|
|||||||
| Register | FAQ | Members List | Calendar | Search | Today's Posts | Mark Forums Read |
| PVP and PVE Discussions about PVP and PVE |
![]() |
|
|
LinkBack | Thread Tools |
|
|
#1 (permalink) |
|
Member
Join Date: Apr 2008
Location: Canada
Posts: 130
Rep Power: 1
|
Original thread:
Should or shouldn't? Discuss. --------------------------------------------------------------------------------------------- Now after a few day observing, I see a lot of you came up with positive ideas about how FF may affect the gameplay style and look like most of us are happy with implementing this change into MO. I have taken the liberty to collect all ideas from different posters and compile it here for others to view. I also added my own ideas and encourage others to contribute their ideas of what they think is the perfect balance between FF on and off. I also admit I was wrong to worry that this thread was going to hell with carebearism. 1) AOE spells should affect the caster. Spell sword character can no longer nuke the ground in front of them carelessly and then jump into the flame fighting. A mage will only nuke himself as an act of desperation. ~ Spartan 2) Ability to edit AoE spell, creating dead zones for the opponents and safe zones for caster upon casted ~ Killermandude 3) "...friendly fire is required in all situtations, in order to prevent the exploitation of collision detection and zerging..." ~ Nehemia 4) A tagging/ targeting system for caster in order to see where their spells land. ~ Traceur 5) Some sort of ON/OFF switch for FF, I am not sure if the poster also wants 2 servers, one with FF on and one with FF off or not ~ ~ Traceur 6) Necessary team/ guild member indicators such as guild tabard, colored clothing, flags... 7) Aea indicator where AoE spells will be cast by teammates to avoid (Can be displayed on the mini-map). 8) A system to deal with retribution for team killing. My idea for this is to keep some sort of morality score with can be reduced if the killed one decided to report to some sort of in-game authority. Also, if one decides to loot his teammate's corpse, his morality score with be reduced more upon reported. Needless to say, when it get under a certain threshold, the teamkiller will be expelled from his town/ faction/ guild.
__________________
Last edited by Nox Vortem : 20th April 2008 at 17:10. |
|
|
|
|
|
#3 (permalink) |
|
Member
Join Date: Apr 2008
Location: Ohio
Age: 18
Posts: 294
Rep Power: 1
|
Considering he controls them, and he is the origin, it wouldn't make any sense.
As a caster of any form, they have control enough to aim, I'm sure they can (Lore wise) create dead zones in spells and not harm them selves. Although this looks nothing like a troll, there's my 2 cents.
__________________
Shawk
|
|
|
|
|
|
#5 (permalink) |
|
Member
Join Date: Apr 2008
Location: Canada
Posts: 130
Rep Power: 1
|
I remember how it was playing Neverwinter Night on Hard. I trapped my entire team with Entangle Spell and Shower them and the Mobs with Swarm of Meteor, well, it's a total different tactic with FF on.
__________________
|
|
|
|
|
|
#6 (permalink) |
|
Junior Member
Join Date: Apr 2008
Location: Finland
Age: 30
Posts: 62
Rep Power: 1
|
Well, the game is aiming for full open PvP. What distinguishes a friend from foe then? Maybe I want to attack my "friend".
Anyone and everyone should be legit targets, therefore by definition "friendly fire" would be on. In a tactical point of view it's great too. Casters have to watch out with their AoE spells, archers should pay attention to possible friendly targets near their targets. It is also a tactical choice to move in combat so that your foe stays between you and his archer friend, so the archer can't shoot at you without risking hitting his friend. Or maybe the archer wants to switch sides and shoot his former friend in the back |
|
|
|
|
|
#8 (permalink) |
|
Member
Join Date: Apr 2008
Location: central europe
Age: 26
Posts: 612
Rep Power: 3
|
Freindly fire gives more realism to gameplay, but attacking a tough mob in a bigger party, with 100% dmg from friendly fire wouldn't be so funny.
Especially when lag will have much to say in that matter. Something like FF based on 1/4-1/3 of avatar's dmg would be enough, and force players to use some real tactic in bigger battles. But when a guldie or party mate accidentially kills you, then no excuse. PK is PK no matter what.
__________________
...won't be just an agreement or collection of promises. Silence the weak. No mercy for dying! No tears for the slain! |
|
|
|
|
|
#12 (permalink) |
|
Junior Member
Join Date: Apr 2008
Location: Eskilstuna, Sweden.
