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Heh, I'll give you a hint: it would take more pilots guarding than normally participate in NW. A determined attacker is very difficult to prevent from at least engaging a target.
1. Addition to ROC about "disturbing" approved events.
2. Guide present during the event to enforce ROC.
Imho creating special sectors with defense turrets and all similar bull is just a waste of your time.
2. Guide present during the event to enforce ROC.
Imho creating special sectors with defense turrets and all similar bull is just a waste of your time.
Lecter is quite correct. I'm not sure what the effective in-context solution could actually be, because of this. Plus, the logic of hiring NPC "defenders" is essentially the same as an access-restriction list for the whole sector. It might seem more contextually palatable, but in order to actually be effective.. it would require weapons that stray so far from context as to make the distinction pointless.
And dealing with the constant whining about what constitutes a ROC violation isn't a waste of time?
Inc., whatever the solution is, I think it necessary that those players who can enter a protected sector be likewise excluded from interacting with the broader VO universe for the duration of that access.
Giving special people somewhere safe to run, while still letting them engage pilots outside the safe zone, is sure to end messily.
Inc., whatever the solution is, I think it necessary that those players who can enter a protected sector be likewise excluded from interacting with the broader VO universe for the duration of that access.
Giving special people somewhere safe to run, while still letting them engage pilots outside the safe zone, is sure to end messily.
Side note: What exactly is a guide? I have heard the term, but have no idea how they operate in game. Or contact one for when a violation occurs. I believe that at times, that I have been attacked in violation of the R.O.C. Is there a link we can post in regards to this so as not to clutter the rest of the thread? And also doesn't that actual idea of a guild war violate the R.O.C.?
The above post is why any reasonable person should headdesk when they hear someone talk about how the ROC/TOS prohibits some sort of ingame combat activity.
[edit]I seriously doubt he's referring to foul language, rather than station camping[/edit]
[edit]I seriously doubt he's referring to foul language, rather than station camping[/edit]
The current mechanism for response to an ROC violation is opening a "Customer Support" Abuse ticket (left hand side, under Your Account).
Lecter: "Attacked" doesn't necessarily imply with game mechanics. Attack could also mean over chat. I wasn't sure of his usage.
A "Guild war", or general combat involving normal gameplay mechanics, usually should not violate the ROC. If there is in-game sustained abuse/stalking (that is not verbal) it has to be pretty egregious to get our attention. Ours is a combative game, the risks are inherent. Which is why we didn't respond administratively to this latest issue.
Anyway.. back to topic at hand, please.
Lecter: "Attacked" doesn't necessarily imply with game mechanics. Attack could also mean over chat. I wasn't sure of his usage.
A "Guild war", or general combat involving normal gameplay mechanics, usually should not violate the ROC. If there is in-game sustained abuse/stalking (that is not verbal) it has to be pretty egregious to get our attention. Ours is a combative game, the risks are inherent. Which is why we didn't respond administratively to this latest issue.
Anyway.. back to topic at hand, please.
Lecter.... if you put a specific rule regarding disrupting approved player events under "1.1 Play Nice Policies - Activity within Vendetta Online" there will be no more whining or complaining about what constitutes ROC violation.
Also, under current ROC, guides have a discretionary right to determine actions as abuse and act accordingly.
Not like we have hundreds of player run events. We have 1 and it is Nation War.
rest of events are usually organized by guides (convoys, mining events etc.).
Also, under current ROC, guides have a discretionary right to determine actions as abuse and act accordingly.
Not like we have hundreds of player run events. We have 1 and it is Nation War.
rest of events are usually organized by guides (convoys, mining events etc.).
How far do I have to go to be "disruptive," bojan? While the guide can make a snap decision that keeps gameplay going, I would be surprised if there's no back end drag on the Devs, who have to review, however deferentially, the guide calls.
I was referring to in game incidents not related to chat.
But I was unaware of the abuse reporting under "Customer Support", thank you incarnate.
And the reference for the R.O.C. was that I was not fully aware of it until snippets of it appeared in the different threads relating to the Nation Wars event. After reading it I am curious though about it regarding guild wars. Considering it is listed "2. You may not harass others." and the explanation, and most tactics I have seen could be considered abusive or harassment, in relation to a guild war.
*edit* sorry don't mean to clutter and going off subject. just read the posts that popped as I was writing
But I was unaware of the abuse reporting under "Customer Support", thank you incarnate.
And the reference for the R.O.C. was that I was not fully aware of it until snippets of it appeared in the different threads relating to the Nation Wars event. After reading it I am curious though about it regarding guild wars. Considering it is listed "2. You may not harass others." and the explanation, and most tactics I have seen could be considered abusive or harassment, in relation to a guild war.
*edit* sorry don't mean to clutter and going off subject. just read the posts that popped as I was writing
..but I would like to have more player-organized and run events, that's part of why we put all this time into constructing a registration system for them. If some additional time into.. I dunno, instanced sectors or something, can create a mechanic by which a lot more gameplay becomes possible, that seems like a good thing. But, I dunno how much "a lot more" really means.
There's also the whole guide-scheduling thing. No matter how many we have, we won't necessarily have enough to cover all the desired events.
There's also the whole guide-scheduling thing. No matter how many we have, we won't necessarily have enough to cover all the desired events.
