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catching squads
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i just wated for 3 and a half hours with a squad out in bl watching immune squads go in and out... finally a pvp open one goes out and my squad does not connect...

IF YOU ARE OPEN IT SHOULD CONNECT

how hard is this
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vet wv zom pvp4 cont community deathrceL1 marshal pvp3 pvp2

Posted Nov 27, 2010, 8:47 pm
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http://i614.photobucket.com/albums/tt224/Dioangys/Pvp.jpg
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vet marshal wv community

Posted Nov 28, 2010, 12:32 am
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They both got swords, whats the problem!?
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marshal vet wv pvp4 zom cont pvp32,12,2

Posted Dec 1, 2010, 8:49 am
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As long as youre monitoring you should be attackable too.

Just sayin.
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vet wv zom gateautumn raceL1 deathrceL10,4,0

Posted Dec 1, 2010, 9:57 am
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Djihani said:
As long as youre monitoring you should be attackable too.

Just sayin.


what?

monitoring is watching... from inside the town.

my squads are out hunting and anyone who wants to attack them can. Indeed i would be delighted if they did!
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vet wv zom pvp4 cont community deathrceL1 marshal pvp3 pvp2

Posted Dec 1, 2010, 5:48 pm
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Djihani said:
As long as youre monitoring you should be attackable too.

Just sayin.


I agree with this. If someone goes on a crazy spree and declares war on the entire community (it's happened before...) being able to attack a monitoring player would be a great way to strike at these players preemptively.

Otherwise there is literally no chance of exacting revenge on an aggressive player.
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vet combatL1 wv cont0,5,0

Posted Dec 1, 2010, 8:10 pm Last edited Dec 1, 2010, 8:11 pm by Groove Champion
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I agree I was open and hunted people for a long time until i got bored, with the non connecting, even with auto balancing, and a full range of CR vehicles in the squad to increase my odds, i rarely got a hit.
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Posted Dec 2, 2010, 5:03 am
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Groove Champion said:
Djihani said:
As long as youre monitoring you should be attackable too.

Just sayin.


I agree with this. If someone goes on a crazy spree and declares war on the entire community (it's happened before...) being able to attack a monitoring player would be a great way to strike at these players preemptively.

Otherwise there is literally no chance of exacting revenge on an aggressive player.


what squad would you be attacking exactly? you dont monitor with a squad... you set a squad after you see someone go out.
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vet wv zom pvp4 cont community deathrceL1 marshal pvp3 pvp2

Posted Dec 2, 2010, 9:13 am
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Solution:

In order to monitor, you have to set a squad.
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vet wv marshal pvp2

Posted Dec 2, 2010, 4:02 pm
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Hmm, interesting. This may actually work.
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Posted Dec 3, 2010, 7:21 am
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kometen said:
Hmm, interesting. This may actually work.


im sorry.. i dont get this at all...

if im in the town monitoring who comes and goes why should i be vulnerable to attack?

the actual solution - as has been pointed out many times - is to make pvp encounters in teh wild be subject to potential returns so you can still head out and get revenge.
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Posted Dec 3, 2010, 6:10 pm
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goat starer said:
kometen said:
Hmm, interesting. This may actually work.


im sorry.. i dont get this at all...

if im in the town monitoring who comes and goes why should i be vulnerable to attack?

the actual solution - as has been pointed out many times - is to make pvp encounters in teh wild be subject to potential returns so you can still head out and get revenge.


I don't agree! The intital attackers would then be at a huge disadvantage with their combat-damaged vehicles.

If you're looking for a PvP fight, why would it be a problem to be attacked while monitoring? I see monitoring as circling the town on the outside, waiting for prey to leave the gates.
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vet combatL1 wv cont0,5,0

Posted Dec 3, 2010, 6:30 pm Last edited Dec 3, 2010, 6:30 pm by Groove Champion
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I think that if you were monitoring with a squad, you should still be able to change them the way you can now, to match the squad your trying to hit. The only reason you have to put a squad out of the gates is so that if someone in the town wants to hit the guy watching, they can see what squad he has out, match it, and then roll on it, in which case the guy monitoring is the guy who's being attacked, and then he can't change his squad.
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vet wv marshal pvp2

Posted Dec 3, 2010, 7:08 pm
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maybe instead of the monitor being attackable (because I agree with goat, how would he get attacked inside town? that doesn't make sense. he's peeking out a tavern window or something.) the monitor should have some chance of being detectable? based on scout skill somehow? seems like a plausible compromise between the two sides here.
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vet wv

Posted Dec 23, 2010, 5:27 pm Last edited Dec 23, 2010, 5:28 pm by Duke Dangerfield
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I find it amusing that the guy WANTING to PVP is essentially immune to PVP until he decides who HE wants to hit.

If you want to go out and attack other players, you should also be vulnerable to OTHER PLAYERS.

Monitoring town gates should be done from outside the gates as you jump people as they leave or arrive.

