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PvP Balance, Vets vs Noobs
simonmaxhill
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One refrain that has been said a handful of times is that veteran "bullies" have nothing to lose and everything to gain in PvP because they have vastly superior gang member skill and the advantage of enough resources to easily replace anything short of a Fire Truck, Ambulance, etc.

That vastly superior gang member skill is what they have to lose and their biggest disadvantage.  A squad of newb characters can fight with all cars until all cars are demo'd and not suffer much more than a week or two setback to their gang.

The veteran squad running gang members that took literally hundreds of hours to train up (project demon notwithstanding) can't afford to suffer a single breach.  So if you can get into a position where you are firing on them and both sides concentrate fire, maybe you'll lose two of three of your cars, but if you get some HMG fire into their gunners face and blow his head off, you'll have done and incredible amount of damage to the other player.  If you're in a position to continue pouring fire into that open breach, I'd venture to guess that even if you had 80% of your cars destroyed and they would eventually overwhelm you, the veteran player is going to surrender all his cars immediately.

Why?  Because, as pointed out earlier, he can get new cars easily.  But the characters take a long, long time to train up.

re: PvP spawns - they're very varied. sometimes aggressor is in front, sometimes behind, sometimes there's a huge distance. I don't know the mechanics. (maybe this should be a separate thread?)

re: the free mech/first aid roll. I think this was implemented in order to encourage more PvP via camp war.  The current spate of PvPing is the result of PvP being re-opened all over the continent, as opposed to any other minor encouragements.  I think there's arguments pro and con it, but in my opinion at the very least the "auto-salvage" feature ought to be removed (maybe this should be a new thread?)
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vet wv

Posted Dec 19, 2009, 5:34 pm
This member is currently online Joel Autobaun
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There was a truly epic PvP last night between big time vets darth/Zoltan and relatively new tripleS/zombpir8ninjas/somethingelse.

A great "chase" then fight when they were cornered.

Vets won, but they got beatup too and got a couple scares. I think this combat points out a few flaws with PvP, none of them have to do with ganger skill in my opinion.

If they newbies had fought closer to the start of the bridge it probably would have ended in a draw, with them driving away.

Awesome Ped action by them too - shows what happens if you don't mind risking some small skill characters.!

S163501
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vet northernsummer deathrce1 raceL1 deathrceL1 ww ped1 sssc paintball semiprocombat ped2 e2g gwextrav gwped combat1 paintladder elmsautumn gateautumn wv race1 combatL1 pvp1 pvp5 pvp4 zom pvp3 circuit1 pvp2 circuit2 circuit3 ss2fl67 slay2013 storm2013 geek triangle198,96,31

Posted Dec 19, 2009, 7:53 pm Last edited Dec 19, 2009, 7:56 pm by Joel Autobaun
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I was definitely impressed by the effects of mass paint rifle fire. If parapsycho were around, I think he'd be about to take over the whole PvP world!
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vet wv

Posted Dec 19, 2009, 8:13 pm
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next time ill use a rgm and mortars hehe bye bye peds muhahaha
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Posted Dec 19, 2009, 9:40 pm
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I love Darkwind. Most enjoyable game I have ever played in my 53 years. After being a citizen of Evan for some 15 months, I am still exploring and learning the maps and terrain, looking for the unexpected viewpoint, etc.

I enjoy playing on a very casual basis. I like taking my time, exploring. The NPC gangs give me all the challenge I want or need. I average about $50k per week of profit (non-PvP.)

My recent PvP experience, I had one encounter where I ran away. Lucky starting position and I had faster cars. Zoltan still managed to land a few shots before I escaped. He was hitting me at a range where my lower skilled gangers wouldn't even come close to landing a shot. In a straight on competition, he would have killed me easily. Sure, I could cat-and-mouse through the terrain, pecking away at him. Maybe I would win, maybe not. But it would take hundreds of turns of focused effort. And for what? I maybe get to salvage his shot up cars? No thanks. Not interested.

Next encounter, I decided to bounty out. $41k. On an average week, that would leave me a whole $9000 profit. And if I bounty out of two encounters in a week? Three? Pretty soon, I am spending hours scouting out of SS to earn enough to pay my bounties and not lose money. No thanks. Not interested.

There is no need for any special "tax" etc. Bounties already impose a too stiff a tax for those of us who don't want to PvP. I willingly give up any training bonus that PvP might grant.

I hate PvP. If I am forced into doing PvP on a regular basis, I would most likely leave Darkwind despite it being the ONLY game I play these days.

