons for sparring and combat practice...

We need... PAINTBALL MODE!
Oct 18, 2006 Antz link
There are already training guns in the game if you take one of the beginner missions or read further back this thread. There is still a fear that noobs would not be protected enough was (no)FF to go, and I suspect that issue would be addressed first.
Nov 25, 2006 moldyman link
Bump

My argument: If someone wants to grief newbs, they make a non of that nation character anyway. Like Lecter hunting for newbies in Dau. So please just get rid of this... It makes it harder to balance events.
Nov 25, 2006 Dr. Lecter link
Hey, it says 'Bus Hunter' on the EC-107. Dau is the best place for me to find busses to hunt...
Nov 27, 2006 Lexicon link
Friendly Fire issue should be addressed as part of the overall faction issue, since they are related issues, anyway.

Fix those things as well as the "home station" problem* and it'll be hard to grief n00bs. Or, at least, if you do it you won't be doing it for long.

* by "home station" problem, I mean the issue where, if you are homed at a Serco station, and then proceed to tank your Serco standing by killing Serco, you still respawn at the same Serco station when you die. I maintain that you should respawn at the nearest dislike-or-greater station, no matter if that is another station in the same sector or 12 systems away.
Nov 27, 2006 CrazySpence link
Let them all go to hell except cave 76!

In other words hurry up with this so I can shoot at everything!
Nov 27, 2006 Dr. Lecter link
Lexicon, how will the home station bug correction help? For example, your hunting camp may be an axia station, while you go poaching at TPG and UIT stations.

Also, I'd swear that you can't get beamed home to a station you're hated by... or did I dream that up while flying drunk?
Nov 27, 2006 Lexicon link
Oh, well, home at a Serco station, then proceed to tank your Serco standing. you're still homed at that Serco station. You can only buy a govbus, and when you launch, SF launch right behind you and yer toast.

And, the SF will get after you if you've killed people at a TPG station. At least, it will once the faction thing is fixed. Killing either in or out of the NFZ should garner the same faction loss penalty.
Nov 27, 2006 Zed1985 link
I still think that at least SOME zones should be completely free of pvp. Make that 1 system per nation, but at least one is needed.

Noobs need a free heaven. Or else noob hunting jerks will make us loose new players.
Nov 27, 2006 toshiro link
I'm not for artificially imposed no-pvp zones, if they can be avoided. If not, so be it, but I'd rather see a safe haven being enforced by efficient and effective SF bots, and not by a divine force.
Nov 28, 2006 Cunjo link
Oh hell, just give main faction capital stations insta-kill defence turrets that vaporize anyone firing in the NFZ, and the newbies have their safe haven.

Also give pilots the ability to respawn at their starting station rather than their last home station, in the event they're getting griefed somewhere that they're homed.
Nov 28, 2006 Zed1985 link
Na by safe haven I meant, a whole zone where they can fight noob bots.
Nov 29, 2006 SuperMegaMynt link
The other one is to make one incredibly large large station per nation. Heh heh, that rhymes.

Within would be different training rooms, just stark blocks of empty space for newbs to train in. Connected by a series of tunnels, it'd be the primary location for newbies to begin their journey in space, and would sport tactically placed turrets preventing hostiles from entering. Different blocks might pertain to different professions a newbie might be interested, such as the Basic Flight test mission, or an asteroid that could contain "training ore", and would heat slow, cool fast. Learning to pick up floating crates is a superb way to learn the flow of manuevering, too.

Beginning players would start the game off at an internal dock, away from the usual external docking ports on a station. This internal dock would be the location of the players first government issued ship, and would only stock the training blaster, and the most basic of government issued craft, in case he/she somehow managed to wreck their ship. There would be myriad missions available ranging from different techniques for manuevering, to the most simple of tasks, such as managing the station menus, but nothing complicated, nothing that would be available to the outside world, as these can get very distracting for the new player. It'd also be nice to have educational programs explaining what is and isn't available in the universe. I think we're all tired of hearing "Are there capital ships in this game? Can I get one?" All negative feelings aside, when I started the game I was particularly frusterated trying to learn all the 'rules', per se. It would have been alot nicer to find out that I could buy fast charges in Corvus Stations instead of landing at one by chance, and at first thinking the game was beginning to glitch.

