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Change to remove travel-truce exploit
Tallus
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I was actually enjoying the opportunity to review linear algebra.

And also enjoying not having to play through tiresome 3-4 hour travel encounters.

Serious convoys take far too much of a RL time commitment. Being able to truce through a route because you've rep balanced make it possible to play a merchant's game.
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Posted Oct 24, 2015, 12:18 am Last edited Oct 24, 2015, 12:24 am by Tallus
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You are justifying an exploit because you are lazy and like maths?
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Posted Oct 24, 2015, 12:20 am
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SMH
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Posted Oct 24, 2015, 12:38 am
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[quote=goat starer]You are justifying an exploit because you are lazy and like maths?[/quote]

No, because I liked solving the math problem better thane running the travels.

Different elements of a game appeal to different people -- in general this is good because it widens the player base.

I'm sure other people like other elements.... And, evidently, there are people who prefer that everyone play the game 'their' way.


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Posted Oct 24, 2015, 1:04 am Last edited Oct 24, 2015, 2:17 am by Tallus
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*StCrispin* said:
*sam* said:
Obviously my original suggestion has gone at this point - the flaws are obvious following these discussions.

I have just made this change: when you buy faction rep with hero points, the enemies of that faction will take exception to it much more than they previously did.  This may be enough to tackle the core problem, whereby players manage to be liked by everyone?

I have to say, I also really like the suggestion that pirates are an untrustworthy lot, and if you're moving about valuable, poorly guarded cargo, they are liable to go against their faction wishes and attack you anyway. This is perfectly logical behaviour.


Nice start but many people don't even bother with Hero points (or at least I don't).  When I had 4 positive reps not counting the guys who truce at neutral (best I ever managed), I got it all from scouting and killing people.


There is some truth to this, but a good start all the same. We can use a button to see the effects. Might give us some clue as to where to go next.

Tallus said:
I was actually enjoying the opportunity to review linear algebra.

And also enjoying not having to play through tiresome 3-4 hour travel encounters.

Serious convoys take far too much of a RL time commitment. Being able to truce through a route because you've rep balanced make it possible to play a merchant's game.


Being a merchant, playing a merchants game, does not mean you will not have targets. Wanting to run convoys around the continent without fear of attack is not what this game is about. If you want to run goods you need to play the game not just get a free pass.

You can outsource the work if you really need to.

Being able to simply truce your way through is not as the game was intended to be. I fully understand running 10+ vehicle convoys, been doing it for years. Sometimes its nice to have no encounters, but it should never be a given. You should never be able to rely on it. Cut back to 3 trucks and some defenders if you don't have the time, don't rely on a loophole.
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Posted Oct 24, 2015, 4:26 am
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It is true, as the rep system stands, "merchants" have an incentive to fratricde, basically because there are few merchant/civ raiders, and because you can buy back your rep with courier missions.

It was not clear to me that this kind of cutthroat behavior wasn't intended -- it's a rough world out there... nor does it seem clear that pirates and privateers could not be deterred.

Regardless, the big issue that will come up will be: why should i pay attention to rep at all if I can't use it to truce? As it stands now, the impact of good rep seems fairly marginal aside from the ability to get truces.

it would be a shame to further devalue this dimension of the game... not least because rep balancing is one of the incentives to move away from Somerset and establish a multitown presence for your gang.
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Posted Oct 24, 2015, 5:20 am Last edited Oct 24, 2015, 5:31 am by Tallus
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As a more general point, I'm not sure it's a good idea to be doctrinaire about what, exactly, the game is or is not "about." Is it really meant to be "about" Buzzer farming and slaughtering untold numbers of raiders?

Should we be resigning our encounters when the Buzzer flips?

If I run convoys of 10+ vehicles, should I limit the number of Napalm Guns so that there is some suspense?

Is the real problem we're seeing here not really about rep at all, but the fact that, ironically, PVP has been squished out of the game and onto the forums?
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Posted Oct 24, 2015, 5:45 am Last edited Oct 24, 2015, 5:45 am by Tallus
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If you feel you have something to contribute to the original discussion please do. This is straying off topic.
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Posted Oct 24, 2015, 7:23 am
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goat starer said:
*StCrispin* said:
goat starer said:
Master TMO said:
Just going to toss my under-informed 2 cents in:

I like the idea of tossing a risk/reward variable into the enemy's truce calculations: ((Value of cargo)+(Value of cars))/CR, where the Value is calculated at the average price across all of Evan.  That shouldn't be too hard to calculate.  It wouldn't even be too hard to do some sort of localization formula, maybe since each gang is only active in some towns, make it the average value across those towns, or max value, whatever.  That's infinitely adjustable and really depends on how complex Sam wants to make the economy.

