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Rats have the Advantage

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Nov 07, 2013 NC-Crusader link
The Rats in this game already have toooo much of an advantage and talk is going on about a new weapon to "drain all the energy" from a ship that is hit so the Rats can shoot it easier. And talk about the Dents staying on screen when the captains log off so "Pirates can steal them".

The Penalty for shooting in a monitored sector are a JOKE. The Turrets guarding entry into Nation space are a JOKE. The Rats are ruling and seems the Devs are doing everything they say to do. It is time the Devs look at what the MAJORITY of players want and need rather that the few RATS.

A player that is KOS can enter monitored space and go in and kill all the noobs that they find. I know of one that said he could get into Itani space all the way to the Levi sector, and Serco space the same way. What protection does this give the new players that are the future subscribers to this game???

I can remember as a newer player when I shot a Serco in Jallik when a fight was going on in Edras I-2. I was homed in E-15 and could not enter it. I was shot by the Guards. I spawned in E-15 with a standing of Neutral and had to go back to the Proc Missions to get my standing back. Not any more.
I can remember when the Pirates stayed mainly in Grey, but now they hunt all UIT station sectors and some even go into Itani and Serco. How many new players have totally QUIT this game due to no protection in Monitored Space.

I know that Pirates are a part of this game and this is a war game, but when rules and things are in place to "protect" parts of space, then it should be protected, unless the Devs are happy with no one subscribing for long anymore.

The Lite Sub was a good idea, till it got misused by some who are only using a lite sub to come and and destroy any and all to get them to quit playing. When they get to KOS in all factions, they just quit that lite sub and get another and another and another.
Nov 07, 2013 abortretryfail link
Or, you know... Fight back and stuff?
Nov 07, 2013 Phaserlight link
Pirating is a part of this game, as are anti-pirates. I know at least some players feel it makes the universe more alive. Imagine how dull it might seem if no-one ever bothered to attack another player out of the blue. Just knowing I can be shot anywhere, anytime, is one of the reasons I play Vendetta.

As far as I know, there are no penalties for shooting in a monitored sector (unless you hit another ship in the No Fire Zone), but the penalty for killing an Admired player in monitored space certainly is no joke. Neither are the defense turrets.

Is there a suggestion in this all? (e.g. 'Defense turrets need a buff')

Providing feedback on specific features is useful, but creating a lengthy post that reads more like a rant without offering specific suggestions on how to improve perceived shortcomings... I'm going out on a limb and writing that that isn't helpful.

If it sounds like I'm being harsh or criticizing your post, it's because I think you probably have some experience to relay... it's just that years of experience with this community have taught me that there's a helpful way and an unhelpful way to do it.
Nov 07, 2013 Roda Slane link
Traders have the Advantage

The Traders in this game already have toooo much of an advantage and talk is going on about a new weapon to "drain all the energy" from a ship that is hit so the Traders can run away and the pirate can not even chase. And talk about the Dents staying on screen when the captains log off so "Traders can steal them".

The Penalty for shooting in a monitored sector is too significantly geared towards protecting overly admired Traders, while doing next to nothing to protect newbs. The Turrets guarding entry into Nation space are overkill. The Traders are ruling and seems the Devs are doing everything they say to do. It is time the Devs look at what the MAJORITY of players want and need rather that the few Traders.

Admired traders can enter monitored space and go in and kill all the noobs that they find, with penalties that can be recovered from in a few bulk missions. What protection does this give the new players that are the future subscribers to this game???

I can remember when the Traders stayed mainly in nation space, but now they trade in all grey station sectors and some even go into Odia and Sedina. How many new players have totally QUIT this game due to unrestrained traders in all parts of grey space.

I know that Traders are a part of this game and this is a war game, but when rules and things are in place to "contest" parts of space, then it should be contested, unless the Devs are happy with no one subscribing for long anymore.

