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 Being hit while having a Halcyon aura and calming amplifier 
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Joined: Sun Sep 18, 2011 9:20 am
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Can you explain why I could be hit continuously while having a Halcyon aura and calming amplifier on.

This all happened when I was guarding a planet that was under attack (under 10) so they could target me. They would have also been alerted to me after taking the planet the night before

I thought once you had a halcyon aura on you, you couldn't be hit.
Is this a bug or was the attacking legion using something I dont know about?
I have kept a copy of the log showing that I was being hit many times after the halcyon trap had been triggered


Mon Feb 13, 2012 1:18 am
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AuldBairn wrote:
Can you explain why I could be hit continuously while having a Halcyon aura and calming amplifier on.

This all happened when I was guarding a planet that was under attack (under 10) so they could target me. They would have also been alerted to me after taking the planet the night before

I thought once you had a halcyon aura on you, you couldn't be hit.
Is this a bug or was the attacking legion using something I dont know about?
I have kept a copy of the log showing that I was being hit many times after the halcyon trap had been triggered


That's why

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Mon Feb 13, 2012 1:20 am
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AuldBairn wrote:
Can you explain why I could be hit continuously while having a Halcyon aura and calming amplifier on.

This all happened when I was guarding a planet that was under attack (under 10) so they could target me. They would have also been alerted to me after taking the planet the night before

I thought once you had a halcyon aura on you, you couldn't be hit.
Is this a bug or was the attacking legion using something I dont know about?
I have kept a copy of the log showing that I was being hit many times after the halcyon trap had been triggered


You answered your own question right there. When you are guarding a planet, you are an eligible target even with a halcyon or truce effect and also with 0 or negative disable actions. If this weren't the case, one person could get truced or zeroed then guard a planet making it invincible.

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Mon Feb 13, 2012 1:22 am
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I am currently a 'victim' of this feature of the game and I think it sucks. Two of us are being targeted by three top members of a legion, and repeatedly disabled despite negative dis tallys and halcs in place. They have even said they don't want the planet back they like playing with us to 'let off some steam'.

Because the halc effect is in place, I can't attack them back, but they can attack me and disable me over and over again if I try to guard the planet. It means now the guarding legion is at a distinct disadvantage.

I think the halc effect and the zero disable effect should be honoured, but that wormholes should always be able to be used to warp away guards, regardless of the player or the planets status - that would make it more even.


Sat Feb 18, 2012 6:11 am
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Just stop guarding the planet if you don't want to be disabled.

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Sat Feb 18, 2012 6:13 am
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Jackie wrote:
Just stop guarding the planet if you don't want to be disabled.


This. The system is fine as it is.

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Sat Feb 18, 2012 6:19 am
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RigorMortis wrote:
Jackie wrote:
Just stop guarding the planet if you don't want to be disabled.


This. The system is fine as it is.

Actually, it needs to let the halced or calmed ship be debuffed..but I'm thinking we agree 8-)

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Sat Feb 18, 2012 6:21 am
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Jackie wrote:
RigorMortis wrote:
Jackie wrote:
Just stop guarding the planet if you don't want to be disabled.


This. The system is fine as it is.

Actually, it needs to let the halced or calmed ship be debuffed..but I'm thinking we agree 8-)

Ah yes, well that excluded. It does need to allow artifacts to be used on any player guarding a planet, which of course goes counter to the "issue" in this thread.

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Sat Feb 18, 2012 6:23 am
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Nodaf wrote:
I am currently a 'victim' of this feature of the game and I think it sucks. Two of us are being targeted by three top members of a legion, and repeatedly disabled despite negative dis tallys and halcs in place. They have even said they don't want the planet back they like playing with us to 'let off some steam'.

Because the halc effect is in place, I can't attack them back, but they can attack me and disable me over and over again if I try to guard the planet. It means now the guarding legion is at a distinct disadvantage.

