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Topic: Pvp and pve mixed doesn't work  (Read 8865 times)

kaincallavis

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Re: Pvp and pve mixed doesn't work
« Reply #15 on: August 24, 2013, 09:53:15 am »
Instead of making the whole WM safe, maybe safe zones around towns and certain areas of the WM can be established where other players cannot intrude upon your activities.



This is actually not too bad of an idea at all; however, shrink the safe zone big time, no way Broken hills could defend all that area.

 I'd say make a second green ring around the town but only make it extend to the middle of the squares immediately around the town itself.
That way pure PVE players could stay within short distance of the town and be inside what would be considered the "guarded zone" for the town.

Towns that are player faction controlled should have the option to turn that safety measure off.
Towns like Hub, and NCR, and Junk town, and maybe SF should have that option on all the time - at a much smaller radius, half a square outside the town itself.

Something like this:


That would give people a place to meet, in "safety" and it would give pure pve guys a place to go so they dont whine about the "harsh wasteland."
It would also give brand new players and low levels a place to get a few levels safely.

AS this is a protected area I don't think certain encounters should be allowed. Like no lockers, no supermutie patrols or anything like that.
Some wildlife, mantis, brahmin, rats of all kinds, maybe on very rare occasion you could have an encounter like a "khan raiding party vs town patrols."
That's my opinion.
-Kain
« Last Edit: August 24, 2013, 07:20:35 pm by kaincallavis »

Perteks

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Re: Pvp and pve mixed doesn't work
« Reply #16 on: August 24, 2013, 10:50:19 am »
Yay now stealing cars from enc would be even easier

Dalrog

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Re: Pvp and pve mixed doesn't work
« Reply #17 on: August 25, 2013, 12:56:04 am »
This idea of a protected area around the town is not that bad, but it's a little bit strange to come from a town where PvP is possible (ive already seen PK killing in towns even if the guards shoot them down just after) to a safe area then to the harsh wastelands.

We cannot stop people to join other people in encounters, but I think we cannot just make a safe zone without PvP. But it may be an idea to have some patrols near cities, killing players who PK other players. Of course, how these NPC would react against hostile NPC that's the point. For this problem, NPC could just let hostiles attack players without firing on them, even if that would seems strange, or the guards NPC may appear only when players meet in encounters.

kill n die

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Re: Pvp and pve mixed doesn't work
« Reply #18 on: August 25, 2013, 10:08:13 am »
Horrible idea...
Remember how many players were crying in 2238 that there is no more action in wasteland like it used to be,perhaps near SF? There was TB battles everytime...the map of wasteland is big enough to cover your ass there,if you're smart then there is a small chance to encounter other players...Imagine now that evveryone will be in that "safe zones"... where all pvp will be then? TC and Hinkley?...There is alot people who love TB fights,don't make it rare again...
« Last Edit: August 25, 2013, 10:30:35 am by kill n die »

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kaincallavis

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Re: Pvp and pve mixed doesn't work
« Reply #19 on: August 26, 2013, 04:10:02 am »
Horrible idea...
Remember how many players were crying in 2238 that there is no more action in wasteland like it used to be,perhaps near SF? There was TB battles everytime...the map of wasteland is big enough to cover your ass there,if you're smart then there is a small chance to encounter other players...Imagine now that evveryone will be in that "safe zones"... where all pvp will be then? TC and Hinkley?...There is alot people who love TB fights,don't make it rare again...

I agree 100%
I don't feel anything needs to be done.

If something absolutely must be done about it I think the suggestion drot came up with would suffice, with a very very small radius around the town.
-Kain

Nice_Boat

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Re: Pvp and pve mixed doesn't work
« Reply #20 on: August 26, 2013, 12:02:32 pm »
In this thread I will explain why pve and pvp mixed is bad in fonlines and suggest some changes to the common settings.
Oh, it's that thread again.

