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Difference: Tiered locking. Every time a person locks, it removes/reduces an effect from the NPC. Locking players may no longer hit the NPC.

Type 2: Tiered locking. Every time a person locks, it adds/boosts an effect on the NPC. Locking players may no longer hit the NPC.

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Thu Dec 20, 2012 5:27 am
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Rarek wrote:
Difference: Tiered locking. Every time a person locks, it removes/reduces an effect from the NPC. Locking players may no longer hit the NPC.

Type 2: Tiered locking. Every time a person locks, it adds/boosts an effect on the NPC. Locking players may no longer hit the NPC.


So LEGION base? to clog up my BT. -1

And whats with this locking players cant hit any more junk?

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Thu Dec 20, 2012 9:24 am
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itsSoulPLayAgain wrote:
Rarek wrote:
Difference: Tiered locking. Every time a person locks, it removes/reduces an effect from the NPC. Locking players may no longer hit the NPC.

Type 2: Tiered locking. Every time a person locks, it adds/boosts an effect on the NPC. Locking players may no longer hit the NPC.


So LEGION base? to clog up my BT. -1

And whats with this locking players cant hit any more junk?


Promotes legion teamwork. Could be good practice for legions trying to get more members able to really help in killing bases. Also, prevents those ever more common rank 2k+ ppl from being able to do 90% and let 20 suck up the rewards.

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Thu Dec 20, 2012 10:49 am
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It better have some damn nice rewards and be pretty damn rare.

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Thu Dec 20, 2012 8:02 pm
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Caladis wrote:
itsSoulPLayAgain wrote:
Rarek wrote:
Difference: Tiered locking. Every time a person locks, it removes/reduces an effect from the NPC. Locking players may no longer hit the NPC.

Type 2: Tiered locking. Every time a person locks, it adds/boosts an effect on the NPC. Locking players may no longer hit the NPC.


So LEGION base? to clog up my BT. -1

And whats with this locking players cant hit any more junk?


Promotes legion teamwork. Could be good practice for legions trying to get more members able to really help in killing bases. Also, prevents those ever more common rank 2k+ ppl from being able to do 90% and let 20 suck up the rewards.


Now how about those people too stubborn to leave their 1-man legions and they find this NPC? So basically they can only do 10% damage and have the NPC untouchable on their BT for hours? I like it. Forces people to be dependent upon others.

I'm not giving this idea a +1 because it can be unfair to those pitiful 1-man legions. But I like it.

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Thu Dec 20, 2012 8:51 pm
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i actually like the idea. keeps everyone from tagging along on an elite.

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Fri Dec 21, 2012 1:29 am
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icarium81 wrote:
i actually like the idea. keeps everyone from tagging along on an elite.


I have to agree. A 20-man Boss with special properties has merit. But as already mentioned, not being able to hit beyond lock is... meh... That really wouldn't work in small legions or legions with a wide spread of ranks. Now if you were limited to hit points divided by number of eligible legion members at the time of the alert, ok. IE: if 9 people are eligible to see it by rank (or whatever determining factor is used (spice it up a little)) then each person can do (H+S)/9.

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Fri Dec 21, 2012 2:52 am
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Darth Flagitious wrote:
I have to agree. A 20-man Boss with special properties has merit. But as already mentioned, not being able to hit beyond lock is... meh... That really wouldn't work in small legions or legions with a wide spread of ranks. Now if you were limited to hit points divided by number of eligible legion members at the time of the alert, ok. IE: if 9 people are eligible to see it by rank (or whatever determining factor is used (spice it up a little)) then each person can do (H+S)/9.

Or perhaps a decreasing rate of returns? Further damage above lock becomes harder and harder to increase based on a percentage scale.

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Fri Dec 21, 2012 3:18 am
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Rarek wrote:
Darth Flagitious wrote:
I have to agree. A 20-man Boss with special properties has merit. But as already mentioned, not being able to hit beyond lock is... meh... That really wouldn't work in small legions or legions with a wide spread of ranks. Now if you were limited to hit points divided by number of eligible legion members at the time of the alert, ok. IE: if 9 people are eligible to see it by rank (or whatever determining factor is used (spice it up a little)) then each person can do (H+S)/9.

