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"Accidental" Intercepts, clarification needed
*Tinker*
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Like Latte said, there are 2 rolls of the dice involved when leaving town.

1) against the AI, if you make it your Scott Free, this is done via the website, if you fail you get the AI.

2) if you failed #1 above, then you roll again against players, pitching your scout level against theirs. (I might be totally wrong here) and if you fail again, then you get the player which in effect takes over the AI's place.


Also you can't have return PvP encounters anymore, it's been changed like that for at least a year
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vet marshal wv pvp3 zom circuit2 pvp1 cont

Posted Nov 28, 2012, 9:30 pm Last edited Nov 28, 2012, 9:30 pm by *Tinker*
Blackwill
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Assuming I pass the first roll (no AI encounter), but fail the second, and must now face a Player squad:

The selected player squad must wait until I process the encounter later? Or, is the player squad chosen WHEN I process the encounter? Remember, this whole question assumes that I am logged into the browser, but NOT the client when my squad begins its travel.

Essentially, I am trying to gauge how the engine handles this type of travel as it relates to player intercepts....targeted intercepts in particular; with the assumption being that a player may not target another player's squad if that player is not logged into the client at the time it leaves town.

If this is a correct assumption, then this can be exploited to avoid intentional, targeted intercepts.
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vet wv deathrceL1

Posted Nov 28, 2012, 10:06 pm Last edited Nov 28, 2012, 10:11 pm by Blackwill
*SirLatte*
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You are not reading this correctly...
1. you send out travel....
2. you process travel and engine rolls dice to see if have an exit encounter... Pass then repeat for next road encounter.... pass... and repeat for next road encounter or arrival....pass... home safe
3. if any of those fail it will pop up as "have town exit", "Have road encounter", "Have arrival encounter"
4. when you clik on any of those that say you have an encounter...it will decide if you are having ai encounter...or pvp encounter depending on who else is processing encounters at that time.
5. another roll will determine how the set up will be... ie facing away but ahead....head on...ambush

None of these things matter if you are logged in or not....once you click to play the encounter

all of these are from observations over the many years...not fact
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marshal vet wv pvp1 zom paintladder paintball elmsautumn raceL1 ped2 circuit2 ped1 gwped

Posted Nov 28, 2012, 10:27 pm Last edited Nov 28, 2012, 10:29 pm by *SirLatte*
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I fail to see why this is so complicated to understand
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vet wv zom pvp4 cont community deathrceL1 marshal pvp3 pvp2

Posted Nov 28, 2012, 11:26 pm
Blackwill
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I don't think it works that way. It appears very much to me that the engine runs the calculations for the entire trip as soon as the travel order is issued (pressing the "Do It" button). This is why, I think, some travels run without incident, while some have "Play next road encounter" or "Process Arrival" as the only things which pop up. It is my understanding that all encounter checks are done immediately, and you only need play those which failed. The only exception being if another player actively intercepts your squad as it leaves....in which case, you would need to be logged into the actual client for your squad to appear in the "Monitor Town Gates" window. If you are not logged in, your squad will not appear, thus no intercept option.

If your assumption were correct, each phase would have to be processed before the next check were run, which is obviously not the case.
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vet wv deathrceL1

Posted Nov 28, 2012, 11:34 pm
Alec Burke
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Blackwill said:

If your assumption were correct, each phase would have to be processed before the next check were run, which is obviously not the case.


How is it obviously not the case? Each time you complete a Road Encounter, you have to return to your squad to see if there is another Encounter or if you can Process Arrival. Even if it says Process Arrival, you can still end up with an Entry encounter. It is pretty clear that the check to see if you have an Entry encounter is not done until you press the button to Process Arrival. No reason that the check for additional encounters is not performed right after the completion of the previous encounter.
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vet wv pvp5 pvp2

Posted Nov 28, 2012, 11:44 pm
Serephe
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I have intercepted people that have not been online in the client in the past, both by accident and on purpose.
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vet wv paintladder ww0,3,0

Posted Nov 28, 2012, 11:46 pm
*Bastille*
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at any rate, nothing pops up in the monitor squads pane until you hit the button, to process the event.