When there is a risk that hostile players might spawn in your encounter when you're already fighting npcs it may encourage (according to some) interesting situations. But truthfully these situations are just bad gameplay that kills activity. If you can meet and kill players who do pve, it may increase player interaction but it KILLS the whole activity of pve. To make you understand here's an example of the illusion of player interaction: you might say that if there was a chance that players could find each other's bases on wm it'd increase player interaction but at the same time it kills the whole idea of bases.
This is a false analogy:
- you don't earn stuff from your base, you do earn stuff from farming.
- you can't play without a base or a tent, you can play without farming.

Now, what happens when a farmer is killed? Some stuff that was gathered farming is lost. The activity isn't "killed," it's just that the winner of the encounter gains a small bonus, while the loser has to waste some time to return to farming. Basically, random PvP while farming decreases the efficiency of farming for bad players and increases the efficiency of farming for good players. Making boring stuff skill-based? Yes please.

Now, it would be possible that the decrease in efficiency would kill the activity if the farmed resources were scarce and the player would actually start losing stuff. However, if you knew anything about farming pre-BH caravan nerf, you'd know that is not the case when the encounters are unlimited and you gain farming fuel from farming. Basically, there's no way to make it inefficient for a dude using farmed miniguns and ammo to farm more miniguns and ammo by killing him over and over again. You'd have to skip on your farming and be lucky enough to catch him on every encounter. And even if you catch him 3 times, if he kills an enco the 4th time he breaks even. That's why farming those caravans was so popular back in 2009 - it was economically viable even when there were about 10 people running around on a single square.

Also, forget gank squads killing farmers, it's so inefficient it's not even funny. First of all, gank squads can't farm efficiently and do less encounters. Secondly, the same viability thing applies from the farmer's perspective, as he simply does  not give a fuck whether he was killed by one guy or four. That's why back when farming caravans was the thing and there were no encounter limits or other silly stuff, most PvP action on farming squares was farmer-on-farmer violence. Actually, plenty of people preferred not to shoot at one another in order not to risk losing a few minutes needed to come back to your farming tent and kill one caravan to break even.

If you make pve, you can't mix pvp into it because in encounters and dungeons pvp and pve are wastly different in terms of strategy. In pve you go against the npcs over and over recklessly. In pvp you camp, wait, scout and make brief offensive moves. In pvp you spend materials and have vague chance to get them in return, in pve you likely gain them at steady rate. Lastly, it's extremely stupid idea strategically to choose to fight npc and players at the same time.
The thing is you don't choose to fight npc and players at the same time, the cool thing about open dungeons is that fighting is spontaneous and risky. Besides, it's not like we can't have open dungeons and closed dungeons, unlike the old 2238, Reloaded isn't a "no fun allowed" kind of game.

If you lay a trap or seek your enemy from encounter, you aren't farming anymore, you don't get profits, you are wasting your time and there's a chance that you don't even find anyone. And even if you do manage to kill the guy who's harassing you, what guarantees you got he doesn't come back or come back with friends? Basically those who hunt down pve players ruin the whole activity in the area. Can't blame them because farmers are easy targets, so let's say that allowing this to happen ruins the activity.
Already addressed that, you're falsely assuming that farming requires more effort than ganking farmers.

So I suggest that where ever there are hostile npcs, there must not be chance that uninvited players appear. If there is a pve dungeon, then other players must not be allowed to enter that instance without some kind of invitation. If there are encounters with hostile npc, then players must be given a choice if they want other players in because maybe someone enjoys fighting npc and players at the same time.
That promotes autistic, single-player play. I'm fine about having hard dungeons that can be entered by only one group at a time (tanker style, but repeatable and harder), but allowing lone players to do that would be a threat to player interaction on the worldmap.