The Lite Sub was a good idea, till it got misused by some who are only using a lite sub to monitor pirate activity so they can trade in grey until the pirates quit playing.
Nov 07, 2013 Phaserlight link
All joking aside, I do think it should become gradually and progressively more difficult to gain standing after losing it. Going from Neutral to Admired for the first time should be easier than going from Neutral to Admired for the nth time.
Nov 07, 2013 greenwall link
I agree with the OP that the nubs who just use lite subs to grief players is annoying. I also agree that the penalty for killing admired+ in monitored sectors is laughable... ("but the penalty for killing an Admired player in monitored space certainly is no joke." are you serious phaser??)

It's no secret that the faction penalty system is messed up and can easily be taken advantage of by people who have nothing better to do. However, I disagree that this is driving people away from the game though (at least, in any amount to be concerned about)... I think many other factors play into people leaving that deserve much more attention.

In the meantime, speak up on 100 and maybe someone will come help you. The majority of people who play this game dislike pirates (i.e. want to kill them), but we can't help if you don't speak up.
Nov 07, 2013 Roda Slane link
or from the other angle, you can gain standing at the same rate every time, but repeat offenses become progressively more significant. Kill a player in faction space once, you lose 1/256th of their faction standing above -600, twice 1/128th, thrice 1/64th, etc.

repeat offenses counted per faction, with no faction having any consideration for any other faction. so itani may have lost their patience with me, but serco still giving me plenty of slack.
Nov 07, 2013 Phaserlight link
are you serious phaser??

Yeah, it's... pretty steep. Maybe I just have a low pain threshold.

Roda brings up a good point, also.
Nov 07, 2013 Dr. Lecter link
What can be done, and what's easy to do, are not the same thing. You'd accomplish nothing as a RAT, OP. Learn to fly, shoot, and dodge. Or don't. But whining is just amusing.
Nov 07, 2013 davejohn link
Hmm, been said before but anyway. Penalties for attacking new players should be high, penalties for attacking vets should be low. You got to be a vet, you should be able to look after yourself.
Nov 07, 2013 peytros link
Uh all the conquer able stations in the game are owned by trading or nationalist guilds. Infact the anti pirate coalition is so strong that no pirate guild is able to hold onto a station for a meaningful amount of time due to their lack of numbers. Yeah sure you might get shot at every once and a while but all the end game content is pretty much controlled Care Bears.
Nov 07, 2013 greenwall link
/me hands peytros a tissue. Sorry they say "TRS" on them, as I ordered several crates just for him, but I think you'll find it sufficient.
Nov 07, 2013 Jashen Bonarus link
+1 for davejohn's idea of protecting new players.

I also want to add that a 3/3/3/3/3 griefer should NOT benefit from it when/if this is implemented. So I suggest that total play time is to taken into account instead of levels.
Nov 07, 2013 peytros link
I'm not complaining greenwall just pointing out a fact.
Nov 07, 2013 Pizzasgood link
Davejohn's idea is completely idiotic, Jashen. There is no way to distinguish a newb from a vet. I could create a new trial account for free, fly around killing dips like you, and the game would penalize you for fighting back. I could do this at 1/1/0/0/0, by the way. Hell, that's essentially what pup used to do.

NC-Crusader:
Nov 07, 2013 draugath link
I've suggested it before, and I'll suggest it again. Strike Force should be made more difficult than they currently are. They should have fast response times in station sectors and slightly slower response times in monitored sectors. Right now, they're a joke to avoid and some players have abused this kill other players while avoiding faction loss.
Nov 07, 2013 abortretryfail link
Throwing the WTDs into the mix at the first dispatch would make them a bit tougher.

Really the abuse you're talking about has to do with NPCs shooting without any regard for what's between them and their target.
Nov 07, 2013 greenwall link
It's true the strike force really only successfully kills newbs. Most other people can easily get away...
Nov 07, 2013 TheRedSpy link
Oh it's the most hilarious thread of the year award and it's coming your way Boanerges!

Nov 07, 2013 Kierky link
The strike force needs to be a serious issue for people to evade, right now it's a joke. The WTD's even need buffing, perhaps giving them a top speed of 240m/s, close to the Aernas, but they can fire flares at the offender. The Aerna seekers have issues getting close to someone, despite their colossal thrust and top speed. And the vultures, they're a bit of a joke, but what if they had special Law Neuts that had a velocity of 300m/s, but lower damage?