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 It's time to change something in PvP (again) 
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Hello,

until a few weeks ago, the system was pretty fair and people were doing there little things around. But now, since the arrival of groups and big CC warriors (like they are called apparently). The system got pretty much unbalanced ...

How can someone dodge 20 attackers at the same time, and especially that mister #1 has joined all these groups so he kills everything that gets to his log (because anyways he doesn't have anything in his battle menu ...)

well, it's not possible. I's also pathetic to witness all these comments on a ship comm about it, like they are proud beating someone 20 VS 1.


So I have 3 suggestions to balance a bit more the system:
#1 create a reversed halcyon trap that gives you truce +1 on you (and not the attacker ... When there's 20 people on you, the halcyon trap limits 19 (and actually you get beaten badly before it sets off with the new rule ...))

#2 limit pvp in lvl range (-20/+20 rank ?)

#3 create a system that alerts all your legion that you get attacked by 20 people = massive battle


yeah cause that's the problem, you get beaten by 20, but can only share one ship every 12H ... You can't make it fair 20 VS 20 in the current system you see. I have plenty of friends who would like to help in my fights .. They just can't.


Tue Jun 22, 2010 9:53 pm
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Zhorgul wrote:
Hello,

until a few weeks ago, the system was pretty fair and people were doing there little things around. But now, since the arrival of groups and big CC warriors (like they are called apparently). The system got pretty much unbalanced ...

How can someone dodge 20 attackers at the same time, and especially that mister #1 has joined all these groups so he kills everything that gets to his log (because anyways he doesn't have anything in his battle menu ...)

well, it's not possible. I's also pathetic to witness all these comments on a ship comm about it, like they are proud beating someone 20 VS 1.


So I have 3 suggestions to balance a bit more the system:
#1 create a reversed halcyon trap that gives you truce +1 on you (and not the attacker ... When there's 20 people on you, the halcyon trap limits 19 (and actually you get beaten badly before it sets off with the new rule ...))


Makes sense - sort of a calming amplifier type of trap? I'll just need to make sure it wont be abused (self-buffing traps could possibly be abused). I also think that there are additional actions you shouldn't be able to perform while truced.

Zhorgul wrote:
#2 limit pvp in lvl range (-20/+20 rank ?)
- Would this also apply for invasions and guarding players too? (it would have to). If that system were currently live, there would be a lot of higher lvl players that couldnt attack anyone or anything.

Zhorgul wrote:
#3 create a system that alerts all your legion that you get attacked by 20 people = massive battle

yeah cause that's the problem, you get beaten by 20, but can only share one ship every 12H ... You can't make it fair 20 VS 20 in the current system you see. I have plenty of friends who would like to help in my fights .. They just can't.


That would only work well if the player shares were shorter in time.


Tue Jun 22, 2010 11:15 pm
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lol... best thing to do is beg for forgiveness for whatever it was that sparked the attacks. i think you may have deserved it.

1) i will be ok with a reverse halcyon as long as it is a separate artifact like the alarm sentry. dont change the existing artifacts.

2)wont work for anything other than battle list. alerts should be open to all.

3) i would modify this to 5 attacks or hostile actions by 5 separate ships in a 5 min period. that would be "massive" by anyone's standards. have the alert with links to ALL attackers, and the defender.

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Tue Jun 22, 2010 11:22 pm
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Actions that I could see being done while truced:

Research
Sell minerals (not get a shipment)
Scrap Artifacts
Share artifacts

That should be about it. You can do a few things but it should mean you sit there. A few other things (like get shipments of minerals and artifacts). But self buffing traps also should not stack if others are added. It is a type of trap that you can only have one on you active (in both forms waiting to be sprung and using its effect). These defense traps should be limited, does not mean they are not strong, just they are limited.


Tue Jun 22, 2010 11:38 pm
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what about a total immunity artifact that cannot me countered by anything. like the above idea, block all actions like sharing, missions, attacking, hacking, etc other than managing ship and resources. make it last 4 hours or so.

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Tue Jun 22, 2010 11:43 pm
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I'm hitting a wall ... Indeed there could be abuse, specifically when guarding a planet.


- What about randomizing the share on an enemy ship? It would send the ship to XX number of legion members (activ) and not all of them?