I think the halc effect and the zero disable effect should be honoured, but that wormholes should always be able to be used to warp away guards, regardless of the player or the planets status - that would make it more even.


Um, the guarding legion has two HUGE advantages; they are called Planet Flux and Planet Vortex Deflectors.
The whole conflict could have been over in 12hrs; even less if the person wasn't online to alert it before the Flux.
Besides, your legion STOLE it. The former owner should have every chance to take it back and not be hampered by halc/ calm amp players (or zeroed out players)

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Sat Feb 18, 2012 7:33 am
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StolenPlanet wrote:
Nodaf wrote:
I am currently a 'victim' of this feature of the game and I think it sucks. Two of us are being targeted by three top members of a legion, and repeatedly disabled despite negative dis tallys and halcs in place. They have even said they don't want the planet back they like playing with us to 'let off some steam'.

Because the halc effect is in place, I can't attack them back, but they can attack me and disable me over and over again if I try to guard the planet. It means now the guarding legion is at a distinct disadvantage.

I think the halc effect and the zero disable effect should be honoured, but that wormholes should always be able to be used to warp away guards, regardless of the player or the planets status - that would make it more even.


Um, the guarding legion has two HUGE advantages; they are called Planet Flux and Planet Vortex Deflectors.
The whole conflict could have been over in 12hrs; even less if the person wasn't online to alert it before the Flux.
Besides, your legion STOLE it. The former owner should have every chance to take it back and not be hampered by halc/ calm amp players (or zeroed out players)


Um, that's why wormhole emitters were invented. And the legion concerned freely admitted they were not in it to remove the member guarding - they were in it to shoot fish in a barrel. They more than had the means to remove people from the planet via artis, they just chose to exploit the loophole in the game and repeatedly disable guarding members instead. And unlike badge farming, there is no lower limit on how many times players can be disabled this way - if the game were fair, you should at least be allowed to be targeted until you're zeroed or halced and then the attacker should be forced to use emitters from then on.

And in this case we were trying to support a member who had taken a planet, so we expected some heat. But in other cases the planet was being taken from us.

The game is inconsistent in its application, and is completely arbitrary in the way these artis work - it needs to be fixed.


Sun Feb 19, 2012 11:25 am
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StolenPlanet wrote:
Nodaf wrote:
I am currently a 'victim' of this feature of the game and I think it sucks. Two of us are being targeted by three top members of a legion, and repeatedly disabled despite negative dis tallys and halcs in place. They have even said they don't want the planet back they like playing with us to 'let off some steam'.

Because the halc effect is in place, I can't attack them back, but they can attack me and disable me over and over again if I try to guard the planet. It means now the guarding legion is at a distinct disadvantage.

I think the halc effect and the zero disable effect should be honoured, but that wormholes should always be able to be used to warp away guards, regardless of the player or the planets status - that would make it more even.


Um, the guarding legion has two HUGE advantages; they are called Planet Flux and Planet Vortex Deflectors.
The whole conflict could have been over in 12hrs; even less if the person wasn't online to alert it before the Flux.
Besides, your legion STOLE it. The former owner should have every chance to take it back and not be hampered by halc/ calm amp players (or zeroed out players)


Oh and by the way - the former owner was nowhere to be seen. It was three members who were 2-3 times the rank of the people they were disabling, and explicitly stated they were not interested in the planet, they just wanted to have some fun with the loophole


Sun Feb 19, 2012 11:30 am
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Oh and by the way - the former owner was nowhere to be seen. It was three members who were 2-3 times the rank of the people they were disabling, and explicitly stated they were not interested in the planet, they just wanted to have some fun with the loophole[/quote]

That is part of the game whether you like the way they play or not. Crying about it fixes nothing. If you can't handle it, then as the others already said, quit guarding the planet. Or find a game that doesn't have pvp, because this will happen in any game where pvp is allowed.

