Forums » Suggestions

My enemy and his explode bind.

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Jun 19, 2005 Tyrdium link
That's a fairly good idea. Of course, the points would have to expire after a while. If someone is attacked, runs, and /explodes 10 minutes later, the attacker obviously shouldn't get XP for it. Also, people using /explode should get XP for kills they make with the explosion (if they don't already).
Jun 19, 2005 Dr. Lecter link
Leber, my /explode kill was EnB SF 7-1, not Silent Suicide (who was definitely deprived of several PKs by my lameO exploding in his face).

As to Aero's "not practical" and suggestion that I use a mix of ammo and energy: who the hell do you think you are? (1) I'll fly whatever weps setup I see fit, and if I run out of ammo, I have every right to /explode someone's IBG into bits as my last act. You expect me to sit there and dodge until we're both bored as hell? Run? Go afk once I'm bingo-ammo? Much like ramming SHOULD be, a desparate way to turn the tables on an overly aggressive opponent, /explode is a valid way of bringing death to your opponent. (2) As for it being "not practical", my PK off EnB SF 7-1 via my /explode seems to clearly indicate its possible "practicality."

However, I have also used /explode in ways ya'll would most certianly decry (see SS's posts RE my use thereof). So, it clearly has a less than legit use, too. Rather than a timer, I'd like to see the PK and other stuff go to last one to damage ASSUMING the /exploder wasn't a successful kamakazi. If my b00m takes out my opponent, he should get nada.
Jun 19, 2005 Spellcast link
having the last person to do damage get credit sounds good to me. limit it by warps (if the exploder or the damager has warped/otherwise left the system, since the damage occured no credit given)

I dont agree that if the boom takes out the target the target gets nada tho. there are many ways to make mutual kills, and if the person who died was also the last one to damage you, then he SHOULD get credit for that.
Jun 19, 2005 Suicidal Lemming link
/explode should never be removed permanently. Bugs will always exist and require either an explode or dev intervention. Nothing is 100% bug free, except maybe hello world.
Jun 19, 2005 Beolach link
Hello world is likely to be buggy, too.

Giving credit for the kill to the last person to damage a ship that /explodes would be OK w/ me, but I think a simple 10 second countdown delay would probably be easier for the devs to implement & would require less system resources, and would IMO be as good or better a solution. Simple is usually better.
Jun 19, 2005 Celkan link
Goddess dammit, people. It's "Kamikaze". KAMIKAZE. "Kamakazi" means "kettle fire" among other things, NOT including "Divine (Kami) Wind (Kaze)".
Jun 20, 2005 Arolte link
>As to Aero's "not practical" and suggestion that I use a mix of ammo and energy:

I don't know who this "Aero" guy is. But I'll just go ahead and assume you're talking about me...

>who the hell do you think you are? (1) I'll fly whatever weps setup I see fit, and if I
>run out of ammo, I have every right to /explode someone's IBG into bits as my last
>act. You expect me to sit there and dodge until we're both bored as hell? Run?

There are consequences to the setups you choose. Some loadouts allow your ship to be as light as a feather, or as heavy as a lead brick. Other loadouts allow you to be completely self-sufficient, while others require constant attention for replenishment. Through experimentation, each player begins to understand this. Whatever loadout they choose, however, it's their responsibility to see to it that they survive with what they have chosen.

If you're going to use ammo-based weapons only, realize the risks involved and take responsibility for your actions. If you run out of ammo, run off and reload. If you're in a duel that doesn't allow reloading, obviously the practical thing to do would be to use energy-based weapons! Consider equipping an energy weapon or two next time so that you won't find yourself vulnerable again. That's called using your head. Choosing to explode on to someone is the cowardly way out and takes the fun out of combat. It's allowed, yes, but most often it's frowned upon. It neglects your target from the kill that he/she deserved and it's a waste of time.

>(2) As for it being "not practical", my PK off EnB SF 7-1 via my /explode seems to
>clearly indicate its possible "practicality."

You're getting two things confused here. What we're actually able to do in game. And what's actually considered practical. I use the term "practical" to indicate the "immersiveness" factor of the game. Obviously Vendetta is set in a science fiction world where there will be fictional items, ships, places, etc. That much is understood. However, in game design it's also understood that there are certain universal rules which are applied to add sense or meaning to the game itself.