I can't believe that I am a totally unique player. There must be others with similar feelings about PvP. Put in a non-PvP option. Make it tough to change. Like maybe only once per month are you allowed to change your PvP status. That should inhibit exploits.

Hells Belles. I hate PvP so much that Sam could put in a special membership rate and I would pay extra (real money not Evan dollars) to be non-PvP.
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vet wv

Posted Dec 19, 2009, 9:44 pm Last edited Dec 19, 2009, 9:58 pm by TKWPrime
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if yer in a squad i hit let me know im not about ruining yer gameplay ill truce ya ;)

longo said
There hasnt been any "Vet" players or anyone for that matter that has destroyed someones gang that I am aware of... why worry about something that hasnt happened and change the game based upon "what ifs"?

longo yer forgetting about the time sd rollers inihalated cids whole gang B)
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vet paintball wv1,0,1

Posted Dec 19, 2009, 10:05 pm
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BD said:

Could you elaborate on those alternatives?


Sure, first off is the difference in the chassis. BPUs are great at handling terrain and in particular tough climbs whereas the buzzer is not going to excel at it (even with RB ). Add to that the lack of rear weapon slots on a BPU running in what was essentially a straight line with no dead ground to use as cover is less than ideal. BPUs are also great at close in fighting, their agilty is remarkable - something none of the opposition could hope to match. So the BPU team has the advantage in mobility. Also worth noting that the BPU team would have probably had more bulk in weaponry than the opposition.

From the that you get two reasonable alternatives, best choice (imo) would have been to head left to get some terrain cover to use. Probably would have not been enough time for them to get any real hill climbing in but they would have had time to turn, bring weapons to bear and use the cover to close the range to reduce the skill difference in gunnery (below a certain point they will be gaining in accuracy where the buzzer will have maxed out). Second option would have been down into the chasm and try to escape by distance, but given the chance of an unlucky collision with the ground and presenting your top armour if the others get in to position quickly is less than ideal.

As already mentioned in other posts target selection would have been important, it would have been fairly easy to take the pho out of the fight quite quickly (and thus threaten the crew) and a good broadside on an apache will roll it (where getting close in would really help). Presuming that all three BPUs were carrying two fwd bulk 40 direct fire weapons they could have knocked the buzzer around too with a concerted effort. None of this would have meant they would have got away loss free, and much would have depended on how Darth and Zoltan would have reacted to these tactics, but I reckon there would have been far more concern on the DZ team.

Trouble is most, if not all, players (myself included) get so used to fighting the AI in a rather set manner that when we are faced with human opponents we tend to fall back on the wrong set of instincts. The tactics we use against the AI are because they have a signifcant CR and numberical advantage and dogfighting them in those situations can be foolhardy. Even dogfighting in SS with the AI can be foolhardy if you are not real careful.

With a matched CR you can dogfight.
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vet wv marshal pvp4 community pvp20,1,0

Posted Dec 19, 2009, 10:14 pm Last edited Dec 19, 2009, 10:16 pm by Ninesticks
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darthspanky said:
if yer in a squad i hit let me know im not about ruining yer gameplay ill truce ya ;)

longo said
There hasnt been any "Vet" players or anyone for that matter that has destroyed someones gang that I am aware of... why worry about something that hasnt happened and change the game based upon "what ifs"?

longo yer forgetting about the time sd rollers inihalated cids whole gang B)


OOPS.
B)

Well there are exceptions to everything


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vet combatL1 ped1 paintladder semiprocombat ped2 wv pvp4 pvp1 gwped paintball pvp3 pvp5 slay2013 marshal circuit2 combat1 e2g raceL1 gwextrav gateautumn pvp2 triangle1

Posted Dec 19, 2009, 10:43 pm
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Longo said:
darthspanky said:
if yer in a squad i hit let me know im not about ruining yer gameplay ill truce ya ;)

longo said
There hasnt been any "Vet" players or anyone for that matter that has destroyed someones gang that I am aware of... why worry about something that hasnt happened and change the game based upon "what ifs"?

longo yer forgetting about the time sd rollers inihalated cids whole gang B)


OOPS.
B)

Well there are exceptions to everything.

Seriously, though, the issue isn't someone "destroying" another gang, although I'm sure it can be done fairly easily with two stubborn players. The problem is victimization, or even just the PERCEPTION of victimization. Several of the players from last night (including one or two who weren't involved) are now convinced that they can't play ANYWHERE except Somerset because they'll get jumped by Veteran players. If they feel strongly enough about their game enjoyment being "ruined" by veteran players, they may just simply quit. And that, in the long run, is harmful to the game.

