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"Question of the Week" forum
(QOTW 01202009) Friendly Fire and Faction Standings
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Topic: (QOTW 01202009) Friendly Fire and Faction Standings (Read 11057 times)
Moll
Community Manager
Administrator
Posts: 1216
(QOTW 01202009) Friendly Fire and Faction Standings
«
on:
January 19, 2009, 10:05:33 PM »
Hello everyone!
Today's topic is one that's gotten a lot of talk, that of friendly fire. PvP and faction standing was something we discussed in August 2008 at our House of Commons chat, however the topic still remains popular to this day. After doing some looking around on the matter, I recalled this post:
Quote
[16:07] <Destinova> *Kavadas* Will killing factioned players in PvP influence the factional reputation of the killer to any degree? For an example, if a neutral player kills a Continoman player will that neutral player lose faction reputation with Continoma?
[16:08] <[MS]RaynerTheApe> Yes, if a Neutral player kills a Continomian player within the influence of Continoma guards, we will be severely penalized. In fact, Neutral players have the most limitations on attacking other players compared to Continoma and Neutral - they at least get no penalties for attacking players of the opposite Faction.
That was a good answer, but what about Continomans killing each other? You wanted to know, so we decided to talk some more about it. Our question today is this,
is friendly fire possible, and if so, how will it affect your reputation with your current faction?
Here's what our developers have to say.
Judging from the activity on our evergrowing forums, a lot of you are curious about how friendly fire works in Earthrise, and whether it would be possible or not to turn against your friends at any moment and what the consequences would be. If we allowed friendly fire in Earthrise, then everyone will become a player killer by default and that is something we want to avoid.
In Earthrise, we have turned off friendly fire by default due to the dynamics of combat especially within mass Territory Conquest battles and to allow for a wide variety of area attacks. Players won't have to worry damaging their own party members when hurling massive explosions on the battlefield and thus lose the combat momentum. Still, if they prefer to turn on their own, they can do that by holding an additional button while executing an attack. This enforces damage dealt to every target caught in the attack.
When a player deals enough havok among his own flock to be cast out, he won't immediately become part of the enemy, he has to visit the other faction and willingly accept to become a part of it. In some cases where players attempt to shift too much from one side to another and then back (with the exclusion of spy missions), they will accumulate Traitorship. This is a negative score that takes time and effort to clear and as long as players are considered a traitor, they won't be accepted among the other faction members. Such players will be temporarily caught in a very unpleasant situation of being factionless outcasts but it won't take long for an active player to return to normal so they can choose their side again.
So there you go, that's the deal with friendly fire. Now I'm sure you've got questions, comments, and speculation...
Fire away,
~ m.
PS. We apologize for this week's delay, as your worthy and devoted Community Manager was hit with a seriously nasty bout of food poisoning (totally fine now, all good, back 100%) and was unable to post.
«
Last Edit: January 19, 2009, 10:07:10 PM by Moll
»
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Thatim
Honorary Citizen
Posts: 423
Re: (QOTW 01202009) Friendly Fire and Faction Standings
«
Reply #1 on:
January 19, 2009, 10:17:51 PM »
Glad you are all better, Moll.
Interesting topic, never knew there was so much behind FF. But does this mean that guilds can only join 1 faction?
I could see some troubles comming up when 2 guilds are fighting eachother and there are both Continoma and Noir people in both guilds..
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Swel
Model Citizen
Posts: 239
Appeal To Reason
Re: (QOTW 01202009) Friendly Fire and Faction Standings
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Reply #2 on:
January 19, 2009, 10:23:46 PM »
Factions wars are different from clan wars - I think. Good news, i'm glad to see there is no friendly fire but instead a force attack button.
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Devildog1
Model Citizen
Posts: 230
I'm here for the beer! Have you seen my pants?!
Re: (QOTW 01202009) Friendly Fire and Faction Standings
«
Reply #3 on:
January 19, 2009, 10:40:18 PM »
Fisrt off sorry to hear about you getting food poisoning Moll that's horrible and I'm glad to hear al is well again!
Secondly the info on the friendly fire sounds great, I love the fact that you have to consiously want to do friendly fire. Also, the traitorship issues are good way to make people think before they faction jump. All in all excellent info!
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Zorky
Hero of Sal Vitas
Posts: 554
Deviation Origin
Re: (QOTW 01202009) Friendly Fire and Faction Standings
«
Reply #4 on:
January 19, 2009, 10:44:50 PM »
Ok good news on friendly fire when we are at war over a territory and also good news if you switch sides you become a traitor this game just gets better and better with each QOTW
("Glad to see you back moll hope you are feeling better")
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laelaelsds
Model Citizen
Posts: 239
First Registered on ER forums ;D
Re: (QOTW 01202009) Friendly Fire and Faction Standings
«
Reply #5 on:
January 19, 2009, 11:14:11 PM »
Quote from: Devildog1 on January 19, 2009, 10:40:18 PM
Fisrt off sorry to hear about you getting food poisoning Moll that's horrible and I'm glad to hear al is well again!
Bad rumors,eh?
Nice qotw,I'm happy about that button solution. I hope people won't press it accidently
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Waiting for Earthrise since 2006
Kuhal
Newcomer
Posts: 10
Re: (QOTW 01202009) Friendly Fire and Faction Standings
«
Reply #6 on:
January 19, 2009, 11:28:21 PM »
I have some questions after reading that...
What happens if 2 guilds are aligned to the same faction when fighting for territory? Do they have to "press the button" and then can do damage to their own or is there some other type of flag for Territorial Wars?
