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Patch Announcement: Factions
*Dark Tempest*
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Shouldn't Towns be directly affiliated to factions, to make it easier to see how your scouting action influence your standing with the town?
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vet wv marshal pvp2

Posted Feb 12, 2010, 4:28 pm
*Wolfsbane*
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They are - look at the description at the bottom of the town page.
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vet wv marshal pvp2 cont

Posted Feb 12, 2010, 4:31 pm
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To me, it sounds like the kind of faction system I've wished for in so many other online games, but very rarely seen (only once, and even then, it was far less advanced). While I'm sure it will require further tweaking, as we ravenous wolves of gameplay additions flock to the changes, it already sounds like something that will expand faction gameplay enormously, and only in good ways.
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vet marshal wv

Posted Feb 12, 2010, 4:55 pm Last edited Feb 13, 2010, 2:52 am by *Ayjona*
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Well I tested out hunting Pirataka out of Elms (since Elms STILL has no Pirates to seek) Demo's seemed to indeed lose interest in me until I started killing off the 4 peds wandering around.

After it was over I somehow was showing my Hero in SS again, but no in Elms, was unappreciated by Pirataka, and no other changes to speak of.
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vet wv marshal raceL1 deathrceL10,4,0

Posted Feb 12, 2010, 5:30 pm
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I'm still against how your treating shantyville and firelight, how on earth can I scout those towns if the only good targets are anarchists, thereby, making the towns hate me, way to nerf areas...

Take the hardest towns in the game, one of them doesn't even have a shop for ammo, and make it waaay harder, throw in more returns, even more expensive repairs, having your arms broken randomly without a chance to fight back...

I'm all for town rep, even thou it means I cant play neutral anymore, but for cripes sake, this is making any sizable scouting of shantyville and firelight a downright chore...

Hell, why should shantyville and firelight be so damned bothered if I beat up the local pirates, since when did pirates start caring about one another...

Cant believe me, chaos and slacker trucked down our whole SS gangs to have the area become impossible to use that way, without major problems...
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vet wv zom gateautumn deathrceL1 elmsautumn pvp1 pvp2 sssc raceL1 e2g combatL1 santa1 pvp3 gwextrav ww circuit32,18,0

Posted Feb 12, 2010, 6:09 pm
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Calm down FF, this is work in progress remember, just put your points of concern in the respective section in forum and i am positive it will be addressed, no need to get so angry.

Sam has stated he is keeping a very very close eye on this
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vet marshal wv community

Posted Feb 12, 2010, 6:13 pm Last edited Feb 12, 2010, 6:13 pm by *Grograt*
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Yeah... I know, its just that when you and two other people have trucked down tons of ammo, gear and people to shantyville, we were going to start our megasquad today, 10 buzzers and 5 mortar lorries... and some support cars...

Then you get this dropped on your head, makes it all feel like such a waste of time, I just had to get that said...
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vet wv zom gateautumn deathrceL1 elmsautumn pvp1 pvp2 sssc raceL1 e2g combatL1 santa1 pvp3 gwextrav ww circuit32,18,0

Posted Feb 12, 2010, 6:17 pm
*sam*
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Yep - I'm not going to leave any towns 'broken', FF - that would be very bad game management. If you like, I can offer you a (once only) "rep reset" in a week or two when we have finalised this stuff.

Maybe what we need is a few trader gangs (or maybe non-anarchist pirates?) at Shanty and FL?
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay20130,1,0

Posted Feb 12, 2010, 6:17 pm Last edited Feb 12, 2010, 6:18 pm by *sam*
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Yeah... I know perfectly well I am overreacting... I know it's still in testing...
I'm just worried... that it will kind of ruin it, you know?

But I guessed you'd not leave it like this, I still think there would be a better way to judge town rep than linking it to a faction, at least not the anarchists, its to hard not to fight anarchists, they are everywhere...

