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Pacification Zone exploiting
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Jacked Out

Joined: Dec 27, 2006
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Syna wrote:
Another option would be to be unable to pvp for 10 minutes after leaving the pacification zone.
Interesting idea, but I don't think that would be implementable with the way the pacification zones are coded, same with my idea unfortunately, unless Dracomet wants to delve deep into the games code...

Message edited by Croesis on 09/02/2008 15:07:48.


Systemic Anomaly

Joined: Oct 7, 2005
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Vinia wrote:
Syna wrote:
Another option would be to be unable to pvp for 10 minutes after leaving the pacification zone.
Interesting idea, but I don't think that would be implementable with the way the pacification zones are coded, same with my idea unfortunately, unless Dracomet wants to delve deep into the games code...
Plus you'd have to make the combat system stop the player from attacking players but still allow them to attack NPC's.



Jacked Out

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Denary wrote:
Vinia wrote:
Syna wrote:
Another option would be to be unable to pvp for 10 minutes after leaving the pacification zone.
Interesting idea, but I don't think that would be implementable with the way the pacification zones are coded, same with my idea unfortunately, unless Dracomet wants to delve deep into the games code...
Plus you'd have to make the combat system stop the player from attacking players but still allow them to attack NPC's.
Good point, I had pvp tunnel vision there.


Vindicator

Joined: Aug 24, 2005
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Another alternative I could think of, is make it have an effect, like how you see the constant refresh signalbooster effect on the buffer, where it makes the interlock timer and free fire timers infinite while active, and immune to be hit or IL'd, much like how some of the abilities are set that way when you drop a box.  Refresh this every 5 seconds or something.  No one looses a flag, and once they leave the area, the effect goes away, and you're still flagged.
Message edited by LtCmdr_Tsusai on 09/02/2008 15:15:56.



Jacked Out

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LtCmdr_Tsusai wrote:
Another alternative I could think of, is make it have an effect, like how you see the constant refresh signalbooster effect on the buffer, where it makes the interlock timer and free fire timers infinite while active, and immune to be hit or IL'd, much like how some of the abilities are set that way when you drop a box.  Refresh this every 5 seconds or something.  No one looses a flag, and once they leave the area, the effect goes away, and you're still flagged.
I like it, it solves the issue pointed out above, prevents combat inside the zone and doesn't force a deflag. The only problem I can see is the pacification zone in the rogers way fight club would make the club pointless. I guess it can be removed or turned off permanently though. Same would have to go for any other fight clubs with pacification zones though.


Systemic Anomaly

Joined: Oct 7, 2005
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Vinia wrote:
LtCmdr_Tsusai wrote:
Another alternative I could think of, is make it have an effect, like how you see the constant refresh signalbooster effect on the buffer, where it makes the interlock timer and free fire timers infinite while active, and immune to be hit or IL'd, much like how some of the abilities are set that way when you drop a box. Refresh this every 5 seconds or something. No one looses a flag, and once they leave the area, the effect goes away, and you're still flagged.
I like it, it solves the issue pointed out above, prevents combat inside the zone and doesn't force a deflag. The only problem I can see is the pacification zone in the rogers way fight club would make the club pointless. I guess it can be removed or turned off permanently though. Same would have to go for any other fight clubs with pacification zones though.
I'd just keep with not having any permanent pacification zones in non-hostile worlds and you're sorted. The only problem would be then the pacification zones remaining after an event which are switched off after a day or something anyway.



Jacked Out

Joined: May 27, 2008
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Vinia wrote:
I've seen a lot of this on Syntax, although I won't mention who the usual people are, they will either go to the fight club in rogers way or the Sphinx, failing that, they jack out then back in again. It's an irritation and cheap, but yeah, problem is the zones do what they're designed to do. The only way around it I can think of is pacification zones won't allow you to flag while inside them but don't force you to deflag when inside, although this will allow deliberate inturruption to parties, fight club events if people go in pre-flagged.

For snipers, its a free blue snipe into IL, usually finishes off the person in IL then the sniper HJ's away to a close HL and goes to deflag, thankyou CQ. Rinse and repeat.

Sounds like those snipers need a time out.


Free Mind

Joined: May 29, 2008
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This post has moved:

/mxo/posts/preList.m?topic_id=36300..._id=36300494418

Post moved. Reason Code 003: Flame baiting.



Systemic Anomaly

Joined: Aug 27, 2005
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I have the solution.

Give non-pvpers "Pacification Grants". That will do two things:

a) allow the dissolution of permanent pacification zones. If a sniper or hacker drops a pacification zone for the above-mentioned exploit, the opposition can follow them to it and camp it.

b) allow the non-pvpers a chance to grief the pvpers a little. Or at least give them the opportunity to avoid being force-flagged.




Encrypted Mind

Joined: Jul 10, 2008
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/shrug

Stuff happens. Deal with it.


Jacked Out

Joined: Jan 20, 2007
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I'm about to say something that's been talked about and shot down many, many times..PvP in constructs.

It'll fix this problem for a start...at the very least they won't be able to deflag themselves unless they leave the construct and if they do you can always get them as they come back.

People can use any excuse they wish about going to a construct but the bottom line is that it would stop people using this tactic along with many others.

As long as people can use something to their advantage, they will.....solution: remove that advantage.



Systemic Anomaly

Joined: Aug 15, 2005
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I've seen ALOT of this on syntax but i don't see it changing anytime soon. It's gonna happen no matter what unless your on Vector. A simple fix would be to just take the pacification zones out, they're really only needed on Vector anyways. I rather they go back to having to jacking out just to deflag.



Jacked Out

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No offense Grace, but i hardly see how this applies to you considering you're the first person to bail out of a fight the moment your HP dips past 50%...this applies to PvP who actually stay and fight and are picked off because certain people take advantage of a system.

Not trying to start anything...i'm just sayin.



Femme Fatale

Joined: Aug 15, 2005
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Blue attacks are a major reason I left the blue servers. Some people will take this the wrong way but if you move to Vector you won't have this issue.

With that said good luck with your problem. 



Jacked Out

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Hanzyl and Gretyl wrote:
Blue attacks are a major reason I left the blue servers. Some people will take this the wrong way but if you move to Vector you won't have this issue.

With that said good luck with your problem. 


Indeed, that is anothner option.

There are ways to change PvP on Syntax and Recursion and this has been available from the start, everybody knows it's there but they insist on not using it...instead they continue to post thread after thread on what's "wrong" or what "needs to be done"

So instead of simply moving to these said areas they instead discuss how areas in the game should be removed....

Move to constructs, if a large number of people do this then the rest will follow.

 

 
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