(share on planet would still be all legion members)


Wed Jun 23, 2010 12:16 am
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I think the source of many concerns here comes from the ship share itself...


Wed Jun 23, 2010 12:26 am
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Well you want the pvp to be attractiv for your game.

If a single action triggers a massive bully retaliation each time, people will cloak and lay low.


That's actually why most of the big pvp guys are in these groups! They no longer start pvp actions, they only do "legitimate defense" to satisfy their appetite.


Sharing is key social interaction though


Wed Jun 23, 2010 12:35 am
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Zhorgul wrote:
#2 limit pvp in lvl range (-20/+20 rank ?)

I doubt this is implementable
Suggestion: Limit ship to be attacked by a maximum of 5 players for every 6 hours. (this 5 is only calculated for substantial damage dealers)
Suggestion: Multiple ship attacks one ship, unfair to those who do not band together... If alliance was introduced, banding together would be part of the game.

hunter wrote:
lol... best thing to do is beg for forgiveness for whatever it was that sparked the attacks. i think you may have deserved it.

So this is how this "group" works... I see. :!: Small infraction -> Rain down upon the player to drop them to their knees...
hunter wrote:
i think you may have deserved it.

I think you deserve more than Zhorgul. He plays fair and fights alone (or at least I think he does), while you call in favors from the high above to manhandle those that may have wronged you, hoping they will fall to their knees...(or quit)
Redlaw wrote:
Actions that I could see being done while truced:
Research
Sell minerals (not get a shipment)
Scrap Artifacts
Share artifacts

I think "actions" were referring to actions like raiding and hacking...(related to pvp)
Zhorgul wrote:
If a single action triggers a massive bully retaliation each time, people will cloak and lay low.

Yes, the only one who doesn't stay low are the bullies that just get 50 of their "friends" to join in the frenzy


We seriously need alliance to offset this issue...

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Wed Jun 23, 2010 12:51 am
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webguydan wrote:
I think the source of many concerns here comes from the ship share itself...


Are you talking about the ability to re-share enemies? I think that is one of the main things that makes it possible for someone to be on 500+ newsfeeds. I'm on some "hit list" in a group without knowing it and this would happen on a regular basis... I thought it was a normal reaction until my game name was changed.

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Wed Jun 23, 2010 12:58 am
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SpoonyJank wrote:
webguydan wrote:
I think the source of many concerns here comes from the ship share itself...


Are you talking about the ability to re-share enemies? I think that is one of the main things that makes it possible for someone to be on 500+ newsfeeds. I'm on some "hit list" in a group without knowing it and this would happen on a regular basis... I thought it was a normal reaction until my game name was changed.


no re-sharing is not an issue. what is an issue is that you cant share a ship after being attacked. i dont think there should be a 12 hour limit on sharing ships. 1 per hour is "ok", 12 hours bad. Spoonky is proposing having his new group mass attack one player, and that player cant do anything. i seriously think this is the #1 reason why players quit the game early (un-provoked attacks). now with groups, unprovoked attacks on a massive scale needs to be balanced.

perhaps make a special link on harmful actions that can be immediately alerted, but once only?

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Wed Jun 23, 2010 1:50 am
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Not sure how well it would work out, but possibly a "halcyon sphere." Artifact only usable on self, 1 or 2 hour truce on yourself and anyone who attacks you in that time. Might be abusable, but 1-2 hours wouldn't be crippling.

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Wed Jun 23, 2010 2:32 am
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Im not doing the attack/kill/hack-missions because it would most likly mean i get 13412351365 players attacking me day and night, so i guess more then half the missions in GL is off limit to me, which means i miss out on alot of exp and wont be able to compete with those who can take the unbalanced pvp parts in GL

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Wed Jun 23, 2010 7:20 am
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I agree that PVP is kinda harsh here compared to other FB games. Level 100 could kill level 10 players easy without any restrictions.. It shouldn't be that way..

Look at Castle Age PVP (soft gauntlet level cap) and also Gear Quest (die-hard PVP game) that has good PVP level system that sounds reasonable but tough to do for here cuz of planet acquisitions..