Maybe the shanty area could have a faction of its own to relate to, it is an independent town after all...
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vet wv zom gateautumn deathrceL1 elmsautumn pvp1 pvp2 sssc raceL1 e2g combatL1 santa1 pvp3 gwextrav ww circuit32,18,0

Posted Feb 12, 2010, 6:21 pm
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I think Shantytown could have local BH gangs that could be hunted like pirates. While FL is a "no go" zone for pirates, ST seems much more like a "neutral" town that will allow pirates, traders or bounty hunters to stay.

I think of ST as the Badlands Truckstop of the southeast, but a little rowdier, a little wilder and a lot poorer.
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vet wv

Posted Feb 12, 2010, 6:22 pm
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sam said
Maybe what we need is a few trader gangs (or maybe non-anarchist pirates?) at Shanty and FL?

omg ive only been saying that since the place opened :mad: we have lots of good pirates for the goodies to hunt but crap low fame traders for pirate players to hunt,

im glad ff bitched doesnt work for me you only care about pirate hunters as always

sam also said
Yep - I'm not going to leave any towns 'broken', FF - that would be very bad game management.

thats bs sam you never fixed it yet, fl was a pirate player town with no traders lol and now bh can attack us there? and never get anything in hp store sounds still broken to me :mad:
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vet paintball wv1,0,1

Posted Feb 12, 2010, 6:26 pm Last edited Feb 12, 2010, 6:30 pm by darthspanky
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*sam* said:
Maybe what we need is a few trader gangs (or maybe non-anarchist pirates?) at Shanty and FL?
One slight problem... Traders never have the fame the pirates do, I have never ever seen the texan gold having any fame to speak of whatsoever...

Sam, the only place right now were you can hunt high fame pirates, 700 or above, is Shantville, Firelight and badlands, with this patch, hunting the pirates in Firelight and Shantyville will get your back broken, or over ambushed on returns...

This leaves Badlands as the only town in the game were you can hunt high famed pirates without getting screwed over, just saying, do we really need even more vets to crowd BL...?
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vet wv zom gateautumn deathrceL1 elmsautumn pvp1 pvp2 sssc raceL1 e2g combatL1 santa1 pvp3 gwextrav ww circuit32,18,0

Posted Feb 12, 2010, 6:31 pm
Knight
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*sam* said:
Yep - I'm not going to leave any towns 'broken', FF - that would be very bad game management. If you like, I can offer you a (once only) "rep reset" in a week or two when we have finalised this stuff.

Maybe what we need is a few trader gangs (or maybe non-anarchist pirates?) at Shanty and FL?


Probably just make shanty more neutral/add other options to attack.

Of course the ideal solution would be the option to set up a temporary camp outside a town, raid the locals for a while, then travel on back home when you run out of the supplies you brought with you.
This way you could hunt at a town, say shanty, without actually staying there and being subject to being beaten up. How long your temp camp stays up is just limited to how much supplies you brought in/keeping it supplied. 

Its how I imagine things are for the traveling pirate gangs, why not be able to do the same thing to them.
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vet wv

Posted Feb 12, 2010, 6:32 pm Last edited Feb 12, 2010, 6:36 pm by Knight
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I think we could quite reasonably add a few Merchant-faction, Badlands-faction and Red-faction pirates at Shanty? And probably some Merchant-faction pirates at FL?

Or yeah.. as you suggest, make Shanty aligned with something other than Anarchists. Maybe Shanty could be the mutant-faction town?
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay20130,1,0

Posted Feb 12, 2010, 6:35 pm Last edited Feb 12, 2010, 6:37 pm by *sam*
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This friendly fire rule is seriously going to get people killed. It is causing massive delays in killing enemy cars, and allowing much more damage to be sustained from in ability to take out confident cars. It is a horrible idea, stops shots that don't even have a chance to go stray and hit a friendly.
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vet wv marshal raceL1 deathrceL10,4,0

Posted Feb 12, 2010, 6:36 pm
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