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Old 16th July 2008, 05:50   #161 (permalink)
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Originally Posted by stygiant View Post
@sushi

if there's no FF in guild, then it woudln't matter if they rob the guild - being it won't exist after the robbery - therefore I'll be able to kill him and take back what belongs to me.

But the FF I'm against is group/raid FF. When I'm in a group with people I don't want to have to worry about them accidentally getting into AOE and into the LoS of my attacks. It would completely destroy PUGs if this were to be implemented.

Guildies being able to be attacked isn't as big of a deal, but right now in AoC, it doesn't result in more strategy, it's just annoying since when you're in battles and a fellow guildy walks by, he can't jump in and help being he'll get kill off from both sides.

Everything, that isn't in your group/raid and maybe your guild, should be allowed to be killed, obviously.
stygiant, The ability to AOE in a FF environment isn't something that should be a problem of yours unless you can in fact AOE. It's the AOE'ers that have to worry about it. If they aren't good at their class then they will never be accepted in groups or guilds... It's just yet another game mechanic that makes player skill more important than anything else. Sure, knowing when to run away from an AOE is nice too but in the end you'll learn to deal with it just as Archers and Casters will learn to deal with aiming their attacks. It's all about player skill. You either have it or you don't.
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Old 16th July 2008, 05:59   #162 (permalink)
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What if instead of AoE spells there were multiple target spells where you could shift+click (or click and drag mouse) to start a queue of players to attack. If you cast a spell that attacks one person it takes the first person (or maybe your select it) and for multiple targets it attacks them in order from top down until A) you run out of targets B) You have to many targets. Also if there is a healer your could have another way to select friendlies.

I don't even know how to respond to this.. Targeting? Umm.. No.
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Old 19th August 2008, 11:54   #163 (permalink)
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my 2 cents:

If you are in group or raid = no effect.

if you are just around someone (in guild or not) to bad. Either group up or "Prepare for the pain".
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Old 19th August 2008, 12:57   #164 (permalink)
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1reaver1, why should there be no effect in a group or raid? And what if the limits the game puts on groups or raids are smaller than the number of players you want to team up with in order to do something epic, e.g. kill one of those Unique monsters?
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Old 19th August 2008, 15:24   #165 (permalink)
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I'd like to put a backing behind FF. "friendlies" being players grouped with you.
It would increase the amount of skill involved in large battles and teamplay in general but will require reduced damage to teammates to stop people lagging and ruining a group or people ganking their team half way through a raid "for the lulz".
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Old 19th August 2008, 15:35   #166 (permalink)
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niblick, would you ever team up again with someone who's lagging consistently or prefers to blow his team to kingdom come half way through a raid (not that there is any PvE raiding of note, and in PvP raiding I doubt anyone wants to be kicked from your guild "for the lulz")?
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Old 19th August 2008, 15:44   #167 (permalink)
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Originally Posted by Unomat View Post
niblick, would you ever team up again with someone who's lagging consistently or prefers to blow his team to kingdom come half way through a raid (not that there is any PvE raiding of note, and in PvP raiding I doubt anyone wants to be kicked from your guild "for the lulz")?
True, once the launch has passed and the world has settled down this should be avoidable but since I don't plan to join a guild until I'm settled in MO and see who are actually well structured guilds I'll probably be rolling in public groups which will be fairls succeptable to "lulz".
As for lag I've played many times with people online who's flatmate has come online and started to raep their connection. I wouldn't like that to happen during a decent battle but this is more of a general problem.
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Old 19th August 2008, 23:21   #168 (permalink)
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1reaver1, why should there be no effect in a group or raid? And what if the limits the game puts on groups or raids are smaller than the number of players you want to team up with in order to do something epic, e.g. kill one of those Unique monsters?

I personally just don't think you will see people you are grouped with in in a raid with at the moment being allowed to hit you. Been in to many dungeons where things are cramped and people are dropping AE's all over the place.

You will have tanks in close taking agro and atthe same time people sdropping AE's or causing splash damage all over the place. One of two things are going to happen.

1. Tank is going to drop like a paper doll
2. You just cut everyones spells and splash damage attacks out of and group or raid attack.

either way i think you have a major issue.

Just an opinion though
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Old 20th August 2008, 05:56   #169 (permalink)
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I would honestly be all for taking friendly fire. It would make the combat more tactical instead of a mindless spam of skills and spells to accomplish something.

Would you seriously launch a catapult into a group of your friends? No, you either have a plan before hand, or you communicate with them so they can clear out. Usually emphasized in FPS games with the signal of "GRENADE!!!" being shouted.
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Old 20th August 2008, 08:21   #170 (permalink)
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Fair enough 1reaver1; you forgot to answer the second question though

And what if the limits the game puts on groups or raids are smaller than the number of players you want to team up with in order to do something epic, e.g. kill one of those Unique monsters? How is the game going to decide whether the second group/raid is friendly or hostile in a FFA PvP?
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Old 20th August 2008, 20:42   #171 (permalink)
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Hum Freindly Fire is not fun in MMO.
If I'm with my group mate I don't want kill them by accidentaly lag or whatelse.
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Old 20th August 2008, 22:43   #172 (permalink)
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Quote:
Originally Posted by Unomat View Post
Fair enough 1reaver1; you forgot to answer the second question though

And what if the limits the game puts on groups or raids are smaller than the number of players you want to team up with in order to do something epic, e.g. kill one of those Unique monsters? How is the game going to decide whether the second group/raid is friendly or hostile in a FFA PvP?
Good point. Perhaps if there was a limit on group sizes there could be some sort of group link, basically a raid group x2. That way you could have some really organized raids. Say two guilds want to take out two opposing guilds, each guild forms one raid group then the two allied guilds link their raid group together.
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Old 21st August 2008, 14:09   #173 (permalink)
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But ccoa, in that case your raid leader is basically deciding whether you can kill someone 'accidentily' or not; how are you gonna know if he's not in your raid whether he's Friendly?

And please keep in mind that ALL Friendlies need to be flagged and tracked by the server, in order to ensure any damage modifiers are applied correctly. For example, if you are in the middle of one or multiple areas of effect while shielded by something that works against one type of damage, the damage modifier IS applied when the source is hostile but ISN'T when it's friendly.

But what happens when a friend causes an avalanche and you get caught in it? Or he fires a catapult? When does the damage stop being FF and start being environmental?
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