What I would propose especially for this game.. Allow younger players (usually smaller ships) increased chance to escape into hyperspace once engaged.. More rank differential, higher chance for hyperspace. Really, when you use your tiny scout hyperspaces into the area seeing a big star destroyer in front of you.. Would you really want to attack it? No, you simply hyperspace out unless have warp or hyperspace inhibitor to trap you in place..

For example, % chance of escape for scout with level 10 player against star destroyer of rank 200 could be using: %Escape = star destroyer rank - scout rank = 190% = guaranteed escape every time (total immune physically) UNLESS that scout attacks then scout loses escape ability for maybe 1 hour.. If scout escapes, he buys time then open to attack from that same player again.. Star Destroyer is very slow and can't chase that scout at all so it escapes easily every time.. That way, that level 10 player can have peace from level 110+ players unable to farm them as long as they don't touch them.. If they touch (just to feel them out or aiding other bigger legion members) then their escape is blown for 1 hour.. Once that player escapes, he cannot attack back to that same player again for 1 hour to avoid being abused.. Of course, star destroyer cannot escape because of %escape = scout rank - star destroyer rank = -190% so it changes to 0% escape chance.. Of course, if scout is disabled then it CANNOT escape in any way...

Of course, if level 10 player guards his planet, he has no WAY to escape unless unguarded it as part of evacuation plan he decided to abandon his planet..

This is just totally brainstorming idea that I just thought up. I didn't have much time to think it thru.. I just thought it's rather funny that star destroyer could kill scout EVERY time without any restriction. It doesn't make sense at all.. Scout should outrun star destroyer every time.. Scout has to get into star destroyer's firing range just to attack it then it loses its chance to escape cuz it'll be just tractor beamed in and get destroyed.. Makes sense?

Also, my idea doesn't apply to hacking and raiding because hacking is done undetected in the first place not giving scout time to escape and raiding is done when ship is disabled (cannot escape)..

Oh, Dan. You can add new artifact: Warp Inhibitor.. Prevents enemy player for 4 hours (just a guess).. So star destroyer can have fun with that rank 10 scout for next 4 hours as long as it's not disabled.. :)

PVP must be fixed soon because the way the set up is. It will turn younger players off and they would just leave GL for good hurting GL player base in the long run. Let's realize the example.. Nothing stops rank 200 player (even rank 1000 maybe next year) from hitting rank 10 player just cuz he wanted to earn his kills for leaderboard or out of steer enjoyment.. With my system in effect, rank 200 player will think rank 10 player is not worth it AT all cuz he will escape every time.. That's what legion concept comes in.. Rank 200 player can tell his rank 10 legion member to go after that arsehole where the fight is more fair.. It's exactly the same analogy: Rank 200 Star Destroyer can send "his" rank 10 tie fighter after that rank 10 scout via alert system.. :) That concept would have better retainment system for new, younger players to play GL and feel safe from high rank players from farming them to death..

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Wed Jun 23, 2010 12:21 pm
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Again, the issue is that a Rank 200 can "find" those lower level players. The Battle tab only shows ships within your level range.

Thus... this comes back to sharing ships. An extreme fix would be to remove the option to share ships altogether. A softer fix would be to prevent shares from reaching ships that are not within acceptable level ranges.


Wed Jun 23, 2010 4:42 pm
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The soft fix does look like the best. Given that level equals a lot more power in this game (TerraDominus a low end player can take out a level 200 player if things work out right. (Note: TerraDominus was TinyWarz. It has had a servor upgrade a name change.)).

Given that is not likely to happen, narrowing the band of ship sharing (level wise) will help greatly.


Wed Jun 23, 2010 5:08 pm
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what happens when a ship that is in the 30's is able to kill or hack lv 70's because they are stacked with all guns and def, or all cloak and all scanners. i have seen a few of these specialized ships with ALL their RP toward weapon development. same level ships in that range will not be able to kill them, or hack them. this is the main reasons why alerts exist, to get help when you cant handle the situation yourself. what if your lv 30 friend is getting killed daily, and all your legion members are 60+. if there is a limit, none of them will be able to respond. I for one want the option to defend my lower level legion mates.