For example, a handgun does not shoot gummy bears. It doesn't make sense. Why would a gun shoot gummy bears? What purpose does it serve? Still confused? Congratulations, you've encountered something impractical. Let's pick another, more relevant, example. People don't blow themselves up whenever they want to magically teleport halfway across the universe. Because, you got it, it doesn't make sense. Who blows themselves up as a method of transportation? When has death ever been a practical means of transportation?

Just because you can do something in a game doesn't make it practical. Most often it is something which is overlooked, incomplete, or flawed in the game design itself. Obviously there are some limits to which practicality can be applied. For example reincarnation. Can you imagine having to buy a new copy of the game every time you died in it? So yes, I realize that games often have to cut corners and not be ultra realistic. But most often some of the best designed games take these universal rules of practicality into consideration and apply it to enhance the overall fun or immersiveness of the game.

I'm pretty sure the devs have much better things planned for Vendetta Online in the future. I think they know that there's still a lot to be ironed out. There's probably tons of ideas which we haven't even seen yet. But listen, it's a game which is constantly being changed with new or revised content. Which is why there's a suggestions forum here. So we can offer suggestions or express concerns regarding the game's design.

I guess what I'm trying to say is, I see something where the practicality or "immersiveness" of the game is questionable. It's ruining the fun for me, and I'm sure for others as well. As a concerned customer I'd like to see that hole be plugged to make the game more enjoyable. That's just my opinion. If it's not popular, so be it. Obviously they're not going to pursue a single person's wishes. I'm just trying to back up my views on something which I think would make the game more enjoyable.
Jun 20, 2005 Renegade ++RIP++ link
I prefer most % damage done over last shot...
Jun 20, 2005 jexkerome link
As for Arolte's point about logging off to avoid the explosion, why not make it so either...

a) if you type /explode you can't log off, so if you want out you must turn off your PC and risk damage to your HD! or,

b) the server records you as you being on self-destruct mode and how much time is left on the timer, so the count-down begins immediately the minute you log back on, and explode anyway!

Harsh, but it would set the point across not to abuse /explode.

The thing about the guy who shot the exploder the most getting the XP is doable, too.
Jun 20, 2005 Arolte link
Errrr... I never made a point about logging off before /explode. That was just an example to show that countdown timers don't work very well. In other words the countdown timer of the /logoff command doesn't prevent people from escaping during a fight. All it takes is a slight boost lead in one direction. By the time they get all the shots off, or even get close enough to that person, they'll be long gone and logged off. Believe me, it still happens regardless of the timer.

And I mean it's not as if getting away in the current universe is hard or anything. Geez. The multitude of empty sectors and the fact that you have to manually punch in the coordinates of your target offers the runner a huge advantage in getting away quickly. PvP has certainly taken a nosedive since the days of beta. But I guess I should note that I liked the idea of sharing navcomp coordinates between players. Maybe if you're close enough to a player (the same distance as how you'd see where they went to) there would be a bind to automatically enter the coordinates of the other person into your navcomp. That would REALLY help bring back some much needed excitement into the game.

PS: Renegade, didn't they used to have that feature in one of the betas? I could've sworn that botting used to have a feature like that, where if two people attacked the same bot the XP points would be distributed between the two players through percentages. I could've SWORN I saw that. I don't see why they couldn't just bring that back. If it did exist, why exactly was it removed? Doesn't make much sense to me.
Jun 20, 2005 Beolach link
Eh? Has anyone actually used /logoff in the middle of a fight? 10 seconds, with no movement... I don't see anyone lasting long enough for that to finish...
Jun 20, 2005 pirate_n00b link
I think a 3 second delay would be suitible as 1) Most games where you can set stuff to blow up have 3 second countdown, Like in EV, EVO & EVN. All really cool games.

Offtopic: Anyone else here find this game because they were looking for a 3D MMORPG EVN?

Arolte: The way i see it, Blowing yourself up IS viable for transportation.

In THIS universe, the way i see it, if you can be killed and then come back to life instatly at the station you homed in then why the hell cant you use the /explode feature as a means of transportation? Remember this is a GAME and alot of people play this beacause *THEY CAN DO THINGS IN A GAME THEY CANT DO IN REAL LIFE* like /explode to kill someone and then come back to life.

