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Xena Beatdown
Pestilence
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Michele Miller(injuries)
Adam Shafer(injuries)


S91720
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vet wv

Posted Feb 17, 2009, 11:48 pm
4saken
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Gregory Naquin(injuries)
Maribel Siegel(injuries)

i was slacking and didn't see that it was them so they got off easy.

still, that's 2 more, and 3 more since last count

that's 65 so far

and, yeah, it's an endless stream. i'm trying to petition the powers that be to let us get a little satisfaction, for once.
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vet combatL1 wv1,0,0

Posted Feb 18, 2009, 4:36 am Last edited Feb 18, 2009, 4:37 am by 4saken
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if the darkwind gods limit recruiits for NPCs it means for us too... not a good thing
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vet wv

Posted Feb 18, 2009, 5:07 am
Kime Dennory
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Quote:
if the darkwind gods limit recruiits for NPCs it means for us too... not a good thing


Wow.  How many people do YOU recruit a week? :)

-KD
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vet

Posted Feb 18, 2009, 5:47 am
*Ninesticks*
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Goat and I got these the other day, forgot to post them.

William Maule(blood loss)
David Hampson(injuries)
Daniel Sequeira(blood loss)
Barbara Ruch(injuries)
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vet wv marshal pvp4 community pvp20,1,0

Posted Feb 18, 2009, 6:40 am
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Mad Mike said:
if the darkwind gods limit recruiits for NPCs it means for us too...  not a good thing


Yet a touch realistic, could be interesting, or bad, but ok w/ it
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vet marshal wv pvp3 zom circuit2 pvp1 cont

Posted Feb 18, 2009, 12:20 pm
*sam*
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One of the main things I always consider is whether a particular game mechanism will scale well, i.e. will it still work even if there's 10 times as many players as there currently are.

Limiting NPC gangs in any way, or even basing their fortunes on anything other than ratio calcs, doesn't seem good for this reason.

Incidentally... look out for the new Xena logo on their cars! I have just implemented gang logo decals for NPC gangs, which should spice up looted vehicles a bit B) - we don't have logos for many NPC gangs yet, but I'm hoping goat, bw, Dr M and maybe some others will contribute some...
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Feb 18, 2009, 1:03 pm Last edited Feb 18, 2009, 1:04 pm by *sam*
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this has nothing to do with scalability, it has to do with players grouping together to change the game-world dynamic, even if just a little. i understand why normally you couldn't kill these guys. i just want some... satisfaction. ;o)

if gangs can arbitrarily spring up or be deleted, why not make it based on something that happens in-game? wouldn't that add to the experience?

imagine if the Angels were to go away... then... 3 months later, a new gang appears:

Xena's Revenge: Intent on killing the city gangs whenever possible due to "past infractions."

suddenly fluff text is not as fluffy. :oD

:: still awaiting per-gang rep ::
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vet combatL1 wv1,0,0

Posted Feb 18, 2009, 2:02 pm Last edited Feb 18, 2009, 2:06 pm by 4saken
*sam*
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Quote:
it has to do with players grouping together to change the game-world dynamic, even if just a little


Well Xena's gang ain't looking too healthy right now, so that's done already, no?

I could of course put some kind of special code in to make an NPC gang disappear altogether for a period of time if it has taken a serious beating.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Feb 18, 2009, 2:04 pm
4saken
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no, i'm not asking for code, per se, (because a couple back-to-back mega-scouts could cause some serious damage) just an every now and then "community gets together" kind of thing.

tho, admittedly, we don't seem to be as screaming for blood as i expected. jimmy is taking the loss pretty well...

we haven't met our [completely arbitrary] threshhold yet and aside from people killing Xenas i havent heard many pipe in about the idea itself.
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vet combatL1 wv1,0,0

Posted Feb 18, 2009, 2:08 pm Last edited Feb 18, 2009, 2:10 pm by 4saken
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Sam, another option might be for them to "Move Town".

Xena legs it to Elms/Gateway/Badlands wherever to recuperate. A new, stronger, gang moves up from Elms/Gateway to replace them.

I suggested (and it was beaten down) reducing the number of gangs so that the game became more personal. I still like the idea of having gangs having 2 homes (Elms-GW, say, or Elms-SS). In this case, they would retreat to the end where they weren't beat.

This would mean that a player could see their actions having an effect ("say, we ran Xena out of Somerset with her tail between her legs" "and a nice tail it is too"), but scaleability isn't affected.
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vet combat1 wv ped1 northernsummer

Posted Feb 18, 2009, 2:10 pm
*jimmylogan*
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The losses I'm "taking... pretty well" are just part of the game to me. Yes, spicing up the RP aspect of it is great, and it's nice to see the community pull together, but it's a game mechanic in my mind, not something I take personally. :) I guess the "extra stress" in my life since September or so has caused me to REALLY see DW where it really belongs in my mind - an escape. :)

Just thinking out loud here Sam, and I'm not sure where the code checks are, but how about this...

