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QCubed
Joined: Sun Jun 20, 2010 4:50 am Posts: 569
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I know everyone glanced over my Idea, but it seems like it's the simplest and least exploitable solution out there.
Simply keep everything almost exactly the way it is, except make the person sending the alert on the SHIP (not a planet) have to select a number of 'slots' for responders. Each legion member that sees the alert,, clicks it, and then attacks the enemy ship counts as a 'responder' and the person who sent the alert has to spent an increasing sum of energy for the number of responder slots they request.
Every legion member would still get the notice and have a chance to respond, but you could not mass-gank each other.
~Q
_________________ Join Us Today! http://apps.facebook.com/galaxylegion/loader.php?q=bGVnaW9uaW5mby5waHA/YWN0aW9uPXJlcXVlc3QmbGVnaW9uaWQ9MjY3When a man of genius speaks, a confederacy of dunces swells up to denounce him. -Jonathan Swift
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Mon Jul 19, 2010 2:11 am |
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Scimitar
Joined: Thu Jul 29, 2010 5:11 am Posts: 224
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first time poster. my 2cents on the group alert multi hack / raid. i like the timer idea, but with one twist. not everyone is on at the same time, so an alert that was sent out hours ago about hitting someone that attacked you should not be valid 24 or 48 hours hours later. 12 hours to 2+ days of constant attacks looks like a group of bullys harassing and not defending. . a timer should be in place on the alert message, the message hits all alliance members, the diffrence is your alliance has 30 minutes to an hour too answer and respond to the alert. do they have energy to help you out or did they spend it all doing missions, are they on line or at work, or sleeping. in that time limit you could have alot of help or no help at all. when time is up, the message changes to Time has expired for this alert. . dont need a special number of slots to fill, or set a limit of number of times based on level.
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Thu Jul 29, 2010 5:46 am |
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LT Smash
Joined: Tue Jul 27, 2010 3:41 am Posts: 54
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Doesn't seam to be a problem theirs a timer to delay those kinds of problems. But anyway, having to wait for something sucks already why wait longer?
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Thu Jul 29, 2010 5:30 pm |
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hunter
Joined: Tue Apr 20, 2010 2:27 am Posts: 672
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a followup to this: http://galaxylegion.com/forum/viewtopic.php?f=6&t=976i wanted a new thread to not confuse my ideas with the rest. i have tons of experience in PvP and have seen the effects of mass attacks and hacking 1st hand. perhaps even participated in it for a while  . i am starting to regret my role in it, and i know exactly what needs to be done to help balance combat in a galaxy where there are mass attacking organizations out there. the level of intentional and unintentional bullying needs to stop. the following are CRITICAL1) reduce the time for sending alerts each time the player is attacked by 4 hours. say the player alerted the 1st ship and is constantly getting attacked, this will allow alerts to go out faster in their defense. without this they are helpless and will get decimated 1 v many. if attacked by 10 ships, the legion will only be able to respond to 2-3 ships at a time. 2)put a hostile action "LED" by the attack button. GREEN for no attacks, YELLOW for 1 attack , ORANGE for 2-4 attacks, RED for 5 or more in a 24 hour period (reset if any hostile actions performed). this should count for hacking/raiding and attacks. this is a MUST for those groups that "retaliate" to know when enough is enough. 3) set action limits for ships that don't attack others. set it to 5 actions, but let it reset or be temp suspended if they perform certain actions. a)reset if they do ANY hostile actions b) suspend protection if they defend a planet, and resume protection when they leave. please don't hijack this thread with your own ideas. comment on these ideas. EDIT: for #2 when it turns RED add a the # of attacks in parenthesis such as RED(12)
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Sun Aug 01, 2010 2:06 am |
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zophah
Joined: Sat May 22, 2010 6:22 pm Posts: 1760 Location: On the bridge of the Vikiera
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1) can you please elaborate? I don't understand.
2) This is GREAT. You can tell when enough is enough. So the count resets either after 24 hours or if they attack?
3) An idea for this is a module- (or artifact) Fail-Safe: when you are disabled at least 3 times in a 24 hour period, you are +1 truce for the next 24 hours.
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Sun Aug 01, 2010 3:31 pm |
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hunter
Joined: Tue Apr 20, 2010 2:27 am Posts: 672
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zophah wrote: 1) can you please elaborate? I don't understand.
2) This is GREAT. You can tell when enough is enough. So the count resets either after 24 hours or if they attack?
