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They disabled the 1.5 BR limit difference


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That should be fine, as long as they make the invulnerability timer when coming out of battle/port longer than the Battle join timer of currently 2 minutes, as Hethwil has suggested. This should at least prevent the instance hopping and instance hiding gank methods.

 

Edit: But that would make the life of screening fleets harder, as interecpted fleets can resort to "invulnerability hopping" - the challenge is indeed very tough for the Devs, as long as they stick to their statement that they do not want an auto kick function into OW after a battle is over.

Edit Edit: but even an auto kick function would not work for PIRATES as they can attack each other and stay "in battle" indefinitely as it is implemented currently.... *sigh*

Edited by Hugo van Grojt
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That should be fine, as long as they make the invulnerability timer when coming out of battle/port longer than the Battle join timer of currently 2 minutes, as Hethwil has suggested. This should at least prevent the instance hopping and instance hiding gank methods.

 

Edit: But that would make the life of screening fleets harder, as interecpted fleets can resort to "invulnerability hopping" - the challenge is indeed very tough for the Devs, as long as they stick to their statement that they do not want an auto kick function into OW after a battle is over.

 

This is where compromise must be found. We have tested a few systems already with mixed feeling to the PvP servers population.

 

We, as a whole, must look to what is the better experience and not only to our own personal experience.

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Edit: But that would make the life of screening fleets harder, as interecpted fleets can resort to "invulnerability hopping" - the challenge is indeed very tough for the Devs, as long as they stick to their statement that they do not want an auto kick function into OW after a battle is over.

Edit Edit: but even an auto kick function would not work for PIRATES as they can attack each other and stay "in battle" indefinitely as it is implemented currently.... *sigh*

 

No big need for auto kick if the finished battle site appears visually.

 

Considering the battle "finished" when all participants are able to quit  could help on limiting that ability (abuse in my book anyway).

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That should be fine, as long as they make the invulnerability timer when coming out of battle/port longer than the Battle join timer of currently 2 minutes, as Hethwil has suggested. This should at least prevent the instance hopping and instance hiding gank methods.

 

Edit: But that would make the life of screening fleets harder, as interecpted fleets can resort to "invulnerability hopping" - the challenge is indeed very tough for the Devs, as long as they stick to their statement that they do not want an auto kick function into OW after a battle is over.

Edit Edit: but even an auto kick function would not work for PIRATES as they can attack each other and stay "in battle" indefinitely as it is implemented currently.... *sigh*

Pirates can't attack eachothers now if they are green on green.

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1.5 br limit was removed based on the player feedback

To bad!

I actually liked this feature, alot.

But ive put navalaction aside, to much broken diplomacy and PB's.

Goodluck forever! :)

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That should be fine, as long as they make the invulnerability timer when coming out of battle/port longer than the Battle join timer of currently 2 minutes, as Hethwil has suggested. This should at least prevent the instance hopping and instance hiding gank methods.

 

Or something similar to that idea.

 

No BR limits + 1 minute invuln + 2 minute join timer means invis joiners out of ports and battles will happen again.

 

The 1.5 BR limit needed to go but I hope admin is looking at these other ideas. Mine is literally just a tweaking of 2 values: join distance (3x tag radius) and window length (10 seconds).

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The 2 min timer is spot on for me. It allows for decent size battles and means you need to be relitvely close to the battle when it starts but not right on top.

As for dealing with hidden enemies it must be possible to bring in a mechanic that refuses entry to any ship that was not in the open world when a battle started.

Wether or not you include docked ships is debatable I think if you start a fight outside an enemy port or free one you should be prepared for the fact all hell could brake loose.

Simply give people leaving combat a 2 min timer before they can enter an existing combat. This does not mean they could not start their own battle or be tagged by someone else though.

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I will citate from the begining of the play "Hamlet"

 

"Something is rotten in the state of Denmark"

 

 

Ganking or not ganking? its the big question.

 

PvP or not PvP? Staying on a server that have this label, u must be prepared to get jumped by an enemy.

 

War or no war? To negotiate a global Peace? tell me please, how could a war-game with PvP survive this? (lets all hold hands and sing kumbaya?)

A diplomatic system that prevents Players/clans to make "deals" with enemy is desperatly needed

 

reinforce or not reinforce? 5 min was way to long, 2 min is way to short?  Seen from a Point of view as special commited PvP player and forign water-ganker, Its a blessing with 2 min. Seen from the other side: 2 min is a curse. "In space noone can hear u scream"

 

Br limit is gone, its a step in right direction, now work on the Diplomacy issue, pls thank u

Edited by Nordtman
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5 min was way to long, 2 min is way to short?

 

This is why I want to play with join distance rather than window length.

 

2 minute timer is intended to let people outside of the tag zone have a chance to join the fight, but it also lets invisible people pop up and join a fight that started while they were invisible.

 

We fix this by making the timer very short (10 seconds) but set the join distance to very far (3x tag radius?).

 

That is, you can click on the swords from really far away and get a join window. You will join the battle at an appropriate distance.

 

This would let people outside the tag click in but would also prevent invisible people from getting a chance to join.

Edited by Slamz
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Why have "Join timers" at all, why just dont let people jump in as long as the batte rages?,, sure would make a ganker Think twice: attacking in forign Waters.

But such a thing might also "kill" the game-play or boost it,, a lot!

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Invis timer needs to be reduced to 5-10 seconds now that invuln timer is longer.  Invuln timer needs to be 120 + invisibility length seconds so you can't pop out of port and join a battle already in progress. 
 
Right now, coordinated people will leave port right when their lone friend tags an enemy.  The enemy lets himself get tagged because he thinks the person is by himself.  He doesn't see the invisible people outside port coming towards him.  Battle starts, he still can't see the enemies coming at him.  The enemies lose their invisibility and all jump in before the 2 minute timer is up.  The person never saw them.  They were invisible until after the battle started.

 

 

 

 


Why have "Join timers" at all, why just dont let people jump in as long as the batte rages?,, sure would make a ganker Think twice: attacking in forign Waters.
But such a thing might also "kill" the game-play or boost it,, a lot!

 

Because we already tested that a long time ago.  It doesn't work.

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