Contributing-
The idea of taking over a certain sector seems rather...MMORPGish. Like everyone else, I think there should be a threshold of safety. I would suggest a flight of Sector guards that could be assigned to the event co-ordinator. If such a thing was possible, it could be bound to a couple of keys, so he could target an offender and send them to attack.
that'd be the idea solution, wouldn't it? Having something that can be beaten, but something that stops people from pissing on everyone else's parade.
The idea of taking over a certain sector seems rather...MMORPGish. Like everyone else, I think there should be a threshold of safety. I would suggest a flight of Sector guards that could be assigned to the event co-ordinator. If such a thing was possible, it could be bound to a couple of keys, so he could target an offender and send them to attack.
that'd be the idea solution, wouldn't it? Having something that can be beaten, but something that stops people from pissing on everyone else's parade.
It is possible to do something like that, we actually have a lot of the mechanics in place already. It won't prevent people from flying through and plastering some specific player with swarm missiles, but it would at least distract them a little.
The question is.. is that enough?
The question is.. is that enough?
If it can be beaten, or at least avoided long enough to get off a shot, certain people will always feel their special little parade is getting unjustly sprinkled.
In the case of NW, where it has literally come down to who had 1 or 2% more hull . . . they might have a point. The question is, is preserving this one specially little PvP tourney worth all this?
How hard is it for NW to hide?
In the case of NW, where it has literally come down to who had 1 or 2% more hull . . . they might have a point. The question is, is preserving this one specially little PvP tourney worth all this?
How hard is it for NW to hide?
if this is really going to happen put it in UIT space or something not in supposedly dangerous greyspace
@Gulain
VO had its share of guild wars in the past. Usually it was Serco vs Itani guilds since those nations are already at war RP wise. We had pirates guild vs trader guilds and VPRs, Nation guilds vs pirate guilds , even pirate vs pirate guilds.
Almost all of those wars honored some unwritten VO rules of engagement but to cut the long story short, players not involved in those wars were left unharmed.
If you are looking for a RP "guild war" argument to justify disrupting nation war event, it will not do. By disrupting nation war event you did not target just TGFT guild, you harassed all of the participants from all guilds and nations that were there.
@Lecter
If you jump into sector during ongoing nation war event and start swarming/shooting anyone you can... could that be far enough?
VO had its share of guild wars in the past. Usually it was Serco vs Itani guilds since those nations are already at war RP wise. We had pirates guild vs trader guilds and VPRs, Nation guilds vs pirate guilds , even pirate vs pirate guilds.
Almost all of those wars honored some unwritten VO rules of engagement but to cut the long story short, players not involved in those wars were left unharmed.
If you are looking for a RP "guild war" argument to justify disrupting nation war event, it will not do. By disrupting nation war event you did not target just TGFT guild, you harassed all of the participants from all guilds and nations that were there.
@Lecter
If you jump into sector during ongoing nation war event and start swarming/shooting anyone you can... could that be far enough?
peytros: If someone hires a dozen Corvus mercenaries to protect their furball, there's nothing "non-dangerous" about that. It's just dangerous to you, if they don't happen to like you. It completely fits within game context.
Anyway, like Lecter says, this solution doesn't really help NW that much.
Anyway, like Lecter says, this solution doesn't really help NW that much.
Defense is hard. A lone operative is hard to defend against and an army is hard to defend against. Most defense is deterrence. If the defense is "godly" then what is the point? Are we making a separate sub game in VO or are reducing the chance that some one can cause mischief?
In point of the starter sectors it was needed because of the massive abuse that new players received. And I doubt you would find players wanting to sit around the start sector to guard it.
Here it is a player run event. Guards could be found and paid to run security raising the risk level. Or even pay off enemy combatants before the event. Just occurred to me is part of the issue is economy. One reason it is so easy to disrupt an event like this is death is so cheap in VO. Not a bad thing, but in this instance it shows. You kill the aggressor, but less then a minute later he is back again.
In point of the starter sectors it was needed because of the massive abuse that new players received. And I doubt you would find players wanting to sit around the start sector to guard it.
Here it is a player run event. Guards could be found and paid to run security raising the risk level. Or even pay off enemy combatants before the event. Just occurred to me is part of the issue is economy. One reason it is so easy to disrupt an event like this is death is so cheap in VO. Not a bad thing, but in this instance it shows. You kill the aggressor, but less then a minute later he is back again.
hiring some corvus mercenaries is a lot different then putting the uber newb turrets in greyspace sectors Inc.
Setting up a single sector specific to player run events is the best solution as far as I can see.
Single fixed sector
invulnerable instant kill beam turrents
access Via wormhole that only appears when event is active
commands to:
reserve the sector by event organisers
setup access restrictions
Turrent controls
event advertising
start and stop timers
record event
Award distribution?
Maybe allow different sets of roids to customise for each event.
Guild software would have to settle any disputes over schedualing but could leave all other matters to the event organisers. If a wormhole is used then multiple events could be run simultaneously with no conflicts.
Single fixed sector
invulnerable instant kill beam turrents
access Via wormhole that only appears when event is active
commands to:
reserve the sector by event organisers
setup access restrictions
Turrent controls
event advertising
start and stop timers
record event
Award distribution?
Maybe allow different sets of roids to customise for each event.
Guild software would have to settle any disputes over schedualing but could leave all other matters to the event organisers. If a wormhole is used then multiple events could be run simultaneously with no conflicts.