Bytten suggested, "Diplomacy Mode," where people can toggle PvP on or off. This could be one possible solution, but it's quite unrealistic. However, it may come to that.

But Ninesticks suggested that if someone toggled PvP off, they should be barred from all competitive multiplayer elements of the game. THAT is unrealistic, itself. The Track/Arena events are essential to many people, even those who do a great deal of Scouting. Alocalypse used to go out of his way to try to top the leader board in League events.

In Deathraces, Races, Combats, etc. it's a given that all participants are aware of the risks involved. I've seen veteran players refuse to play Deathraces because they didn't have any gangers that they viewed as potentially expendable. Opting to play in one of those events is an explicit acknowledgement of the risks. The people who are going out scouting feel that they're being victimized, because they have no control over the event or the consequences. Once the PvP event starts, they're in a lose-state scenario (or so they believe), where the BEST case is that they manage to escape with some damage. The other alternatives are that they pay a bounty (huge financial loss), they Surrender (significant financial loss, in the form of their vehicles), they outright lose (taking huge losses in both vehicles and potentially manpower). And the worst part of it is that even if they pay the Bounty and get away, they can't go right back out Scouting again, because they have a much higher chance of getting jumped again by the same people.

But you're right in one way - if a "PVP toggle" were implemented, there should be some drawback to it. Significant reductions in gang Fame, Reputation, and Morale gains are a start, but that's not enough. There would have to be some sort of timer on how frequently someone could toggle their PvP state - someone shouldn't be allowed to exploit the system by toggling PvP on, jumping someone else, and then toggling it off once the fight is done. Perhaps a 3-day or 7-day "lockout" between switching states.

I don't have a perfect solution. I don't think there IS one. But the situation as it is now greatly benefits the aggressors, especially if the aggressors are highly-skilled. And I don't think that it's healthy for the game for things to stay the way they are now.

One more thought - perhaps Elmsfield could be included in the PvP protections that Somerset enjoys? There are more towns (Sarsfield, Texan, Shantyville) where PvP can occur now, so allowing the other "newbie" town protection so that newer players can experience and learn about the hazards of travels without the added complication of PvP might be a net gain for the game.

Edit: Another thought for PvP - perhaps some limit on how often a player can initiate PvP combat on another player? Say, if Joe and Bob jump and beat up Tim, Fred, and Tony, then any squad that has Joe or Bob in it cannot attack any Squad that Tim, Fred, or Tony are part of for 3 days. That would prevent repeat-griefing.
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Posted Dec 19, 2009, 11:44 pm Last edited Dec 19, 2009, 11:48 pm by Nekojin
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Thanks for that writeup, Ninesticks, the insights are educational for a "longtime noob" like me. I don't know about the ZPN squad players, but I have zero experience commanding a BPU and just barely above zero in facing a buzzer enemy. That sort of advantage will always favor vets, and I think rightly so.

For something like a "diplomacy" mode, I wouldn't throttle switching that on and off, but Nekojin's things like big reward limits when on and bonuses when off could make it work. So even if you just fight an NPC gang, their loot and your skill gains won't be nearly as good as if you had enabled PVP and encountered the same NPC gang. Since there's no pvp, SS would remain unchanged and for other towns the safety should be "on" for a squad, like the current "autotruce" option.

A good goal would be that NPC-only scouting would be just barely sustainable (or maybe not quite) on average, in terms of paying for repairs and ammo with loot. You'd almost never encounter an enemy with rare stuff, but could get experience on the maps and find chassis & configs you like for them while getting some skill gain for your crew in the town.
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Posted Dec 20, 2009, 12:01 am
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One solution: I think it'd also be good to allow players to pay a bounty after they see the spawn setup. This would allow cargo runners to make an educated guess about whether they could run, and therefore reduce their bounty-related costs.

I also like the notion of Elms and even possibly GW as PvP safe zones. That would give players that abhor PvP a playground to make their money and have adventures until they get bored enough with PvE to risk the southern adventure.

That way newer players like TKWPrime can make a profit, see varied terrain and not have to endure any "cat and mouse" (which sounds super fun to me, but obviously not to him.)

As a veteran player I'll admit to being pretty out of touch with the weekly operations of newer players. My memory of "way back when" was that I'd make 10-20k per scout. Nowadays I don't really scout except in FL and I make in the 20-40k range per scout, and then I make big big money running a pair of lorries all over the place.

