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Escaping camp attacks
Speed_Melon
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*Dark Tempest* said:
He was away from DW for 23 hours, or more, and when he got back on the attack had been scheduled. With only a day warning it's not hard to only have an hour to prepare.


Yes I totally missed the notice due to a 3 day weekend family vacation.

I also have on occasion, (i think twice) had only a small window to play out a defense due to notification being late at night GMT-5 and work schedule.

I was adding to chorus of "wanting" a longer forewarning. Would scaling back camp hours affect the notification process?
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vet wv0,3,0

Posted Jan 15, 2011, 3:21 pm
*Dark Tempest*
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No, that would only affect the hours an attack can occur.
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Posted Jan 15, 2011, 5:47 pm
GrowlingBadger
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Man that's a pain. Event S366971 Agincourt camp attacked. 1 NPC turned around immediately and ran away at the same time as I turned the opposite direction to find better ground to fight on. I didnt even notice this single car had gone, all the others followed me. Only noticed when I saw that my camp coudnt hold as much bulk and figured out it was because an NPC got through the camp attack, damaged the building(s) and stole a car!

Its a fair cop I suppose, need to pay more attention to ALL NPC cars.
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Posted Jun 28, 2011, 12:52 pm
JS
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GrowlingBadger said:
Man that's a pain. Event S366971 Agincourt camp attacked. 1 NPC turned around immediately and ran away at the same time as I turned the opposite direction to find better ground to fight on. I didnt even notice this single car had gone, all the others followed me. Only noticed when I saw that my camp coudnt hold as much bulk and figured out it was because an NPC got through the camp attack, damaged the building(s) and stole a car!

Its a fair cop I suppose, need to pay more attention to ALL NPC cars.


Did you drag the car off the map?  Because if it just ran off and then damaged your camp, that is cheesy and should not be allowed.  I know some of the logic on camp attacks was changed to not allow people to just run away, so not sure what the fix might be.
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vet wv pvp5 pvp3 pvp4

Posted Jun 28, 2011, 1:33 pm
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JS said:
GrowlingBadger said:
Man that's a pain. Event S366971 Agincourt camp attacked. 1 NPC turned around immediately and ran away at the same time as I turned the opposite direction to find better ground to fight on. I didnt even notice this single car had gone, all the others followed me. Only noticed when I saw that my camp coudnt hold as much bulk and figured out it was because an NPC got through the camp attack, damaged the building(s) and stole a car!

Its a fair cop I suppose, need to pay more attention to ALL NPC cars.


Did you drag the car off the map?  Because if it just ran off and then damaged your camp, that is cheesy and should not be allowed.  I know some of the logic on camp attacks was changed to not allow people to just run away, so not sure what the fix might be.
He said he were "Tactically retreating" right, then he did probably drag the car of the map, now the car in question might have been stuck or something, but that's still dragging' off.
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Posted Jun 28, 2011, 1:35 pm
GrowlingBadger
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I guess you could say that tactically the main force followed my cars and engaged them where I set up and the other single car found an alternative route to my camp by disengaging, tactically with drawing and going a different route.

If I had spotted it early enough I guess I could have slowed down my retreat to the place I chose to engage them, keeping the stray car below 500m.

GB
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Posted Jun 28, 2011, 2:02 pm
JS
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GrowlingBadger said:
I guess you could say that tactically the main force followed my cars and engaged them where I set up and the other single car found an alternative route to my camp by disengaging, tactically with drawing and going a different route.

If I had spotted it early enough I guess I could have slowed down my retreat to the place I chose to engage them, keeping the stray car below 500m.

GB


That's a different story then the AI just turning a car around right off the bat and running off and then hitting your camp.  I had the same thing happen to me that you sescribe, and it was my fault for not noticing that I was going to drag one off.
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vet wv pvp5 pvp3 pvp4

Posted Jun 28, 2011, 2:57 pm
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It really sounds like Badger just ran too far too fast.
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Posted Jun 28, 2011, 3:58 pm
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Speed_Melon said:
*Dark Tempest* said:
He was away from DW for 23 hours, or more, and when he got back on the attack had been scheduled. With only a day warning it's not hard to only have an hour to prepare.


Yes I totally missed the notice due to a 3 day weekend family vacation.

I also have on occasion, (i think twice) had only a small window to play out a defense due to notification being late at night GMT-5 and work schedule.

I was adding to chorus of "wanting" a longer forewarning. Would scaling back camp hours affect the notification process?


I think a big key of the whole camp concept here is that you need more than just one person at camp who's watching for camp attacks and prepared and able to defend. They are intended to be a collaborative effort.
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Posted Jun 28, 2011, 4:01 pm
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Speed_Melon said:
*Dark Tempest* said:
He was away from DW for 23 hours, or more, and when he got back on the attack had been scheduled. With only a day warning it's not hard to only have an hour to prepare.


Yes I totally missed the notice due to a 3 day weekend family vacation.

I also have on occasion, (i think twice) had only a small window to play out a defense due to notification being late at night GMT-5 and work schedule.

I was adding to chorus of "wanting" a longer forewarning. Would scaling back camp hours affect the notification process?


I guess I totally miss the game concept for a NPC gang to launch an attack within a 24 hour timeframe and not allow a player a greater time warning.

Secondly, I would support a building upgrade along these lines which either allow greater time warning and/or adjust a camps defensive bonus at the cost of taking up space at the camp.
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vet wv

Posted Jul 5, 2011, 8:04 am
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