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 Fed up of being constantly disabled 
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Joined: Tue Jan 21, 2014 5:08 pm
Posts: 28
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could always give incentive to pit pvp vs pvp types more, instead of just feasting on easy targets. Like if pvp counter is above the normal 3/5/5 then a kill/raid/hack will net a badge (or maybe just a chance at badge?) with the 12 hr same PC timer not used.


Mon Jan 27, 2014 6:33 pm
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Joined: Thu Nov 24, 2011 12:40 am
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Location: Just go north, and keep on going.
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Personally I just roll the tab, everyone in my way I'll take a run at, it's been the most efficient method so far

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Mon Jan 27, 2014 6:37 pm
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Joined: Tue Nov 23, 2010 2:41 am
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Zarachiel wrote:
could always give incentive to pit pvp vs pvp types more, instead of just feasting on easy targets. Like if pvp counter is above the normal 3/5/5 then a kill/raid/hack will net a badge (or maybe just a chance at badge?) with the 12 hr same PC timer not used.


lol trust me most pvpers LOOK for pvpers as the important thing is action count...
once you're somehow past the 3/5/5 mark you can be disabled if offline...

3/5/5 with 3 or more traps, odds are good there is a halc involved...

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Mon Jan 27, 2014 6:56 pm
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good point, as my experience thus far is limited to very low level pvp I was thinking only in those terms. Where huge hull and low dmg cap makes it inefficient to go after pvp-ers.


Mon Jan 27, 2014 7:06 pm
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Joined: Tue Oct 04, 2011 3:37 pm
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Rakshasa wrote:
Just playing devils advocate here, no matter the solution, suck it up or otherwise, someones gonna complain. I'm sure there's middle ground to be found.

I appreciate your efforts at trying to be a reasonable middle ground, but I think a problem is that the various sides are pretty stuck in their ways. The PvPers are generally going to complain about defenses (KVTs before Halcs, etc.); passive players are going to complain about being attacked in a game significantly made up of combat and ask for more defenses (like this thread obviously); and so forth. In short, you are right in both that a middle ground probably does exists and that someone will complain regardless.

Several players keep asking for an "opt-out" option, and like I noted earlier, I thought Calming Amps and Halc Traps were the opt-out option. I imagine I am a major PvPer, and while I do not like the idea of more defenses for purely selfish reasons, I am open to the discussion of extending Calming Amps duration so that the combined Amp/Halc time can come closer to covering normal sleep and work durations. To me either the status quo or extending Calming Amp duration is the middle ground.

Extend Calming Amp Durations
Bluntly, anything more than a simple and slight extension is too much. Both in that Dan has better things to do with his time and that we really do not need anything more complex than a little more than six hours of protection. If a player cannot get online in a reasonable time frame, then I see no reason for them to be invulnerable. They can simply take the one disable and stay down until they are ready to play again. Once disabled, if they were completely passive previously, they should not be seen on the BT, unlikely to be on anyone's alert, and so forth. They cannot be touched until repaired.

Galaxy Legion is a game where conflict is a significant component, and if someone cannot take a single disable a day due to their own busy schedules and egos, then they might want to find a less confrontational form of entertainment.

Status Quo
Even extending calming amp duration might be more than needed. I am told Galaxy Legion can be accessed through one's phone (I do not know what sort of magic that is, since I barely understand technology), and even one as technologically illiterate as myself knows how to set an alert to wake me in the middle of the night to dump resources, reset traps, etc. If I cared that much about getting disabled, I have ways of not getting disabled.

Furthermore, for the amp-halc combo to only provide six hours of protection, someone would have to be waiting for your amp to go down and hit you pretty fast, which means more than not, you are getting well over six hours of protection. I understand exceptions to that simple model exists; for example, if you live in a timezone where you are sleeping while many PvPers are active, and therefore, they really do activate your halc as soon as your amp is up then takes you out the moment your halc is gone; but again, I imagine that situation is rare.

Most important of all, while I understand constantly getting disabled can be tiring, learning to deal with the frustration and mollifying one's ego in this simple game might be good exercise for the challenges of real life, because if one cannot handle relatively simple and widely accepted conflict here, I worry for them out in the real world.

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Mon Jan 27, 2014 7:07 pm
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Joined: Fri Dec 28, 2012 3:54 am
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Yeah, no need to extend CA time.

6 hours total minimum is more than fair for those who wish to temporarily opt out of PvP. And if you absolutely must never, ever be disabled, you can always wake up in the middle of the night and reset your Calming Amp.


Mon Jan 27, 2014 7:33 pm
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