If FATALITIES occur and the gang is "beat down" sufficiently, that they do "disappear" from anything big. You might see the occasional one or two LOW CR (and low loot value) stragglers on a travel, but that they are "laying low" as far as coming out to rumble on a large scale. During this "hiatus" they are licking their wounds and basically "getting by" and not really visible. Perhaps even (in the RP sense) pretending to be with another gang when questioned, all the while steeling themselves for some retribution of their own.

I know this has to be balanced with the "new player" aspect of SS, but just a thought...

And what I mean by "code checks" - I assume the random pirate gang is determined, then sufficient cars assembled to meet the CR requirement. Perhaps if the CR requirement is over a certain amount that that gang won't spawn. Not sure what's checked first.

JL


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vet marshal deathrceL1 wv community combatL1

Posted Feb 18, 2009, 2:15 pm
*jimmylogan*
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One more thing - I took some heavy losses to Boss early on and it did become personal with me (in the RP sense). Even when I see them now I think "yeah, that's the gang." So I don't think Xena should go away completely (not against Val's idea though, but again - not sure about the coding or scalability) but seeing them beat down is good for the community. :)

JL


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vet marshal deathrceL1 wv community combatL1

Posted Feb 18, 2009, 2:17 pm
*sam*
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Quote:
Sam, another option might be for them to "Move Town".


That could work, yeah. I'd have to make sure there were enough left behind though, we can't have all pirates leave SS.

Quote:
I assume the random pirate gang is determined, then sufficient cars assembled to meet the CR requirement.


Correct

Quote:
Perhaps if the CR requirement is over a certain amount that that gang won't spawn. Not sure what's checked first.


Good idea, it would be easy to do it that way. Only let reasonably strong NPC gangs get involved in big combats (unless there are none available).

edit: ok, I have done this. Weak NPC gangs won't turn up to big combats unless there's no stronger NPC gang available..
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Feb 18, 2009, 2:22 pm Last edited Feb 18, 2009, 3:12 pm by *sam*
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both great ideas. with the CR requirement certain gangs will appear more often for larger conflicts, which will add a little flavor.

i don't think we've done enough damage to Xenas to warrant anything yet. maybe laying low/moving for a week, which isn't worth coding.

and... how far back on the burner is per-gang rep? or per-town rep (which seems like it would be far easier)? things like an individual gang's likelihood to gun down your exposed peds based on your rep with them would add awesome levels of depth and RP value i think.

"From the depths of my mom's basement I stab at thee!"
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vet combatL1 wv1,0,0

Posted Feb 18, 2009, 2:32 pm Last edited Feb 18, 2009, 2:34 pm by 4saken
*sam*
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Quote:
how far back on the burner is per-gang rep? or per-town rep (which seems like it would be far easier)? things like an individual gang's likelihood to gun down your exposed peds based on your rep with them would add awesome levels of depth and RP value i think.


It's kind of slightly poked up the chimney, but not as far back as a load of other stuff. I prefer the idea of per-faction rep., BTW, rather than per-gang. (Towns would be represented by their 'militia faction').

My current 'big items' list is something like (in no particular order):

1. DW: Tactical ('sandbox') (currently working on this)
2. Some alternative combat types, e.g. arena vs. insects and wilderness ped. missions
3. Website improvements
4. Squad management from within the game client
5. Mechanic shop and marketplace functions from within the game client
6. Per-faction rep.
7. Expandable camps and camps-for-sale

Along with a bunch of smaller items that probably keeps me out of trouble for another 12 months+
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Feb 18, 2009, 2:42 pm
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*sam* said:
My current 'big items' list is something like (in no particular order):

1. DW: Tactical ('sandbox') (currently working on this)
2. Some alternative combat types, e.g. arena vs. insects and wilderness ped. missions
3. Website improvements
4. Squad management from within the game client
5. Mechanic shop and marketplace functions from within the game client
6. Per-faction rep.
7. Expandable camps and camps-for-sale

Along with a bunch of smaller items that probably keeps me out of trouble for another 12 months+

Any chance we could get a stickied post with this (periodically updated) info in the Announcements section?  Maybe with "Just Around the Bend" and "Further Down the Road" sections?

  :D
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vet marshal wv

Posted Feb 19, 2009, 12:49 am
Pestilence
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Event ID S92158


Kathleen Ogle(blood loss)
Matthew Wylie(injuries)
Steven Price(injuries)
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vet wv

Posted Feb 19, 2009, 2:02 am
lordbam
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Lugal said:
*sam* said:
My current 'big items' list is something like (in no particular order):

1. DW: Tactical ('sandbox') (currently working on this)
2. Some alternative combat types, e.g. arena vs. insects and wilderness ped. missions
3. Website improvements
4. Squad management from within the game client
5. Mechanic shop and marketplace functions from within the game client
6. Per-faction rep.
7. Expandable camps and camps-for-sale

Along with a bunch of smaller items that probably keeps me out of trouble for another 12 months+

Any chance we could get a stickied post with this (periodically updated) info in the Announcements section?  Maybe with "Just Around the Bend" and "Further Down the Road" sections?

  :D


Nice idea. This way people can't say: "i requisted this 6 months ago. what have you been doing. You are lazy Sam..." I QUIT
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vet wv zom0,3,0

Posted Feb 19, 2009, 8:12 am
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