So it does not matter that you start (select travel and accept travel destination, go) a travel when logged in or not. No events are being processed. You are only entering combat (putting your squad in the monitored box, being available for intercept or chance at random encounter) when you process.
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marshal vet wv pvp4 zom cont pvp32,12,1

Posted Nov 28, 2012, 11:52 pm Last edited Nov 28, 2012, 11:52 pm by *Bastille*
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Never mind. Mis-read your last post. You mean the engine processes each phase as it comes up, and not the player being required to physically process the encounter. I got it.
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vet wv deathrceL1

Posted Nov 28, 2012, 11:58 pm Last edited Nov 29, 2012, 12:04 am by Blackwill
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Serephe: what happened when you intercepted a squad from a player who wasn't logged in? Did they just sit there? Did the AI take over?
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vet wv deathrceL1

Posted Nov 29, 2012, 12:00 am
Serephe
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They logged in to do the encounter. If they didn't log in, the AI would most likely take over, same as when someone disconnects mid fight.
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vet wv paintladder ww0,3,0

Posted Nov 29, 2012, 1:12 am
*StCrispin*
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I believe the nuts and bolts go like this;

A... You launch travel
B... Computer checks if there is any town exit encounter.
C... If "no" continue to next encountet check (in transit enc)... If "yes" goto D.
D... Upon client activation of encounter (ie: you enter the actual event) determine WHAT is encountered. IF another player at same location also just entered his encounter, wham-intercept. If not, random AI gang

(edit)
It may figure out D when u click to run the encounter from the web page instead of entering the event since you are decisivly commited at that point.

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vet wv gwped paintladder paintball marshal raceL10,1,0

Posted Nov 29, 2012, 1:17 am Last edited Nov 29, 2012, 2:00 am by StCrispin
Blackwill
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That's what I'm thinking, as well. All checks are done at once, from Exit to Entry. Encounters are stacked in order, and played out sequentially once the player issues the first Play command. Those which are not used (i.e. you lose your car before the Process Arrival event) are deleted. I do not think encounter rolls are done after each encounter, as this seems an awful waste of compute cycles (having to run the routine multiple times, instead of just once).
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vet wv deathrceL1

Posted Nov 29, 2012, 1:41 am
*Bastille*
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so you are saying that on a travel one guy set his squad to go, and and only people that set their squad to run at that time are matched up?

My squad pops up in the monitored box when I process an encounter. It pops up for all encounters on a journey, when I hit the encounter button. I would amuse that means its interactive at that point.
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marshal vet wv pvp4 zom cont pvp32,12,1

Posted Nov 29, 2012, 2:03 am
Blackwill
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I'm just going to test it myself, with the help of another player, to see, exactly, what happens. It's the only way to be sure.

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vet wv deathrceL1

Posted Nov 29, 2012, 2:06 am
*StCrispin*
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I dont think all checks are done at once. If that were the case, you could send out a high level scout, lose him in the first encounter and yet still have the remaining encounters affected by his skill. People would scream "Exploit!" About that.
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vet wv gwped paintladder paintball marshal raceL10,1,0

Posted Nov 29, 2012, 2:15 am
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Bottom line is that Sam is smart enough to make it both fair yet unavoidable for PvP accidental encounters. If he wasnt, someone would notice the holes and use them until someone else cried Foul (or Lord... One of the two).

Point is, Sam is smart, players are also smart, and after this long I doubt many loopholes exist. If they do Juan will find them, then people who dont like him will get mad, accusations will fly, we will all have a flamefest, then Sam will fix/change it. Then we will gripe aboit it for months afterwards...

:)
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vet wv gwped paintladder paintball marshal raceL10,1,0

Posted Nov 29, 2012, 2:33 am
Blackwill
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Just tested it with Useless Children...my squad never showed up as (leaving, attackable) in its origin town, or (arriving, immune) at its destination. It simply ran an encounter, and I arrived at my destination. No opportunity for Useless Children to intercept it when it left, as it travelled, or when it arrived.
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vet wv deathrceL1

Posted Nov 29, 2012, 3:49 am
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Blackwill said:
That's what I'm thinking, as well.  All checks are done at once, from Exit to Entry.  Encounters are stacked in order, and played out sequentially once the player issues the first Play command.  Those which are not used (i.e. you lose your car before the Process Arrival event) are deleted.  I do not think encounter rolls are done after each encounter, as this seems an awful waste of compute cycles (having to run the routine multiple times, instead of just once).


They are not all done at once... after each one different things can happen that will change to make it either more or less likely that another enounter will happen...  This will be my last post on this as I feel like im talking to brick wall.
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Posted Nov 29, 2012, 4:12 am
Blackwill
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Thanks for the information you provided during your participation, Latte. Much appreciated.

That having been said, it does appear that issuing travel orders while not logged into the client makes it impossible for targeted intercepts to occur. I have tested this process twice now, with the same result. No opportunity to intercept.

As for the sequence of events that Latte outlined above, there appears to be some debate about it. And, while some may have already grown bored with the discussion, I will continue to look for a difinitive answer, since no one really seems to know for sure. A lot of guesses, a lot of assumptions, and a bit of contradictory evidence, but no answers.
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vet wv deathrceL1

Posted Nov 29, 2012, 4:33 am Last edited Nov 29, 2012, 4:36 am by Blackwill
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