Posts: 77
Rep Power: 0
|
Also it seems goot for 5 people attacking one and same person.
For ganked players to be able to have slight more chance with the others hitting eachother in the fight.
__________________
/Tobias, Sweden |
|
|
|
|
|
#13 (permalink) |
|
Member
Join Date: Apr 2008
Location: central europe
Age: 26
Posts: 612
Rep Power: 3
|
Hmm...AoE is kinda hard thing in FF :/
What if there's 10 your guildies rushing on 10 opponents, they clench , and ... * bammm *an AoE rainfall of fire/acid cast by their guildmage burns all 20 of them. selfowned or ... ? :/
__________________
...won't be just an agreement or collection of promises. Silence the weak. No mercy for dying! No tears for the slain! |
|
|
|
|
|
#14 (permalink) | |
|
Junior Member
Join Date: Apr 2008
Posts: 19
Rep Power: 1
|
Quote:
............choose spells appropriately for the situation |
|
|
|
|
|
|
#16 (permalink) |
|
Junior Member
Join Date: Apr 2008
Posts: 17
Rep Power: 1
|
With proper coordination and leadership, friendly fire shouldn't be aproblem tbh. Now if the commanders of a group are idiots or the groub is in fact just a group with no coordination, then they deserve to die by their own hands
|
|
|
|
|
|
#17 (permalink) |
|
Member
Join Date: Apr 2008
Location: no-were
Posts: 245
Rep Power: 1
|
I have never played a game with friendly fire but I'm looking forward to trying it.
I tend to play healers, if there is a healing class in Mortal and a person could pull it off even with friendly fire they would be a very desirable group member.
__________________
Please allow me to introduce myself I'm a man of wealth and taste I've been around for a long, long year Stole many a man's soul and faith |
|
|
|
|
|
#25 (permalink) |
|
Newbie
Join Date: Apr 2008
Posts: 3
Rep Power: 0
|
First you need to define friendly targets. I would define a friendly target as only those in my group/raid. You might want to kill your guildmembers for diffrent reasons without actually leaving the guild. A full damage aoe on friendly targets would make PvE a real real pain as its very easy to lag or someone's computer lockup as they start/aim to cast a aoe and then cant abort it when they see half the raid moving up into its area of effect. Ofcourse AoE's should damage everyone including the caster (fireball should hit you to if you drop one at your own feets!) but might be wise to scale down the damage to maybe 50-60%. That way one person wont ruin a entire raid for his computer locking up or whatever and you still have to consider your use of AoE's carefully.
|
|
|
|
|
|
#28 (permalink) |
|
Newbie
Join Date: Apr 2008
Posts: 29
Rep Power: 1
|
Yes friendly fire would only server to improve game play. In group battle we will see less mobbing up on one target to increase damage output on that target since you will vastly increase the risk of damaging you allies. Thus group melee combat should become one on one duels until one side gains a numbers advantage.
However this does make range much more difficult to use in group battles. It must be used intelligently to soften up the other side before the melee battle engages.
__________________
- Vae Victis |
|
|
|
|
|
#29 (permalink) |
|
Junior Member
Join Date: Apr 2008
Location: Finland
Age: 30
Posts: 62
Rep Power: 1
|
Actually I think the whole concepts of "friendly fire" and "team kill" are not applicable to an FFA PvP environment. There are no set teams here, there are no predetermined friends and enemies. It's not up to the computer to decide who the player considers as a friend or enemy, that is entirely up to the player. If he hits another player, how could the computer decide if it was intentional or an accident? Only the player knows that. And the player might want to kill someone in his group too. Everyone is fair game.
If the player hits someone he considers a friend, it's his own fault. Same goes if he accidentally heals someone he didn't mean to. There's no "friendly fire" or "team kill", there's only "fire" and "kill" |
|
|
|
|
|
#31 (permalink) |
|
Newbie
Join Date: Apr 2008
Posts: 29
Rep Power: 1
|
While I agree with friendly fire probably does not apply, I have seen several games allow grouping. Grouped players count as being on a team and thus with Friendly Fire off cannot hurt each other. I do not want to see this at all. Grouping is ok if the only effect that it has is to give you a HUD that shows the vitals of groupmates (even this may be too much though, I would prefer no grouping feature).
__________________
- Vae Victis |