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Sun Feb 19, 2012 11:39 am
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Nodaf wrote:
StolenPlanet wrote:
Nodaf wrote:
I am currently a 'victim' of this feature of the game and I think it sucks. Two of us are being targeted by three top members of a legion, and repeatedly disabled despite negative dis tallys and halcs in place. They have even said they don't want the planet back they like playing with us to 'let off some steam'.

Because the halc effect is in place, I can't attack them back, but they can attack me and disable me over and over again if I try to guard the planet. It means now the guarding legion is at a distinct disadvantage.

I think the halc effect and the zero disable effect should be honoured, but that wormholes should always be able to be used to warp away guards, regardless of the player or the planets status - that would make it more even.


Um, the guarding legion has two HUGE advantages; they are called Planet Flux and Planet Vortex Deflectors.
The whole conflict could have been over in 12hrs; even less if the person wasn't online to alert it before the Flux.
Besides, your legion STOLE it. The former owner should have every chance to take it back and not be hampered by halc/ calm amp players (or zeroed out players)


Oh and by the way - the former owner was nowhere to be seen. It was three members who were 2-3 times the rank of the people they were disabling, and explicitly stated they were not interested in the planet, they just wanted to have some fun with the loophole



Bud, your legion stole a planet so you're getting your ass handed to you~ Maybe they don't want the planet back, but they're beating you like a drum until you realize that your actions have consequences.

some idiot attacked and stole a planet of mine, it wasn't a relatively good planet so I let him keep it, however I zeroed him so he wasn't getting a free planet from me~

stop whining, stop protecting the planet and move on.

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Sun Feb 19, 2012 1:59 pm
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Maybe if you quit your teenage posturing and chest beating and thought about this a bit you would see the problem.

Forget whose planet it is - the problem is that if you are guarding ANY planet and the population gets to the point where you can be targeted (which is when you need guards the most) you can be disabled through a halc and disabled as many times as the attacker likes. And if you have a halc in place, it goes off, making it impossible for you to attack them back. If it's a planet you took then you might argue that you're getting what you deserve, but this happens even if it's your own planet you are trying to defend.

Your response of "Just stop guarding it and let them take the planet" is pathetic - like I am sure you all would do that if it was your best planet that someone else was trying to take! Get real! Of course you are going to try and defend it. Right now, all it takes is a few hits and the guards with halcs are rendered useless in a fight, but they can be attacked over and over if they try to hold the planet. At least with wormholes, you eventually run out.

All that needs to happen is that wormhole emitters need to be able to work at any time, even when a vortex is in place, and then the problem goes away.

This sort of thing has happened before - Dan made invincible planets and didn't twig that star chart purgers were no longer able to be used on them, so you ended up with planets in your scan database that you couldn't take and couldn't remove. So he made purgers work on invincibles. Simple fix.

I like simple.


Sun Feb 19, 2012 7:27 pm
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Nodaf wrote:
Maybe if you quit your teenage posturing and chest beating and thought about this a bit you would see the problem.

Forget whose planet it is - the problem is that if you are guarding ANY planet and the population gets to the point where you can be targeted (which is when you need guards the most) you can be disabled through a halc and disabled as many times as the attacker likes. And if you have a halc in place, it goes off, making it impossible for you to attack them back. If it's a planet you took then you might argue that you're getting what you deserve, but this happens even if it's your own planet you are trying to defend.

Your response of "Just stop guarding it and let them take the planet" is pathetic - like I am sure you all would do that if it was your best planet that someone else was trying to take! Get real! Of course you are going to try and defend it. Right now, all it takes is a few hits and the guards with halcs are rendered useless in a fight, but they can be attacked over and over if they try to hold the planet. At least with wormholes, you eventually run out.

All that needs to happen is that wormhole emitters need to be able to work at any time, even when a vortex is in place, and then the problem goes away.

This sort of thing has happened before - Dan made invincible planets and didn't twig that star chart purgers were no longer able to be used on them, so you ended up with planets in your scan database that you couldn't take and couldn't remove. So he made purgers work on invincibles. Simple fix.