Here's a few key points from a veteran (and pro PvP) perspective:

1. PvP is difficult to initiate, and figuring out how to configure your chassis so as to not get ditched or beaten up is not a particularly easy task
2. I'm not particularly interested in the bounty money, your gear, or killing your characters. Camp fame interests me and more importantly, a new game challenge interests me.
3. you are not nearly at the disadvantage you think you are, except in terms of player-experience. I keep seeing newer players get overwhelmed by despair when they get PvP'd - even in situation where they start out holding the advantage.
4. I'm not doing PvP to piss you off, ruin your day, ruin your game experience or whatnot.
5. At a certain level in DW, PvE becomes very predictable and somewhat repetitious - PvP is honestly as exciting or more exciting to me than my first wilderness scouts in a rental Antagonist (even the "cat and mouse" stuff).

Goddamn I wrote another rambling essay.
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vet wv

Posted Dec 20, 2009, 1:58 am
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Still think the aggression thing makes most sense if there should be a change (maybe something like this is already in effect). It covers dificulty in initiating PvP too because it is standard and across all players, no exclusions no safe buttons.
After reading other points of view, im not sure there should be a change. We don't want too much control over the risks we take, or they are not really risks.

Speaking of RISK, how many time have you defended with 2 dudes, and ya mate has sets of III and Vs and OMFG is that some Xs he has in that pile, and he hasn't even traded in his cards yet, oh man! For some reason the other guy just rolls 1s 2s and 3s for like 15 mins and you split your sides laughing when your two dudes sends his packing.


Not sure if you should be able to shield an individual squad, although having Elms PvP free to give a transport opportunity without risk of PvP does sound like a safe option for newer players, but leave GW, so there is somewhere pretty close to SS where you could get caught out. Players that like hunting in Elms could be a little upset though, Some good maps up there and I like scouting the joint so I can't say other s can't play how they want.

I think some of the problem might come from being in a happy zone. You get used to being safe and running safe and all of a sudden snap, something unexpected. Open PvP had stopped by the time I started playing, and only reintroduced in the last few months through town and camp pvp.


Nine mentioned other events where death is always a risk. In a town combat against 2 of the people mentioned in the above scout and that I have heard winge about this fight, they repeatedly shot up one of my characters through various breaches I had suffered, I shot back and blew some heads off and they shot back and killed my character. Good character. I believe they were using pirate cars and characters and had nothing to lose at all. :rolleyes: The only thing to gain infact was the fun, without risk, of being able to shoot at other players, In the end, mine dead. Was this because I killed some non existent character, or probably just heat of the moment competition!? Oh well! I took the risks, and it had its rewards. I could have resigned, but I don't like resigning. Not a great fight from me, I made a lot of mistakes, (I had a bit too much to chug with Mary-Jane Before hand I think). In the end a fun fight! We remember you Mae 'Dae' Perez.
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marshal vet wv pvp4 zom cont pvp32,12,1

Posted Dec 20, 2009, 3:27 am
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So, my understanding of this whole fiasco is as follows:

1) When you first start playing you start in Somerset
2) Play some SS town events, perhaps a league or two
3) Rent your antagonist (or horror the marauder or striker) over and over again to scout
4) decide you like the game and want to see more
5) pay $20 for the right of passage to other towns
6) get pvp'd by vets (yes only vets initiate pvp) and lose your stuff and potentially your gangers

So what is it that I get for my $20 again? I forget...

Now specifiacally about the ZPN squad:

Were our tactics flawed? absolutely
(calling time outs till the cows came home was an ABHORRANT use of the time out system, as well as our 3vs2 votes for turn time, for this I personally would like to apologize to both Darth and Zoltan)

Were we outclassed in every way? absolutely
(read cc buzzer with rocket booster in a chase position vs bpu's)

Did we think we could get away? absolutely
(right up until one bpu crashed, and not being the type to leave a fellow squad member behind to die for us, we turned to fight in the WORST possible spot, maybe not for our peds)

Did we want to pay these bullies again? NO FREAKIN WAY!
(and certainly not a quarter of a million darkwind bucks, can I help it if I'm rich with a bunch of dead gangers?)