You might think that all players will disappear in these safe farming grounds. Might be, but it's better than forcing players in situations they didn't sign up for. Forcing everyone to face pvp in unfair settings simply encourages avoidance. If someone wants pvp, then maybe he should stop looking easy targets and find actual pvp-oriented targets from pvp locations.
There's a game for fair PvP and it's called Fallout Tactics - a squad based tactical game. Fallout Online is a mmorpg and is all about social interactions. You can't have meaningful social interactions without allowing some people to act like assholes towards other people. Besides, if you go to a farming ground in Reloaded, you know what you sign for - you WILL meet other farmers, you WILL kill some of them, you WILL be killed by some of them. Occasionally, you might be killed by a gank squad. But as long as you don't start acting stupid and running around with the haul from 5 encounters or more, you ARE going to profit in the long run, which means that the activity will be far from dead.

In fact, the opposite to what you said will happen - the farming hot spots will be brimming with life, as they will attract not only people wanting to farm (nessies, pvpers who need ammo, dedicated pve-ers, hell maybe even traders who got bored with crafting), but also people wanting to confront other people while farming. More traffic, more interactions, more ambushes, more fun.

I guess you simply forgot how great this feature was before the old devs nerfed it into oblivion. Or you simply didn't have a chance to experience it.
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kaincallavis

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Re: Pvp and pve mixed doesn't work
« Reply #21 on: August 26, 2013, 10:33:53 pm »
So I suggest that where ever there are hostile npcs, there must not be chance that uninvited players appear. If there is a pve dungeon, then other players must not be allowed to enter that instance without some kind of invitation. If there are encounters with hostile npc, then players must be given a choice if they want other players in because maybe someone enjoys fighting npc and players at the same time.
That promotes autistic, single-player play. I'm fine about having hard dungeons that can be entered by only one group at a time (tanker style, but repeatable and harder), but allowing lone players to do that would be a threat to player interaction on the worldmap.

+1

To me it sounds more and more like he wants this to be "farmville" online... He wants a single-player game to play which he can run into town and talk with other players...
-Kain

Gustlel

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Re: Pvp and pve mixed doesn't work
« Reply #22 on: August 30, 2013, 03:12:59 am »
I would be interested to see ones skills and abilities be a factor in ones ability to hide oneself from other players, not to mention from fallout 2: Small locations (Doors to a vault,) couldn't even be found if you didn't know the precise location of said vault doors.

The odds of you finding someone in these tremendous map tiles is small without expertise, and hunting someone is a talent.
I am totally for the idea of Outdoorsman being primary attribute for causing PVP in the wild. (Or avoiding it.)


I would like to expand on this idea: Finding a player in a tile is done using several outdoorsman checks, One can search a tile to intercept people who are travelling through it, essentially becoming a random encounter, when someone enters a tile, a contest of outdoorsman checks is done, with the scanner using their full outdoorsman score to find the person walking through the territory, and the defender using their outdoorsmen score at .75 (If on foot,) Their outdoorsman score, and stealth score combined at .75 (If moving at half speed,) or their outdoorsman score at .25 if in a tile doing menial tasks/in a ground vehicle.

These checks would be made for every quarter of a tile moved through on the defending party, and for every random event that occurs.

A person traveling on foot in a party can be a guide if they have the highest outdoorsman skill, with each party member bringing a 5% penalty to any outdoorsman checks, and the lowest stealth score being used when traveling stealthily.


Random events would happen normally when you are scanning, to prevent monotony from occurring (And help matchmake bandits with each other, as they will offer EACH OTHER checks to find one another when random events happen to them.)

Tracking someone will operate normally, you have followed them since they left town, and haven't taken your eyes off them.




All the sudden, we have a system that makes PVE-PVP characters require FAR more points outside of combat skills to be effective, a system which creates new jobs for players to fulfill, heroic guides (And villainous false guides,) who bring social and support skill equipped individuals from town to town in relatively safety.


Meanwhile, large caravans remain a more reliably safe method of surviving traveling related combat encounters... But unnecessary for anything but dramatic showdowns.


It allows for PVP to become a preventable thing................. Without enforcing solo-play either.