3) An idea for this is a module- (or artifact) Fail-Safe: when you are disabled at least 3 times in a 24 hour period, you are +1 truce for the next 24 hours. for #1 what i meant is IF there are lots of ships attacking and you have 12 hours to send another alert, then every additional hack, raid, attack will lower the timer by 4 hours. so if a second ship attacks, the 12 hours will turn to 8 hours. if another jumps in 4 hours, and 1 more will reduce timer to 0 enabling a second alert to go out. it will help with 1 v many situations. for #2 it would NOT reset at 24 hours. it will be a rolling range. so a total of attacks in the last 24 hour range. so if i receive 3 hits then another 2 a few hours later, in less than 24 hours there will be a case where the 3 hits will fall out of the range and leave only 2. for simplicity i am saying hits instead of hacks raids, disables, and invasions. i disagree with that artifact idea. 5 hits in response to a single action is beginning to get excessive. this should be a rolling 24 hour range of protection. this will allow the ship to get disabled, then get hacked 4x while they hunker down. however, if the player decides to retaliate, they lose their protection. unlike # 2, ANY hostile action should reset the protection. this will allow PvP players to continue to fight it out, but allow passive ships time to get off the radar without getting decimated.
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Sun Aug 01, 2010 6:36 pm |
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Nocifer Deathblade
Joined: Mon May 03, 2010 5:48 am Posts: 1945
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Yeah, I like it cuz we, DOO, certainly has no way of knowing how much that aggressor got beat upon. Once we, DOO, see a single alert, we all try to assist but it almost always ended up being overpowered or over-zerged that player in no time flat.. DOO is extremely active organization.. We take down NPCs in matter of seconds now once alert on NPCs went out. Sadly, the speed of response is also affecting aggressors who were only trying to make cute little battle only to get hit so hard by so many DOO players.. Hunterx's suggestion is a good attempt trying to reduce the un-intentional zerging no matter if we are trying to help.. It's smart to fix it mechanically trying to restrict the zerg cuz we will expect more un-intentional zerg from more organizations down the road as GL grows..
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Mon Aug 02, 2010 4:26 am |
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hunter
Joined: Tue Apr 20, 2010 2:27 am Posts: 672
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FYI, im also DOO. and yes we know about the problems and are trying to fix it.
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Mon Aug 02, 2010 7:05 am |
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Cothordin
Joined: Sun Feb 14, 2010 4:49 am Posts: 2606 Location: Cowland
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Pray tell my complaints causing reformation? And here I thought I was just blathering on 
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Mon Aug 02, 2010 7:23 am |
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QCubed
Joined: Sun Jun 20, 2010 4:50 am Posts: 569
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DSoGL is getting larger, and I believe maybe only 1/5 DOO, but still I hesitate to attack noted ships or spam a ship name unless the guy is being a real ass-wad.
_________________ Join Us Today! http://apps.facebook.com/galaxylegion/loader.php?q=bGVnaW9uaW5mby5waHA/YWN0aW9uPXJlcXVlc3QmbGVnaW9uaWQ9MjY3When a man of genius speaks, a confederacy of dunces swells up to denounce him. -Jonathan Swift
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Mon Aug 02, 2010 7:36 am |
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Robert
Joined: Fri May 07, 2010 12:43 am Posts: 1122
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_________________Headless wrote: The ship ran out of gas, a group of Inergons got into the Romulan Ale, and there are Space Herpes everywhere. Help, I need allies!
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Mon Aug 02, 2010 7:52 am |
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Helmet
Joined: Sun May 30, 2010 3:44 am Posts: 59
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I am in DOO as well, around level 140. I usually don't just fly over and pummel people for every alert. Especially if they are 40 levels lower or something crazy.
I read the comms of the alerted ship and the player that sent the alert. We usually leave a tag like "responding to DOO alert" and if I see ten tags I will wait and go back and read our forum.
We're not bloodthirsty but want to have a reputation that if you mess with us, we will take care of our own. At least that's how I have seen us operate.
Just the fact that some people complain or go "OMG I attacked a DOO member, I am dead meat!" means we are achieving something in regards to reputation.
Regards, Helmet
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Mon Aug 02, 2010 3:19 pm |
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Nocifer Deathblade
Joined: Mon May 03, 2010 5:48 am Posts: 1945
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hunter wrote: FYI, im also DOO. and yes we know about the problems and are trying to fix it. Heh, I know that you are in DOO. I merely clarify and tell to other readers why the problem exists in the first place that you wanted to help to address.. I was basically speaking to other readers not you. 