Or perhaps a decreasing rate of returns? Further damage above lock becomes harder and harder to increase based on a percentage scale.


I would think that would be a lot more difficult (nigh impossible) to implement as the damage calculator is for all intents a static formula. You'd be taking the random out of the RNG. I'm not even sure how hard (H+S)/x would be to code.

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Fri Dec 21, 2012 3:25 am
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Darth Flagitious wrote:
Rarek wrote:
Darth Flagitious wrote:
I have to agree. A 20-man Boss with special properties has merit. But as already mentioned, not being able to hit beyond lock is... meh... That really wouldn't work in small legions or legions with a wide spread of ranks. Now if you were limited to hit points divided by number of eligible legion members at the time of the alert, ok. IE: if 9 people are eligible to see it by rank (or whatever determining factor is used (spice it up a little)) then each person can do (H+S)/9.

Or perhaps a decreasing rate of returns? Further damage above lock becomes harder and harder to increase based on a percentage scale.


I would think that would be a lot more difficult (nigh impossible) to implement as the damage calculator is for all intents a static formula. You'd be taking the random out of the RNG. I'm not even sure how hard (H+S)/x would be to code.


not really, all u have to do is attach factor to damage cap or attack power
or even a simpler method(possibly), make the boss spew out stackable non-removable NPC atk debuff. duration between 15min and 1 hour would be fitting imo.

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Fri Dec 21, 2012 4:22 am
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Uy23e wrote:
Darth Flagitious wrote:
Rarek wrote:
Or perhaps a decreasing rate of returns? Further damage above lock becomes harder and harder to increase based on a percentage scale.


I would think that would be a lot more difficult (nigh impossible) to implement as the damage calculator is for all intents a static formula. You'd be taking the random out of the RNG. I'm not even sure how hard (H+S)/x would be to code.


not really, all u have to do is attach factor to damage cap or attack power
or even a simpler method(possibly), make the boss spew out stackable non-removable NPC atk debuff. duration between 15min and 1 hour would be fitting imo.


A nerf of that type might work but to achieve the intent of limiting "overhitting" there would have to be an automatic (rather than random) trigger. I'm envisioning a check being required on every shot from every player to trigger a change in ability proc'ing or modification of the damage calculator. On the other hand, a single check (that sorta already happens when you alert an NPC) done at the spawn to determine the number of eligible attackers would be easier to implement. Then IF LOCK=TRUE THEN ATTACK=gray. This wouldn't require a secondary set of rules such as DamLockd=sqrt(DamNorm) or whatever variation or DamageLocked activating different ability procs. That sort of lockout would FORCE legions (rather subsets within legions) to work together to get the reward which seems to be the intent. No matter how harsh the nerfing is, you're still going to have groups that rely on certain individuals in the legion to do the "dirty work" so the others can take the easy road.

Mind you, I'm not a programmer (as evident by my loose BASIC conditioning lol), I'm just looking at it from a logical layman's point of view.

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Fri Dec 21, 2012 5:12 am
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there should be a Boolean for wether it's locked, so an if condition should be fairly easy to make and not very expensive(in term of system resources)
I think it can probably be done under 4 register operation each and the attack itself probably takes 50-100 at least(rand is rather expensive, and function calculation are no better, especially tanh part)
While it will most definitely increase the system load, I doubt it will be of any significant value.

Another alternative is to give a lock at an amount below fair-share damage (say 4-4.5% each on a 20-man) and rewards are ONLY given to those that locks. That way, if a legion have enough eligible players and want to utilize all the reward spot, people would have to hold back. On the other hand, if a legion have few eligible players, the higher ones can take the big load while the lower ones just need to do their own part.
If the concern is anti-tagging, I think this would be sufficient.

I don't like the flat-out-gray-out idea mostly because it can be rather horrible and possibly unfair to some legions that could have otherwise disabled the boss but due to excessive requirement(relative to each player) placed on some player it becomes completely horrible.
Just imagine a proper 500-2000 rank 20-man BOSS. 2-3 times harder than warp station at least, no?
Give it to say... Imperium Of Namalak. now what a challenge the 500s have to face to kill 20% of that beast each.
5% each, while hard, is still manageable, and Namalak can certainly polish the thing off if he so chooses, but 20% is really pushing it. without energy refill in one way or another, it might be actually impossible.