What if 2 guilds that are not aligned to a faction are fighting for territory, do they do damage to everyone without pressing that button?
And as Thatim asks, what about mixed faction guilds?
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Okkio
Model Citizen
Posts: 117
Re: (QOTW 01202009) Friendly Fire and Faction Standings
«
Reply #7 on:
January 19, 2009, 11:45:26 PM »
I was wondering where you'd disappeared to! Glad to hear your better Moll and ty for the QOTW.
Was worried for a moment when I read friendly fire is switched off by default but really pleased with the idea of simply pressing a button to turn on your own! As stated above would love to have some clarification on territorial conquest wars, but all in all very excited by what I'm hearing!
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If you have an apple and I have an apple and we exchange apples then you and I will still each have one apple. But if you have an idea and I have an idea and we exchange these ideas, then each of us will have two ideas.
- George Bernard Shaw
laelaelsds
Model Citizen
Posts: 239
First Registered on ER forums ;D
Re: (QOTW 01202009) Friendly Fire and Faction Standings
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Reply #8 on:
January 19, 2009, 11:53:10 PM »
Kuhal,I think you could answer your own question if you re-read the qotw and read some info on
www.firesock.earthrise.com
.
When it comes to territory conquest,people will be able to shoot members of their faction without consequences . When you're in the territory which your guild tries to take,you can kill everyone from the enemy guild or enemies passing by except your guild(If the enemy guild paid you for sabotage...you're free to press the button and pwn your friends). No FF by default to guild members and faction members out of the territory I am talking for.
«
Last Edit: January 19, 2009, 11:55:37 PM by Kaizeras
»
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Waiting for Earthrise since 2006
Magunnus
Honorary Citizen
Posts: 297
Re: (QOTW 01202009) Friendly Fire and Faction Standings
«
Reply #9 on:
January 20, 2009, 12:26:26 AM »
Quote from: Xyleya on January 19, 2009, 10:59:38 PM
It's understandable from a POV, that you loose faction-standing, if you shoot at Continoma- or Noir-aligned players, but it's favouring mindless "fire and forget".
I forsee AoE spamming and the loss of any tactical combat.
All hail the ZERG!
Sadly, I agree. Of course, the other option is to simply not have AoE or indirect fire at all, since both (to be balanced) would require friendly fire to be on.
I have visions of large clusters of people standing around firing randomly at point blank range also.
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Lexen
Newcomer
Posts: 19
Re: (QOTW 01202009) Friendly Fire and Faction Standings
«
Reply #10 on:
January 20, 2009, 01:28:53 AM »
I think it's kind of interesting, in a very limited scope.
You could have some serious double crossing going on with clans on the battlefield. You'd lose a lot of trust, but it might be fun.
Too bad it's going to enhance zerg tactics though. Might as well add /assist targeting now.
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Samo
Model Citizen
Posts: 127
That one there.
Re: (QOTW 01202009) Friendly Fire and Faction Standings
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Reply #11 on:
January 20, 2009, 01:34:45 AM »
Quote from: Coma on January 20, 2009, 12:48:50 AM
yep ...another "we balance for morons" game coming up.
What a comment. Helpful, meaningful and clear of any assumptions!
I do not think you should be able to AOE an area with both your friends and enemies and only your enemies are affected, this as they mentioned creates a zergfest.
If any of you have played Battlefield 2 Infantry Only games with no friendly fire will know what this means (in bf2 it's a major fragfest).
My suggestions would be to either make AOE's have friendly fire by default, BUT if you have a team, you can form a party and your party members will not be vulnerable to friendly fire. What I mean is, if a single player comes along and fires a ZOMGCRAZYBLASTRANGESMASHING AOE at a group of both continomas and Noirs, and he happens to be Continoma, this AOE will affect EVERYONE and he'll be penalized for the damage done to them.
If a member is part of a party (group) and they're continoma, when he fires an AOE, all the members OUTSIDE of his party will be affected.
This, to some extent, prevents zerg fests, it gives you the requirement to be strategic about your attacks, BIG fights will somewhat 'force' you to create a party though. But still, I think this is the best intermediate, I'm still hoping there can be a better idea than just all aoe's affect enemies only, because this -as I think- will really disappoint.
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Burek
Honorary Citizen
Posts: 419
From Slovenia with love!
Re: (QOTW 01202009) Friendly Fire and Faction Standings
«
Reply #12 on:
January 20, 2009, 01:41:23 AM »
I don't exactly agree with the AoE mechanic.
I think Samo's idea is good, but I'd like to exand on it and say that your party members get dealt damage at reduced values.
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Earthrise's N.E.R.F.
Swel
Model Citizen
Posts: 239
Appeal To Reason
Re: (QOTW 01202009) Friendly Fire and Faction Standings
«
Reply #13 on:
January 20, 2009, 01:44:35 AM »
Quote from: Lexen on January 20, 2009, 01:28:53 AM
You'd lose a lot of trust, but it might be fun.
I fail to see how being killed by your own clan/party mates brings fun. Oh well maybe on the 1st times, not much after.
I agree anyway that AOE attacks should deal damages to anyone in the area, be it friendlies or ennemies.
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Lexen
Newcomer
Posts: 19
Re: (QOTW 01202009) Friendly Fire and Faction Standings
«
Reply #14 on:
January 20, 2009, 01:52:50 AM »
Quote from: Swel on January 20, 2009, 01:44:35 AM
I fail to see how being killed by your own clan/party mates brings fun. Oh well maybe on the 1st times, not much after.
I agree anyway that AOE attacks should deal damages to anyone in the area, be it friendlies or ennemies.
Yeah, the first time. After that it would probably get annoying.
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