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Wed Jun 23, 2010 8:38 pm
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I actually like the "escape" feature Nocifer Deathblade suggested, but make it scalled to decks. Decks are already scalled to rank becuase it is what most people put ranks into, and makes sense in-character that the bigger the ship, the slower it is. Also, scale it on a exponential equation, to make equal-level ships perfect for PVP. (as lower ships will almost always get away, and bigger ships will be too tough to handle.) Also, the attacker still looses energy even on a escaped defender as no damage is delt either way, but have escape chance count on each combat round. (as an attacker can still catch up)

This can also allow an "ambush round" chance in PVP based on a cloak vs scanner ratio. if the attacker succeeds, they do an extra damage as they catch them unaware. If the defender succeeds, they gain a bonus to escape chance for this combat as they see the attack coming. Close to a tie combat starts normaly. so cloaking= prevent being found and help ambush; and scanning= to find and to foresee; so both stats are used equally in defense and attack.

As a change to the ship report system, instead of automatically finding ships that end up on a report or a share, reports on ships should just give you a bonus to scan-finding the ship, that way good assasins (high cloak) can get away with kills. As a better form of it, the scan-find bonus can be really high as the report is sent (represents seeing the attacker/hacker run away or registering their close energy signature) and start to dwindle as time passes. (represents how they run away and the signal gets weaker [kind of like how the Zolazin got away with the relic in last week's quest])

Two other report changes if the ones above are used, are "triangulation" and "passive/agressive toggle":

Triangulate: when you recieve a ship share, you may give up attacking the ship and instead boost the scan-find chance, giving other legion members better chances of success. The boost would be relative to your scan, so high level players give more benifit for giving up their attack. (and low scan players may not be able to effectively help either way)

Passive/Aggressive Toggle: in defense, you may choose one of the two or neither. aggressive toggle boosts your ambush and scan-find chances at the cost of escape chances and hiding from the battle tab, and passive does the opposite. Even though the toggle does not take energy to change, you can only change it once every 4 hours.

And last but not least, this means that a ship decked out in scanners can still avoid combat by seeing an incoming attack and running away.

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Wed Jun 23, 2010 8:53 pm
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I really like #3.

maybe have something near the attack button that says massive battle in progress. that way you will know this player has been hit multiple times already and that an alert on you will be sent out for joining in a massive battle

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Fri Jun 25, 2010 11:50 pm
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I agree with with the idea of making scanning and cloak worth something when your ship has shown up on alert screens. I also like making it harder for high level players to find low level players. I propose the creation of a 'Find Ship' button, incorporating these ideas:

1. When you've been alerted to a ship, you have to actually scan for the ship and are not able to attack it automatically. This would encourage the use of cloaking devices and scanners (especially scanners) as permanent items. Cloak makes you harder to find, scanners make it easier to find someone. The chance to find would be based on the comparison of hunter (scanning) and hidden (cloak).

Example: Ship 'A' has set himself up as a hunter-killer for his legion. His ship is primarily outfitted with scanners and weapons in order to find and eliminate cloaked threats. He has a scan of 210. Ship 'B' wishes to steal planet locations, so in order to avoid constant retribution has outfitted himself with nothing but cloaks. He has a cloak of 330. Whatever the current chance of finding cloaked ships is would likely be the chance Ship 'A' has of finding Ship 'B.'

2. The energy it costs to find the ship would be scaled based on the levels of both ships.

Example: I alert my legion to a ship, Ship 'A,' that has hacked and stolen my planet location. It's a level 60 ship. Legion Member 'X' is level 150, so it takes (pull a number out of a hat!) 90 energy to search for the level 60. Legion Member 'Y' (Ship 'B' from the first example) is level 65 so it only takes him 5 energy to search. I'm sure the values on energy would have to be fiddled with, since I have no idea what 'A Lot' of energy looks like to a level 150, but it should be enough to consider not looking for the level 60.

3. The 'Find Ship' button runs on the same timer as the attack and hack timers. This just prevents the sort of abuse that comes with not having the timers. Like expending 200 energy in 10 seconds to perform 40 scans to find and obliterate someone. :)

Current artifacts suddenly become quite a bit more attractive with this setup as well. Dark pyramids and quantum flares will be hoarded by hackers, and the positron clouder will become the tool of the well organized.


Sat Jun 26, 2010 1:29 am
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