Anywho, when a new player's ready to venture from this haven, he'd be instructed make a stop at the second, external dock. (Although I suppose it'd be neat to have the 'external' dock still a little bit inside the inner workings of the station.) It's here that he/she would begin much of where our current newbies begin VO. Buying and equipping a damaging weapon would at last be an option, along with missions that would grant license levels, and a full list of the ships that would one day be unlocked.

So yes, you could grief new players. Once. If you were already liked by that nation. But on the other hand it would present potential customers with a mangificient example of the capabilties VO has in store, wouldn't be too hard to run on the system requirements, and would render a highly realistic system of FF, which is to say no such system. It also sets the stage for destroyable stations, as I imagined that all stations would one day offer players the opportunity to destroy choice sections of the walls, fly into the frame, and target weak points within the station's infrastructure. To rip on Star Wars, I see a Death Star II kinda' thing happening with the larger stations, what with flying in through the tunnels and what not. It'd open up an all new avenue of gameplay!
Nov 29, 2006 bojansplash link
Remove FF restrictions.
Drag Guide chars back online to supervise gameplay and allow them to ban noob griefers instantly.
Order will be restored in no time.
Nov 29, 2006 Lexicon link
Who's gonna be online as a guide? Someone there all the time? I'll be blunt here... That would obviously be nice, but... hard to motivate someone to "work" without pay. A sense of obligation and a desire to help can only take you so far. Make no mistake, when VO reaches the point where more than 100 players online regularly, being a Guide will be WORK. Imagine the n00b requests pouring in. eeek.

As soon as Guild can pay the fine Guides that they already have, well, then we'll see decent behavior resurface. Just need 6 of 'em or so, and then - who gets 3rd shift?

Hehe.

Griefing can be curtailed and/or eliminated by reinstalling turrets on stations.

Oh, and yes, eliminate FF rules.
Nov 29, 2006 bojansplash link
Us Europeans actually. Time zone difference makes us perfect for the 3rd shift. :P
Nov 29, 2006 SuperMegaMynt link
NPC's are pretty darn good at working several hours in succession for no pay. Either make shooting a newbie result in an instant ban for a while, or make the darn guys invincible. The only reason why this would be hard is because we have to define parameters as to when a person is a newbie, or when he/she makes the transition to a full player. Which is in essence what any guide player would have to do every day anyways.

There's several reasons and ways that doing this or implementing guard cha- I mean guide characters would suck though. First off, it's impossible to enjoy listening to divine characters, like me, tell them what they can and can't do. The other thing is, people generally don't like to be in that position either. It does make us uncomfortable. Fantasy and Fiction are fun elements, when they're tied through reality.
Nov 30, 2006 Lexicon link
There is absolutely NO equivalent for a human being GUIDE that has common sense, a standard of fairness, and detailed knowledge of the game. No bot could ever replace that.

Hell, make the Guides the Marshals if you want to tie in their powers with the game somehow. But then you'll have to explain away their amazing ability to devwarp you (or them) anywhere in the universe. Or conjure up fleets of 10,000 TyCorps. Hehe.
Nov 30, 2006 Zed1985 link
Wow... ban newb griefers? Wtf? No I am COMPLETELY AGAINST that. Newb griefers are the scum of the 'verse, yes, but we do need the scum. You can't ban them for something that's in their nature!

All you can do is try and make noobs a bit safer in the beggining (you know dropping them into cold water, BEFORE dropping them into the cold water with sharks).

Banning players for killing other players when the zone firing rules permit it would be very very bad.
Nov 30, 2006 SuperMegaMynt link
Dipping them into cold water before dropping 'em into the cold water with sharks eh? That kind of sounds like this guy's post.
http://www.vendetta-online.com/x/msgboard/3/14519?page=4#194624

Lexicon, you're right, there is no equivalent for a human guide. However I'm arguing that by hiring people to perform specific tasks within set rules, and then giving them the ability to ban at will is wrong for the very same reasons that letting an NPC do the same is. Besides, I agree strongly with Zed, in that we need that scum of the Universe. What sucks is when they start killing newbs before they even have a chance to learn the game. My opinion is that once a newb gets anything besides a bus, he's assuming some level of risk.