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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.
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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...
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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  
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On 2010-09-26 17:32, Doran wrote:
no. we tried that, people just camped in the SZs.
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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  
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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
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| 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?
_________________ We may be forgotten, but we are not lost.
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DiepLuc Chief Marshal
Joined: March 23, 2010 Posts: 1187
| Posted: 2010-09-27 04:22  
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On 2010-09-26 17:32, Doran wrote:
no. we tried that, people just camped in the SZs.
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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  
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On 2010-09-26 17:32, Doran wrote:
no. we tried that, people just camped in the SZs.
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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  
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On 2010-09-27 04:22, chlorophyll wrote:
Quote:
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On 2010-09-26 17:32, Doran wrote:
no. we tried that, people just camped in the SZs.
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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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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
_________________ The only good 'ooman is a dead 'ooman. An' da only fing better than a dead 'ooman'z a dyin' 'ooman who tell you where ter find 'is mates.
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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?
_________________ "Universum est gelu quod atrum , nos es unus verus lux lucis"
GTN - Veneratio est Totus
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Talien Marshal Templar Knights
Joined: May 11, 2010 Posts: 2044 From: Michigan
| Posted: 2010-09-27 10:28  
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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.
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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:
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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?
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This does not seem an unreasonable idea.
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