Could we have gotten closer to start infighting?
(I'll never know, cause we didn't try, but since I was breached at over 110m this seems quite unlikely to me, given our starting position and theirs)

Did I enjoy this or any other pvp i've been in? Not a whole lot, and to be honest I start to wonder why I paid 20 bucks to play a game where the only the only thing the 20 bucks opens up is the ability to be attacked at any moment by someone who has had a lot longer and more success in training their gang, gathering resources etc
(wasn't the AI a bit (a lot?) dimmer until recently? (well, before like 6 months ago)

If my post sounds like whining, so be it.
I don't post often because I have no use for name calling or any of the normal things that go on in a forum, but I do feel like something here needs to be fixed. And yes I can see where the vets are bored killing the AI at 120m and would like to try it on players too, but just like the AI, we had no chance of hitting at that range, and no matter what ya'll say, its an advantage. Have any of the pvp'ers played in the pirate vs militia events? I think not, because their advantage is somewhat diminished here...

Perhaps I'm just a stupid moronic imbicile who is simply never gonna 'get it'
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vet wv pvp1 pvp2 zom santa2

Posted Dec 20, 2009, 3:46 am Last edited Dec 20, 2009, 4:01 am by Some Slacker
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Bastiel said:
Still think the aggression thing makes most sense if there should be a change (maybe something like this is already in effect). It covers dificulty in initiating PvP too because it is standard and across all players, no exclusions no safe buttons.
After reading other points of view, im not sure there should be a change. We don't want too much control over the risks we take, or they are not really risks.

Speaking of RISK, how many time have you defended with 2 dudes, and ya mate has sets of III and Vs and OMFG is that some Xs he has in that pile, and he hasn't even traded in his cards yet, oh man! For some reason the other guy just rolls 1s 2s and 3s for like 15 mins and you split your sides laughing when your two dudes sends his packing.


Not sure if you should be able to shield an individual squad, although having Elms PvP free to give a transport opportunity without risk of PvP does sound like a safe option for newer players, but leave GW, so there is somewhere pretty close to SS where you could get caught out. Players that like hunting in Elms could be a little upset though, Some good maps up there and I like scouting the joint so I can't say other s can't play how they want.

I think some of the problem might come from being in a happy zone. You get used to being safe and running safe and all of a sudden snap, something unexpected. Open PvP had stopped by the time I started playing, and only reintroduced in the last few months through town and camp pvp.


Nine mentioned other events where death is always a risk. In a town combat against 2 of the people mentioned in the above scout and that I have heard winge about this fight, they repeatedly shot up one of my characters through various breaches I had suffered, I shot back and blew some heads off and they shot back and killed my character. Good character. I believe they were using pirate cars and characters and had nothing to lose at all. :rolleyes: The only thing to gain infact was the fun, without risk, of being able to shoot at other players, In the end, mine dead. Was this because I killed some non existent character, or probably just heat of the moment competition!? Oh well! I took the risks, and it had its rewards. I could have resigned, but I don't like resigning. Not a great fight from me, I made a lot of mistakes, (I had a bit too much to chug with Mary-Jane Before hand I think). In the end a fun fight! We remember you Mae 'Dae' Perez.


Yes, Bastiel I did keep shooting at your vehicle in that town pvp event, but you always had the option of simply crying 'uncle' and the shooting would have stopped, it was even asked for once when we had guns trained on your breached side, you opted out/didn't respond to our query. Already having experience with a militia member (and a marshal to boot) firing after crying 'uncle' makes me hesitant to offer, but we did anyway, with implicit instructions to watch out for such an act of pirate-like activity. And yes, believe it or not, my jaw dropped to see that I had killed a nicked ganger with my nobody, I could only shake my head and say he shoulda just given up, why didn't he just give up!?!? You weren't gonna lose the event, as usual we were outnumbered by players, outgunned and outclassed and just tryin to do the best we could, with what we had
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vet wv pvp1 pvp2 zom santa2

Posted Dec 20, 2009, 3:57 am
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simonmaxhill said:
That way newer players like TKWPrime can make a profit, see varied terrain and not have to endure any "cat and mouse" (which sounds super fun to me, but obviously not to him.)


You miss the point.  I am not that new.  I am only 6 months younger than you as a subscriber.  But, our play styles are very different.  PvP holds less than zero interest for me.

My suggestions:

1. Let PvP exist in all towns, including SS.

2. Players can choose to be PvP or non-PvP.  They may only change this status once per month.  All new players are non-PvP by default.

3. If a squad has any PvP members, the squad status is PvP.  non-PvP status only works if you are in a squad of all non-PvP players.



About CR balancing.  I know that my skilled gangers make a huge difference.  Any vet that claims their skilled gunners don't make that big a difference is either deluding themselves or has forgotten the heady days when scoring a hit at 80m felt like a major accomplishment.