This would allow players to counter each other.

Imagine the scenario:
I'm going to send a lorry from BL to GW. Lets say the last time I did this while doing some missions, another player (who's squad was OUTSIDE monitoring) saw me leave the gate and attempted to intercept. Lets say for that example, the other player killed my escorts and stole the lorry.

The next time I'm about to send a loot-filled lorry, I decide to send out a "cleaner" squad to monitor the gates and make sure no one is trying to jump me.

So, I send the squad on a "monitor gates" mission - and here the scouting values of both sides are compared.

Either:
a) I see the other player monitoring the gates and can attack him,
b) He sees MY squad and can attack them (if he chooses)
c) Neither of us spot the other

So, if I am able to attack him, neither of us are "monitoring the gates" anymore - and the lorry squad is now free to make the trip - unless someone ELSE is monitoring...

If I am unable to jump HIM and he chooses NOT to jump my cleaner squad and he waits for some other target, he would have the opportunity to jump the lorry squad, since I've failed to "pull him out of monitoring".

This turns the PVP and gate monitoring into a new level of conflict. Also, the chances of non-PVP encounters with these "monitor" squads should be very low (that way they can be used for the intended purposes of PVP).

If you bring a squad back in from monitoring without hitting someone, they should then be subject to the normal arrival encounters. Both PVP and NPC.

Though, players should be immune to PVP attacks if they have already faced the NPCs - at least until the system itself can be worked out.

This whole thing adjusts itself nicely to those that WANT to PVP will have their flag on, and the chances will be much higher that it will occur. Those that don't want it, will have it OFF and only be hittable through Shantyville.

The PVP flag issue itself can be addressed some other time.
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vet wv

Posted Dec 23, 2010, 6:05 pm Last edited Dec 23, 2010, 6:09 pm by theHumungous
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Groove Champion said:
Djihani said:
As long as youre monitoring you should be attackable too.

Just sayin.


I agree with this. If someone goes on a crazy spree and declares war on the entire community (it's happened before...) being able to attack a monitoring player would be a great way to strike at these players preemptively.

Otherwise there is literally no chance of exacting revenge on an aggressive player.



I got little experience in this but doesn't a PvP attack consist of entering the target squad's id in your squad page and clicking "do it!"? What this means to me is that you are actively patrolling the gates. If so you should be attackable from a third party. Am I missing something here?
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Posted Dec 23, 2010, 7:59 pm
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That's how it was working when I was actively pvping.
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Posted Dec 24, 2010, 1:58 am
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You don't have to set a squad to PvP to monitor gates, nor spy on enemy gangs.

You set a squad to intercept after your targeted squad has left town, thus, the kind of preemptive system you are talking about would not work.

Furthermore, forcing the "Hunter" to set a squad in advance is rather impractical, as the hunter almost always have to adjust his squad to match the enemy CR before he can launch the interception.

Nothing has really changed from when you did it sere, aside from the fact that "Interceptions" actually work properly now :)
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Posted Dec 24, 2010, 5:58 am
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*Tinker* said:
Groove Champion said:
Djihani said:
As long as youre monitoring you should be attackable too.

Just sayin.


I agree with this. If someone goes on a crazy spree and declares war on the entire community (it's happened before...) being able to attack a monitoring player would be a great way to strike at these players preemptively.

Otherwise there is literally no chance of exacting revenge on an aggressive player.



I got little experience in this but doesn't a PvP attack consist of entering the target squad's id in your squad page and clicking "do it!"? What this means to me is that you are actively patrolling the gates. If so you should be attackable from a third party. Am I missing something here?


this is entirley wrong as far as I can see.. you are not 'patrolling the gates' or you would be able to hit returns. YOu are IN the town watching for someone tgo leave then sending an appropriate squad after them.

there is a PVP method that is you patrolling.. you send a squad out hunting player squads randomly. Its time consuming and exposes you to attack. It also allows any player attacking you to work out exactly what to send against you .. a crappy exploit that only a complete coward would use. But one which has been used to great effect by complete cowards in the past.
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Posted Dec 24, 2010, 11:24 am
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FireFly said:
You don't have to set a squad to PvP to monitor gates, nor spy on enemy gangs.

You set a squad to intercept after your targeted squad has left town, thus, the kind of preemptive system you are talking about would not work.

Furthermore, forcing the "Hunter" to set a squad in advance is rather impractical, as the hunter almost always have to adjust his squad to match the enemy CR before he can launch the interception.

Nothing has really changed from when you did it sere, aside from the fact that "Interceptions" actually work properly now  :)


When the "hunter" sends his squad out though he opens himself up to counter-interception. Several times I was able to attack people who were trying to attack others. Sometimes I caught then, sometimes not. But anybody who is PvP open is vulnerable to being hit, even if they hide in town and attack people only.
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vet wv paintladder ww0,3,0

Posted Dec 24, 2010, 11:40 am
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