If it really bothers you then dont PvP.

Plus in alot of Sci-Fi books and things of that nature, Kamikaze is very important if your half dead and your trying to save your station or capship. Even when your fighting another ship you more than likely will NOT want to be captured.

To be truthful i have NEVER exploded. Im sort of an Optimist and i believe you can always make Lemons into Lemonade if you know what your doing.
Jun 20, 2005 LeberMac link
Heh. "Domo" for the Japanese language lesson, Celkan.

Yes, if people are using it to make the BP mission more tedious, then I think there should be a delay, then. Once you type it, you are locked out and drift at non-turbo speeds as if you were "hands-off" controller. 3 secs / 5 secs / 10 secs / whatever. I'll also suggest we use roguelazer's idea of an intensifying GLOW coming from the ship as the reactor overheats, before the BOOM and the splashdamage.

And I'll try logging off in the middle of a fight soon. Of course I will be back, but I'll do it just to try it.
Jun 20, 2005 TRS link
SS attacks and damages DR, DR types "/explode". DR goes boom, SS goes boom, all boomed. fine.

SS gets kill for DR ( because DR went boom first. )
DR gets combat ex for SS, but no mission credit. (because he wasn't in mission sector when SS went boom.)

Questions?
Jun 20, 2005 silentsuicide link
Ok this is the LAST time im going to say this, Lecter never killed me with an explode.... HAD he done so this would have never been brought up! Being able to take out an enemy with explode does require skill, however simply exploding to deny mission kills does not.

And this is not specificly about Lecter, this is about all players and eventual missions pertaining to PVP. ANY future mission where the goal is to kill another player is useless if everybody simply binds explode and makes sure they pop themselves before the other player, which is why im asking for a timer. If you make exploding as difficult as log off then it becomes a fair game rather than who has the better bind and knows when to pop.
Jun 20, 2005 Dr. Lecter link
SS, I've made the point above twice now, so I'm sorry it's still an issue ;) I'll say it again VO: I /explode killed "ENB SF 7-1." I HAVE NEVER /EXPLODE KILLED SILENT SUICIDE. I can understand why this small issue is grating on him, and want to clairfy yet again :)
Jun 20, 2005 Beolach link
Forcing a "hands-off" controller, only allowing the player to drift in space would make it next to impossible to use /explode as a last ditch attempt to destroy your opponent, which most of us seem to agree is a legitimate tactic. What I think would be better would be to just remove turbo, and maybe drop the thrust to 3/4 what it normally is, so the player can still maneuver & try to get close to the opponent he's trying to explode, but will have a hard time escaping. Explain it as turboing would vent the engines, causing them not to explode (that would also give an easy way to abort the /explode, if the player changes his mind).

For the time of the countdown, the whole point of having a delay is to make it difficult for players to use /explode to prevent other players from getting a kill that they otherwise would get. IMO 3 seconds is not sufficient time to accomplish that effectively, as most players can dodge for 3 seconds well enough to still get away with the /explode. 5 seconds might be enough, but I think 10 seconds would be better.
Jun 20, 2005 ArAsH link
my opinion (not the ideal sollution) on this, short and clear,

/explode is evil, /logoff is even more evil. They should both be removed, allthough, now I must admid that using /explode to kill another ship in a last hope attempt is pretty creative and deserves to be in the game, but explode to travel faster, bah, why are you playing this game? If you travel from A to B, at least do the effort to return from B to A.

This makes me think, /explode should be replaced by an escape pod or something that takes you to the nearest station, and it should take time (yes, time). I know lots of you would disagree with this, but this is just me thinking, and im allways in favor for a little more realism.
Jun 20, 2005 Beolach link
/logoff is evil? I guess I should tell my boss I'm quitting my job to spend all my time playing VO, 'cause it's so evil to /logoff. But then I'd run out of money.... *sigh*, I guess it's one of those necessary evils.

Regarding the /explode to insta-travel home, Harry Seldon made a pretty good suggestion on that here: http://www.vendetta-online.com/x/msgboard/3/10466
Jun 20, 2005 ArAsH link
/logoff is evil? I guess I should tell my boss I'm quitting my job to spend all my time playing VO

you shouldn't play at work beolach :p (or did i misread that?)