CR balance should take into account ganger skills not jut raw CR score of the vehicle.  I suggest something like this:

A landy with a raw CR of 240.  Add up the gunnery, large guns, and ballistics scores of the landy crew.  Let's say this is 400 total.  240*sqrt(400/100)=480.

A Windsor II with a CR of 180.  Add up the gunner, lg guns, etc of his crew.  Let's say this is a total of 900.  180*sqrt(900/100)=540.

These two vehicles are about equal.  The Landy has better raw CR but the crew of the Windsor will be able to land shots at ranges where the Landy is helpless to return fire.
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vet wv

Posted Dec 20, 2009, 5:09 am
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I'm not going to quote anything or anyone, just make my position clear. Yes I'm a vet, Yes I have good equipment and people, and all the more reason to take my warnings in the forums seriously and stay out of BL until your ready. BL was / is / and always will be, the border town of Evan. If you want to come to BL, you better have good gangers, good equipment, and know what your doing. I don't PVP anywhere North of BL unless you ask for it. I will not stop PVPing in BL, so if you want to risk running your goods or training your gangers in BL or South, know the risks. If you don't read the forums, you will have to learn the hard way. I hope more of us will start PVP'ing to make the BL experience and all its benefits the more worthwhile. Some will disagree with my position, but I for one was hesitant to start PVP'ing losing good gangers and equipment held me back. Then I took a break gave it all away, came back and restarted, and with in 6 months made it all back so now the rush I get from playing against another player has me signing up for another year. Sam has always said he wants the game more gritty well I'm here to do what i can.

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vet wv pvp4

*Posted Dec 20, 2009, 5:13 am Last edited Dec 20, 2009, 5:16 am by Zoltan
*Bastille*
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Oh! nonononono! Sorry Slackers, I don't hold it against you at all, It was fun, a great battle and thats how it turned out. I have thought about being a pirate a few times in these because there is no real risk. My RP position says I probably shouldn't so thats the main factor in me not. This free risk is probably good PvP encouragement if not abused, and I don't feel abused here at all. (Sorry If I was too direct about this point, my only point being the relative risks, gains losses involved and that these risks probably out way the experience factor and that everything is pretty good as it is) I definitely could have chosen to resign, I took the risk.

Yesterday I took a risk running in the pack during a Pro DR, Lots of hvy gun fire and only low armor on my car, great fun, great risks, had a 20 bulk tank and ended up catching fire and blowing up :) Great fun, shame it went bang. So sure the more you have, the more you can can risk and the less negatives from that risk overall to gang operations (well DA losing 15 gangers recently would hurt a bit), but they still anyone has a chance to lose their favourite toy :) and this is always the risk when perma-damage death is concerned. Kinda cool really.
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marshal vet wv pvp4 zom cont pvp32,12,1

Posted Dec 20, 2009, 5:17 am





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Posted Today, 7:40 pm
This member is currently online darthspanky
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why does it always come down to but the poor noobs. f the noobs they wont be noobs forever
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vet paintball wv1,0,1

Posted Dec 20, 2009, 6:12 am
Nekojin
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darthspanky said:
why does it always come down to but the poor noobs. f the noobs they wont be noobs forever

Especially if you (and people like you) drive them off before they ever become veterans. Then they won't be noobs for long - they'll just be ex-players who warn off other people from ever trying Darkwind.

Edit to be clear: I'm not just talking about the PvP. I'm talking about the whole attitude. You and Zoltan seem to have taken this position that the South Evan areas are your territory, and woe to anyone else who happens to visit. It's an amazingly anti-social attitude, and even if you're not going out of your way to ruin someone else's fun, that is the impression you're giving.

- - - - -

Edit for other people: Here's a suggestion, if you want to try to take on the die-hard PvP'ers. I'm sure most of you are familiar with Battletech. There was an old saying that tonnage isn't everything - and it's true. While a 100-ton Atlas can take out most things in a one-on-one fight, it is at a severe disadvantage in other ways. Throw 20 five-ton hovercraft with small lasers on them, and they'll chew it to pieces. They can fire 20 shots a turn - he can only hit 2 targets per turn.

The same applies here. If you want to try to take out Spanky and Zoltan, don't try to match them with heavyweight cars. Take in a large herd of cheap disposable cars with cheap disposable characters. They'll kill a few, but you're sure as hell going to chew them to pieces, if you play tactically.

Think a Buggy Brigade.  ;)
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vet deathrceL1 wv cont

Posted Dec 20, 2009, 6:36 am Last edited Dec 20, 2009, 6:47 am by Nekojin
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