Nice_Boat

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Re: Pvp and pve mixed doesn't work
« Reply #23 on: August 30, 2013, 12:59:50 pm »
I would be interested to see ones skills and abilities be a factor in ones ability to hide oneself from other players, not to mention from fallout 2: Small locations (Doors to a vault,) couldn't even be found if you didn't know the precise location of said vault doors.

It does work like that. If you have high outdoorsman, you can avoid encounters (includes other players). If you've got sneak, you can enter encounters and be pretty much unkillable as long as spawn hexes aren't camped from 2-hex or something equally absurd. If you want to find other players, you enter encounters and wait. Those mechanics are there and more importantly they work extremely well, there's absolutely no reason to add a fifth wheel on that car.
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jacky

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Re: Pvp and pve mixed doesn't work
« Reply #24 on: September 02, 2013, 12:23:55 pm »
if you want safe pve zones, ask for them but not around tc towns or make dungeon pve quests

Desert Mutt

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Re: Pvp and pve mixed doesn't work
« Reply #25 on: September 02, 2013, 09:32:08 pm »
There are already safe PvE zones in the game - the quests to kill some stuff at some locations:
- rats on farm
- dogs in boneyard
- scorpions in caves

PvE could be satisfied by adding more quests like this (and make some of them repeatable), but please do not try balance PvE by fucking up PvP.  >:(
 
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S.T.A.L.K.E.R

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Re: Pvp and pve mixed doesn't work
« Reply #26 on: September 03, 2013, 04:37:24 am »
There are already safe PvE zones in the game - the quests to kill some stuff at some locations:
- rats on farm
- dogs in boneyard
- scorpions in caves

PvE could be satisfied by adding more quests like this (and make some of them repeatable), but please do not try balance PvE by fucking up PvP.  >:(
I think he wants PvE with critters that are human/mutants (raiders, unity patrol, VC patrol)

No one wants to PvE that shit

Desert Mutt

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Re: Pvp and pve mixed doesn't work
« Reply #27 on: September 04, 2013, 02:21:30 am »
Those were just examples of what we have, we could have quests for high level PvErs where you have to kill humans/mutants on some undisclosed locations...
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Hello Kitty Online is not just about defeating monsters - there are many activities to choose from. Aside from exploring the monster-filled adventure areas, players can dig for ore, range the wilderness to pick fruit from trees, discover new cities, craft a broad selection of goods and more.

wladimiiir

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Re: Pvp and pve mixed doesn't work
« Reply #28 on: September 04, 2013, 06:33:58 am »
This could actually be solved by my suggestion to have an option for player to turn on/off possibility to encounter and to be encountered by other players. It would also solve the issue of low-level protection and rage-quitting after getting killed by someone.

Desert Mutt

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Re: Pvp and pve mixed doesn't work
« Reply #29 on: September 05, 2013, 10:11:51 am »
This could actually be solved by my suggestion to have an option for player to turn on/off possibility to encounter and to be encountered by other players. It would also solve the issue of low-level protection and rage-quitting after getting killed by someone.
This will transform this server into http://www.hellokittyonline.com/game-info/hko-basics...

FOnline is all about managing the risks.

The very basics things you need to learn:
- learn to avoid dangers
- learn how to get stuff quickly

Experienced players know HOW, WHERE and WHEN they should do or get certain stuff (where is safe to travel? do I really need all that top gear to farm encounter or low  tier items are good enough here? etc.).

Newbs often travel trough most populated areas at peak times wearing their top gear, fully loaded with stuff that they not necessary need or can afford to lose at the moment, thus having high risk of being PKed.

 Experienced player can go into wasteland carrying only a flint and get back with full gear, newbs tend to do it other way around...
Quote
Hello Kitty Online is not just about defeating monsters - there are many activities to choose from. Aside from exploring the monster-filled adventure areas, players can dig for ore, range the wilderness to pick fruit from trees, discover new cities, craft a broad selection of goods and more.