_________________Nocifer Deathblade, Founder and Leader of the Dysonians
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Mon Aug 02, 2010 3:47 pm |
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Nocifer Deathblade
Joined: Mon May 03, 2010 5:48 am Posts: 1945
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Hunter had been with DOO for long time, I think 2 months.. Heh. In fact, there are about ~40% of all GL leaderboard of all branches are DOO members.. However, that might finally reduce thanks to new organizations being born. I'm glad for it since I hate the concept of monopoly in the first place.. DOO as most active organization (We continously kick out inactive members) is bound to run into the leaderboard.. I know how you hate the idea of any organizations.. The existance of organizations are inevitable for ANY social network-based games. Take a slow, deep breath to take in the air of their existance that you'll have to breate for rest of your life in GL and you'll see many more organizations down the road making you feel like a speck of sand in the large beach of the GL unless you finally start up one or to join one so you won't feel like a speck of sand and you'll be one of the large beaches that could mean something. 
_________________Nocifer Deathblade, Founder and Leader of the Dysonians
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Mon Aug 02, 2010 3:51 pm |
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hunter
Joined: Tue Apr 20, 2010 2:27 am Posts: 672
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i was telling everyone else i was in DOO so they know the changes i suggested WILL work i typically wont participate in a mass attack if the player is already hit multiple times. i check the comms on the ship. my ship name is Hunterx lv 122 Savage Heavy Dreadnaught w/ 2.68M total RP for dangerous toys (63M upkeep if thats a clue). only the worst of the worst will know me  , but thats how i want it.
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Mon Aug 02, 2010 11:09 pm |
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hunter
Joined: Tue Apr 20, 2010 2:27 am Posts: 672
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Cothordin wrote: Pray tell my complaints causing reformation? And here I thought I was just blathering on  We hear the complaints, but there is little we can do except kick the blatant offenders from DOO. this is why these changes are so important.
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Mon Aug 02, 2010 11:24 pm |
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webguydan
Joined: Sat Jan 09, 2010 12:49 pm Posts: 2085
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1) This wont help people who have small legions.
2) Perhaps, but it would just be easier to impose action limits rather than inform and hope players police themselves (they wont).
3) Action limits will be easy for hacking/raiding, but attacks are trickier.
As I've said before, the best solution is to limit the power and reach of alerts. Mass-retaliation is the simple result of many alerts going out to a single ship.
We already plan to change alerts to only reach level ranges of the person who is being alerted. Thus, you alert against a Rank 30 ship, the big Titan Rank 300 wont see it.
You should expect to see additional changes to alerts in many other areas of the game, including planetary alerts.
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Mon Aug 02, 2010 11:50 pm |
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hunter
Joined: Tue Apr 20, 2010 2:27 am Posts: 672
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limiting alerts wont help as much as you think it will. it could make small legions useless if you have a new member in the 20's with all the legion in the 80+ range. when that player is attacked by a lv 40-50 the lv 20 cant send an alert out at all. only the large legions will not be affected as much. with really large legions you could have 20+ 30's or lower, 20+ 60's or lower, 20+ 80's or over etc etc capable of still mass attacking. i think action limits and indicators are the better option. Quote: 1) This wont help people who have small legions. true, but it would still help get the alerts out to those legion mates faster. Quote: 2) Perhaps, but it would just be easier to impose action limits rather than inform and hope players police themselves (they wont). some wont, some will. this is meant to be used in combination with # 3 Quote: 3) Action limits will be easy for hacking/raiding, but attacks are trickier. keep it to hacking/raiding and disable to simplify it. actions that actually do harm.
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Tue Aug 03, 2010 12:54 am |
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SpoonyJank
Joined: Fri May 14, 2010 7:20 pm Posts: 1178
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I think if raiding and hacking limits/timers were defensive instead of offensive that it would basically eliminate it as a bullying tool. You could still hack a particular person every 25 minutes if you weren't actually ganging up on them. You could also hack/raid everyone in the game with a full load of energy. There might not be any targets left really. It's hard to tell though. It could make scanning more popular.
I think with the non-resharing update that it is pretty easy to now avoid actual bullying. I'm sure it is still possible to be endlessly attacked for 2 days. The consequences aren't all that bad if it is just hull repairs. I don't think much is going to fix that besides the player's actual behavior. I don't know if everyone actually realizes there is a way out of that if you just don't fight back for 2 days. The level/sized based notifications seem like it might help balance it a bit so if someone did want to "start ****" with a large legion, that it wouldn't be completely suicidal. I just hope it wont have an upper limit.
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Tue Aug 03, 2010 1:16 am |
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Cothordin
Joined: Sun Feb 14, 2010 4:49 am Posts: 2606 Location: Cowland
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^/concur I think if we got the timers on defensive instead of offensive it would stop bullying+ why not add diminishing returns AKA You get hacked once ok 25min till hacked again then if a certain amount of time dosnt go by if you hack again it takes lets say 30 min. Just keep adding a certain amount of time in chain hacked/raided.
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Tue Aug 03, 2010 1:19 am |
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