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[FAQ
Forum Index » » Developer Feedback » » Safe zones
 Author Safe zones
Ham&Swiss
Grand Admiral

Joined: October 12, 2004
Posts: 418
From: 10$ to whoever finds me
Posted: 2010-09-26 17:19   
Can we have some safe zones added? Even if they were temp ones, preferrably on gates that are lagging.
--
Ingame this afternoon, noticed when using the Cassiopeia transffer gate (inbound into Tau Ceti) there's a lag time (reconnect time, i would surmise) of about 20-35/40 seconds...and when people are gate camping, you lose the fun real quick...
--

Maybe like 200-500 gu would be nice, make it so when you spawn from that gate, you going slow enough that the timer is the same as making it to the edge of the safe zone?


H&S
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Borgie
Chief Marshal
Pitch Black


Joined: August 15, 2005
Posts: 2256
From: close by
Posted: 2010-09-26 17:26   
would be a nice idea since i noticed both luth and ugto took turns camping that gate today
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Doran
Chief Marshal
Galactic Navy


Joined: March 29, 2003
Posts: 4032
From: The Gideon Unit
Posted: 2010-09-26 17:32   
no. we tried that, people just camped in the SZs.
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SpaceGK
Marshal
*Renegade Space Marines*


Joined: July 26, 2009
Posts: 323
From: Ontario, Canada
Posted: 2010-09-26 20:29   
Quote:

On 2010-09-26 17:32, Doran wrote:
no. we tried that, people just camped in the SZs.


Would it be possible to only make the SZ's work for 10 seconds or so? That way noone could camp them, but they would give players the time they need to proporly sync?

[ This Message was edited by: SpaceGK on 2010-09-26 20:59 ]
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Fatal HI NSA PadmaVajra *XO1*
Chief Marshal
Fatal Squadron


Joined: May 24, 2005
Posts: 184
Posted: 2010-09-27 03:21   
I don't care if they camp a safe zone, so long as I can spawn and have a reasonable chance to get away. If not...basically any gate that changes servers is a death trap.

Earlier I went to jump to a planet but the long turn drew me in the line of the gate as I jumped. On the other side I was wasted to boom by enemy who got to destroy my ship without me even getting to watch.

I spawned at the gate and was dead before I knew it. I had full shield and hull.

I can handle, even demand, high stakes playing, but this is exploiting a glitch in the system. It should be seen as an exploit.
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Painfulangel
Grand Admiral

Joined: December 26, 2009
Posts: 188
From: Exathra
Posted: 2010-09-27 04:15   
Quote:

On 2010-09-26 17:19, Ham&Swiss wrote:
Can we have some safe zones added? Even if they were temp ones, preferrably on gates that are lagging.
--
Ingame this afternoon, noticed when using the Cassiopeia transffer gate (inbound into Tau Ceti) there's a lag time (reconnect time, i would surmise) of about 20-35/40 seconds...and when people are gate camping, you lose the fun real quick...
--

Maybe like 200-500 gu would be nice, make it so when you spawn from that gate, you going slow enough that the timer is the same as making it to the edge of the safe zone?


H&S

lol ham i remember going alpha on you, But you GOT away.
What i do is i make sure my jd is charged before i going into a transfer gate.


And whats a SZ?
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DiepLuc
Chief Marshal

Joined: March 23, 2010
Posts: 1187
Posted: 2010-09-27 04:22   
Quote:

On 2010-09-26 17:32, Doran wrote:
no. we tried that, people just camped in the SZs.


Who? And why?

There are 2 kinds of camping: one for ambushing; one for repairing. Which one you want to prevent?
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Jar Jar Binks
Grand Admiral

Joined: December 25, 2001
Posts: 556
Posted: 2010-09-27 08:08   
Quote:

On 2010-09-26 17:32, Doran wrote:
no. we tried that, people just camped in the SZs.




yes, and?

it beats having the weaker faction plain log off doesn't it? or do you like pve'ing planets that much?

and here i thought this was a pvp game.
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Jar Jar Binks
Grand Admiral

Joined: December 25, 2001
Posts: 556
Posted: 2010-09-27 08:10   
Quote:

On 2010-09-27 04:22, chlorophyll wrote:
Quote:

On 2010-09-26 17:32, Doran wrote:
no. we tried that, people just camped in the SZs.


Who? And why?

There are 2 kinds of camping: one for ambushing; one for repairing. Which one you want to prevent?



both it seems, whoever makes the rules for this game really don't like to give a weaker faction a chance.
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NoBoDx
Grand Admiral

Joined: October 14, 2003
Posts: 784
From: Germany / NRW
Posted: 2010-09-27 08:33   
afaik, safezones around jumpgates were either to retreat for repairs, nor a place where you could place your shiny dictor to keep people locked ( both could result in a ban)


<- personal opinion:
- while at jumpgates, i only return fire (shoot me, and ill blast you to hell)
- exception: the enemys are camping the other side
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Lithium
Chief Marshal

Joined: June 29, 2003
Posts: 109
Posted: 2010-09-27 08:44   
Can we have UNsafe zones instead of safe zones?
When you're in unsafe zone, you receive 1% (or 0.5% for stations) hull damage every second.
[ This Message was edited by: Lithium on 2010-09-27 08:51 ]
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Krim {C?}
Marshal
Galactic Navy


Joined: June 24, 2002
Posts: 362
From: Boston MA
Posted: 2010-09-27 09:13   
Couldn't the connect code be re-written?

Don't spawn the ship object until a proper connection with the other side is established?

I don't know much about coding, is that hard to do?

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Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2010-09-27 10:28   
Quote:

On 2010-09-27 03:21, Fatal PadmaVajra wrote:
I don't care if they camp a safe zone, so long as I can spawn and have a reasonable chance to get away. If not...basically any gate that changes servers is a death trap.

Earlier I went to jump to a planet but the long turn drew me in the line of the gate as I jumped. On the other side I was wasted to boom by enemy who got to destroy my ship without me even getting to watch.

I spawned at the gate and was dead before I knew it. I had full shield and hull.

I can handle, even demand, high stakes playing, but this is exploiting a glitch in the system. It should be seen as an exploit.




Pretty much. It's not unreasonable for there to be a risk of ambush when going through a gate if you don't know what's on the other side, but when it takes upward of 5-10 seconds to properly connect then sometimes you're going to end up dead simply because your ship appears on the other side before you're actually connected to the other server.

I've nothing against gatecamping, it's done in every game with warp/jump/transfer/etc. gates, but if it's done to exploit the connection time when transferring between servers then there's a problem.


Quote:

On 2010-09-27 09:13, Krim {C?} wrote:
Couldn't the connect code be re-written?

Don't spawn the ship object until a proper connection with the other side is established?

I don't know much about coding, is that hard to do?



This does not seem an unreasonable idea.
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