I like simple.


To be honest, I feel like asking Dan to make Halcs, Calming Amps, and Zeroes cause ships to be invincible to everything but wormhole emitters on planets to be pathetic, especially considering a wormhole emitter costs 30 energy, and you could safely re-guard within seconds (as opposed to either using nanos or waiting 5 minutes between repairs) knowing the worst that can happen is you can be warped away.

If the attacker can continue disabling all the guards over and over, chances are if they want the planet they will get it (if they want it, which in this case they said they did not want to take the planet back and just wanted to farm your ships) regardless of how many times your ship gets blown to pieces.

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Sun Feb 19, 2012 7:38 pm
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I was reguarding within seconds anyway.

It's not the ship you change, it's the planet.

You make halcs, zeroes etc. work just the way they work everywhere else, and you change the planet so that wormholes can be used regardless of what effect is on the planet. Just like star chart purgers now.

They way it is now is complex and inconsistent - there is a simple and existing solution to the problem, it just needs to be fixed so it works.


Sun Feb 19, 2012 7:47 pm
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Nodaf wrote:

Your response of "Just stop guarding it and let them take the planet" is pathetic - like I am sure you all would do that if it was your best planet that someone else was trying to take! Get real! Of course you are going to try and defend it. Right now, all it takes is a few hits and the guards with halcs are rendered useless in a fight, but they can be attacked over and over if they try to hold the planet. At least with wormholes, you eventually run out.


Very well. Perhaps I should have worded it differently. "Stop trying to exploit the fact that people with truce are allowed to guard a planet, despite it clearly being a pvp action." Continue guarding it, just stop trying to exploit truce. It was NOT meant to allow people who are immune to attack and artifacts to guard planets.

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Sun Feb 19, 2012 7:50 pm
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I have 2 suggestions to this "problem", if you insist it is such.

1) Make calming amps/halcs nullify if a planet your guarding becomes under attack.
2) Allow people to attack while pacified, but it removes the pacification.

This will allow you to fight back. Would that make you happier?

Allowing wormholes to act if a vortex deflector is active would just eliminate the point of the vortex deflector.
If you don't, we get invulnerable guards.

Personally, I think the system is fine though...

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Sun Feb 19, 2012 7:58 pm
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And that's where changing the Wormhole Emitter would work better - if it worked properly you would then be able to remove guards who are truced from a planet that has a Vortex Deflector in place.

Right now it's the attacker that is exploiting the truce effect, and making all the guards defenceless - it should work both ways as it does everywhere else in PvP. Same for zeroing - if you are zeroed and choose not to fight back then you can't be hit you can only be warped, but if you attack the invaders your count goes back up and you become a target again, like normal PvP.

The way it works right now is not PvP at all - the guards are at a disadvantage.


Sun Feb 19, 2012 8:01 pm
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Nodaf wrote:
And that's where changing the Wormhole Emitter would work better - if it worked properly you would then be able to remove guards who are truced from a planet that has a Vortex Deflector in place.

Right now it's the attacker that is exploiting the truce effect, and making all the guards defenceless - it should work both ways as it does everywhere else in PvP. Same for zeroing - if you are zeroed and choose not to fight back then you can't be hit you can only be warped, but if you attack the invaders your count goes back up and you become a target again, like normal PvP.

The way it works right now is not PvP at all - the guards are at a disadvantage.


I suppose next someone will say that sabs should be able to sab when there is a vortex deflector?
If your zeroed and you guard you should be able to be disabled. The action counter is there to stop farming. You have a way to stop yourself being farmed, therefore it should be ignored.

And a wormhole should NOT be able to work when there is a vortex deflector. That bit works fine.

Give me one logical reason of how that would work in real life? There is a massive deflector grid preventing and artifacts fired from cargo bays from activating, but somehow the wormhole will work?

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Sun Feb 19, 2012 8:05 pm
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