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Regular PvP vs Construct PvP
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Vindicator

Joined: Aug 24, 2005
Messages: 1426
Location: Recursion - Seraphim M.K. II
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I do not see why the Rules of Engagement should be different...but they are

Tired of people jumping in constructs so they become non hostile and screw up my attacks.
Also I'm tired of the safe zones sometimes not actually working (still getting shot / knifed at by the enemy).

I dunno...its just my two cents.



Jacked Out

Joined: Aug 25, 2005
Messages: 260
Location: Columbus, Ohio
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this just happens because people learn the system and how to avoid certain things, like they know that in the construct they can hyperjump past the sentries get a few quick hits in to try and kill you and get out before they die, IMO they should raise the level of the sentries to 255 and give them a more advanced AI system to keep the "safe" zones really safe.


Jacked Out

Joined: Nov 3, 2005
Messages: 1556
Location: Ireland
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yeah but those zones are supposed to be safe.. ie no pvp whatsever and also we are of the one mind when it come ot the annoying-

jump to block attacks cos my flag is gone tactic

, it should be fixed soon.


Vindicator

Joined: Aug 24, 2005
Messages: 1426
Location: Recursion - Seraphim M.K. II
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Sentry AI is a good point.  Their chasing distance is too far.  Even IF one is taken out...it should at least give something more than 350i.  Not too sure if level 255 is necessary.  I mean one can take me down in about 3 hits.. 2 if the first one is that movement slowing down / rooting rifle attack.

Also I noticed in 01 (the same maybe in effect in 10) that the Zion outpost has a tactical disadvantage.  Unlike the other outposts, Zion's has this oil deric / windmill / something.  I've been knifed / sniped INSIDE my safety zone from campers.  I have nothing against campers, its just that the other outposts have wide open areas to them, and Zion is at a disadvantage.  They have longer distance than plain rifles, thats why Sentries don't get them up there.

I have also seen people (well...before the crew patch) been able to switch crews by jumping (thus becoming non hostile in mid air) and accepting.



Vindicator

Joined: Aug 16, 2005
Messages: 4571
Location: The Real
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Safe zones are ineffective if the person standing in it is flagged for PVP.  Hostile players can shoot at them despite the zone.

During the old days of 01, there were no safe zones and the sentries were only level 50.  That lead to tremendous amounts of spawn-ganking once the Sentries were all killed.  Honestly I think the safe zones should be removed, but leave the sentries at their current level.  Also, their chase range should be limited to 100m from the proxy.




Vindicator

Joined: Aug 24, 2005
Messages: 1426
Location: Recursion - Seraphim M.K. II
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I know on recursion...that safe zones do fail...I've spawned inside and been killed many times, without leaving the zone.  Also leaving and then reentering removes the flag for me visually, but I'm still flagged.

My point is is that its not consistent.  I've seen mervs exit and reenter their zone, and be unflagged / non hostile to me, while I'm somehow still flagged at zion base camp.


I do not know if Vector's "rules" make things different though..



Systemic Anomaly

Joined: Dec 20, 2005
Messages: 6419
Location: SC|Sentience -973069242
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In Vector, you are always flagged, even in the safe zones. It's quite fun to have PvP battles and have the sentries come into play, or people hiding at their base being given a nice suprise attack.



Vindicator

Joined: Aug 24, 2005
Messages: 1426
Location: Recursion - Seraphim M.K. II
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Ah...so they don't work at all in Vector.

*Gets a hammer and beats the Zion proxy in Recursion to work.



Systemic Anomaly

Joined: Aug 19, 2005
Messages: 1143
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LtCmdr_Tsusai wrote:
I do not see why the Rules of Engagement should be different...but they are

Tired of people jumping in constructs so they become non hostile and screw up my attacks.
Also I'm tired of the safe zones sometimes not actually working (still getting shot / knifed at by the enemy).

I dunno...its just my two cents.

just type /pvp when you get into the construct, so if any enemy hits you, they'll become flagged so they'll be hostile when they jump SMILEY



Code Breaker

Joined: Jan 9, 2006
Messages: 1320
Location: The Source Faction: My Own Organization: None
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The jumping in the construct making you unflag is a known issue but I didn't realize that /pvp while in their would work around the issue.

Thanks Bloodwork.




Systemic Anomaly

Joined: Oct 7, 2005
Messages: 4674
Location: HvCFT Everto
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BloodWork wrote:
LtCmdr_Tsusai wrote:
I do not see why the Rules of Engagement should be different...but they are

Tired of people jumping in constructs so they become non hostile and screw up my attacks.
Also I'm tired of the safe zones sometimes not actually working (still getting shot / knifed at by the enemy).

I dunno...its just my two cents.

just type /pvp when you get into the construct, so if any enemy hits you, they'll become flagged so they'll be hostile when they jump SMILEY




Vindicator

Joined: Aug 24, 2005
Messages: 1426
Location: Recursion - Seraphim M.K. II
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I'll keep that in mind

*grins*



Systemic Anomaly

Joined: Aug 17, 2005
Messages: 5036
Location: JoKeRz
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Wh1t3Kn1ght wrote:
this just happens because people learn the system and how to avoid certain things, like they know that in the construct they can hyperjump past the sentries get a few quick hits in to try and kill you and get out before they die, IMO they should raise the level of the sentries to 255 and give them a more advanced AI system to keep the "safe" zones really safe.


  I do recall using sneak to get past the sentries on CS1.........

 

 Good times.... I got 1 sneak hack and 1 other hack in before they saw me and Pwned me SMILEY


 
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