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Fri Dec 21, 2012 6:41 am
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Obviously something like this would have to be given extreme care in rank balancing, but again, the intent is so that one person CAN'T cover the weaker players. I really don't see this as something that should be for ranks 500-2000 for example. Different versions for different ranges would work though. 1200-9999, 800-1200, 500-800, etc. You mention Namalak in particular. That's his choice to surround himself with comparatively low ranks. This would be one of the sacrifices for setting oneself up in that type of situation.

As I said, this idea definitely has merit, but as with all things GL, it's all about the balance. Discussing the different ways of achieving that is the best way of ensuring that new GOOD content gets added.

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Fri Dec 21, 2012 6:53 am
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how about it starts with extra high stats, but after each lock those stats drop?
means that if people arent fully locking stats dont go down, but still allows people to do more than their part.

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Fri Dec 21, 2012 7:36 am
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KJReed wrote:
how about it starts with extra high stats, but after each lock those stats drop?
means that if people arent fully locking stats dont go down, but still allows people to do more than their part.


Personally, I like the idea of "locking out" the overhitters. We're just "arguing" over which way would be best to accomplish that. ;)

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Fri Dec 21, 2012 3:46 pm
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Yes, individuals not conforming should be punished. :roll:

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Fri Dec 21, 2012 4:57 pm
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namalak wrote:
Yes, individuals not conforming should be punished. :roll:

Depends on Dan's take on legion dependency that determines wether or not this idea would get implemented. But since this idea isn't game breaking it's an ok idea.

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Fri Dec 21, 2012 6:01 pm
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Or we can just leave locking as is. a 20 man boss with that kinda rule is beyond retarded! No doubt by the way Dan makes things it wil be an nrg tank and I can guarantee you lower rank legions will get 12-17 people on it then lose it to expiring and be out all that work. Dan has just about been slow and made mistakes non stop for a long time now, this would just add to that.

If we are going to disallow people to hit npc's like that then lets do the same with bases, once a person hits like 5% the max hull+shields lets lock them out and prevent them from hitting! <-- see a stupid idea just like this one. Who dose what is up to a legion, If YOU have free riders then KICK THEM! or tell them to lock . Just cause your legion can't do any thing right dose not mean you need the game to help you, stop failing at your job as leader and do some thing about it. But potenaly screwing many people over is the worce way to go about trying to have the game cover your fails! Any player in any legion has the right to hit any base/npc. When CRA was first made only 3 of us could see XPR warps so I did most the damage on those till my guys ranked up. if there was a lock limit on NPC it would have made me unable to kill them and angered me greatly. There are a lot of people leaving GL. A lot.! and there is a lot of long time players about to leave cause there fed up with the game. Adding contain that hinders people like this will only add to that frustration. There are many people in small legions upper rank 800+ I have talked with them, they are happy there and they would leave GL before playing in another legion, that's there home the place they made with the people they like. This kinda thing would just annoy them. andbe one more thing to push them past the walk away point.

We had a few knew things this holiday seasons wich was cool but all in all GL has become LAME, boring and cant even answer simple gaming questions, we see people leaving all the time some times people coming back. I imagine many are worried about the game so you suggest things to try and help. new stuff is good but lest not have bad things be done just cause its new. having lock out on NPC's is just one more hindrance to the game.

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Last edited by itsSoulPLayAgain on Fri Dec 21, 2012 7:57 pm, edited 1 time in total.



Fri Dec 21, 2012 7:28 pm
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namalak wrote:
Yes, individuals not conforming should be punished. :roll:


Sacrifice Nam. Sacrifice. No one ever said anything about Punishment. But if that's what floats your boat, give Anna a call... ;)

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Fri Dec 21, 2012 7:46 pm
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Darth Flagitious wrote:
KJReed wrote:
how about it starts with extra high stats, but after each lock those stats drop?
means that if people arent fully locking stats dont go down, but still allows people to do more than their part.


Personally, I like the idea of "locking out" the overhitters. We're just "arguing" over which way would be best to accomplish that. ;)

I don't think a complete lockout will work.
I think highly incentivizing everyone to lockwould work better.

Maybe better rewards/reward chances.

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Fri Dec 21, 2012 8:54 pm
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