Some gangs in each faction might be more treacherous than others, ie - more likely to attack their own faction.    Civs gangs in general might be less treacherous, while Pirate gangs tend to be more treacherous, etc.

The wealth of the player gang might also be taken into account.  If all the gangs know that Bob is rich (and not just money, fleet and lockups and camps all count), then he's likely to be a larger target for some of them.

I've only been playing about 6 months though, and not traveled out of the Northern Triangle, so there is a ton about this game that I don't know yet.  Some or all of these might be already in the game, or invalided by something else.


6 months and you still make more sense than most of this lot.

Older players have all developed a range of 'techniques' to use foibles of the game. Some of these are ok... Some are exploits. When sam closes one they all have a good cry... And in the past have managed to undo good changes (sniper nerf anyone?).

This is not an ideal fix.. But it is a fix.


Funny, when I made this same suggestion over a year ago you called me stupid and were totally against it.


I assume you can back that up with a link?

Erm... Is that a no then? Just some more made up stff you and Krakk concocted in the playground? Sir! Sir! Goat is a racist... He worships the devil... He did naughty things with a hamster...

Really crispin... Grow up.


LOL your always there to provide me with a chuckle.

I could find a link but you know as well as I how much of a pain it is sifting through thousands of peoples posts to find something written 1 or more years ago.  So I'll concede this one and say "bravo Goat-o your right-o!  im just inventing wondrous ponderous fabrications like charie in his chocolate factory"

But really though, how U been?  Havent been on much myself till late.
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Posted Oct 24, 2015, 10:23 pm
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*Tango* said:


If you feel you have something to contribute to the original discussion please do.  This is straying off topic.


I suspect everyone who cares has already vented their views by now.  Im guessing this discussion has mostly run its course.

Should this maybe be closed?  I would think this is better discussed in the discussions forums rather than the Developer section anyway.

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Posted Oct 24, 2015, 10:28 pm
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*StCrispin* said:
goat starer said:
*StCrispin* said:
goat starer said:
Master TMO said:
Just going to toss my under-informed 2 cents in:

I like the idea of tossing a risk/reward variable into the enemy's truce calculations: ((Value of cargo)+(Value of cars))/CR, where the Value is calculated at the average price across all of Evan.  That shouldn't be too hard to calculate.  It wouldn't even be too hard to do some sort of localization formula, maybe since each gang is only active in some towns, make it the average value across those towns, or max value, whatever.  That's infinitely adjustable and really depends on how complex Sam wants to make the economy.

Some gangs in each faction might be more treacherous than others, ie - more likely to attack their own faction.    Civs gangs in general might be less treacherous, while Pirate gangs tend to be more treacherous, etc.

The wealth of the player gang might also be taken into account.  If all the gangs know that Bob is rich (and not just money, fleet and lockups and camps all count), then he's likely to be a larger target for some of them.

I've only been playing about 6 months though, and not traveled out of the Northern Triangle, so there is a ton about this game that I don't know yet.  Some or all of these might be already in the game, or invalided by something else.


6 months and you still make more sense than most of this lot.

Older players have all developed a range of 'techniques' to use foibles of the game. Some of these are ok... Some are exploits. When sam closes one they all have a good cry... And in the past have managed to undo good changes (sniper nerf anyone?).

This is not an ideal fix.. But it is a fix.


Funny, when I made this same suggestion over a year ago you called me stupid and were totally against it.


I assume you can back that up with a link?

Erm... Is that a no then? Just some more made up stff you and Krakk concocted in the playground? Sir! Sir! Goat is a racist... He worships the devil... He did naughty things with a hamster...

Really crispin... Grow up.


LOL your always there to provide me with a chuckle.

I could find a link but you know as well as I how much of a pain it is sifting through thousands of peoples posts to find something written 1 or more years ago.  So I'll concede this one and say "bravo Goat-o your right-o!  im just inventing wondrous ponderous fabrications like charie in his chocolate factory"

But really though, how U been?  Havent been on much myself till late.


So that is no then

Tell you what.. If I just made myself look like a prick what I would do is suggest someone closed the thread....

Oh....

Lol
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Posted Oct 25, 2015, 12:40 am
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