nimander99 wrote: »Heh heh, couldn't help itI think maybe having a trial of this in certain campaigns would be... interesting. Why not have wildly diverse rule set governing separate campaigns?
I thought of one mechanic that could be used to identify BannerSpies.
What if when you kill a friendly you are given the choice of resurrection, regardless of distance from that player.
Kill a friendly
- "You killed Kalin Gentry, resurrect?"
- Yes (Use Soul Gem )
- No
If you are killed by a friendly and they choose not to resurrect you, you are informed that the person that killed you was a friendly. When this happens you are given the option to flag that player as a BannerSpy... enough flags and there would be consequences.
To prevent players from running out of soul gems, when a player chooses "Yes" and they have no soul gems they could be offered a single soul gem that can be bought with AP. The ONLY time this ever happens is when resurrecting from friendly fire. This resurrection would bring the player back to life at full power.
This mechanic would deter greifing simply because a player who griefs but doesn't want to be flagged as a BannerSpy would resurrect their friendly and then their friendly would be back in battle in under 10 seconds at full power. Kind of counter productive for griefing, don't you think?
To prevent THIS from being exploited by factions (killing and rezzing teammates as a form of healing) the person who kills should have the normal consequences of killing friendlies, regardless of their resurrection choice.
AOE abilities will *** up things. Or should I say ff combined with AOE skills will turn everything into a mess.
And there are a lot of AOE skills, so I don't see any point in discussing it any further.
In PVE, arenas are not big enough for this to work. Using the City of Ash boss fight for example, many aoes cover most, if not the whole safe zone. This is pretty much a 'no-go' for the bulk of PVE content as many encounters do not have enough room to fit enemy aoes, friendly aoes, and safe spots in managable distances to still actually complete the encounters.
With IC there is a lot more PVE and PVP cross-over, and just imagine the war of grinding spots. Just imagine being able to kill that player who set up siege in the spot you want. There is not work around for fiendly fire. The game is not set up for it.
What you are talking about would require the game to be fundimentally redesigned. It's not creative to want one game to morph into another.
I'll just do it a lot, then hop on an alt character, do it some more, then hop on another alt character and do it some more again...First and foremost, this is not a "should we or shouldn't we" thread. Please do not post simple "No" or "Yes" responses. This thread is to discuss the difficulties with friendly fire and the possible solutions, if there are any.
I tried having this discussion over on the "Friendly fire yes or no?" thread but the discussion just got buried.
The problem with friendly fire is simple to see: players would use it to grief their own alliance.
The quick response answer to this is to put controls and disincentives in place to dissuade players from killing their own alliance. Some possible ideas could be:
- Respawn Timers that increase the more friendlies you kill
- AP loss when friendlies are killed
- Reflected damage from friendlies being killed
All of these could be systematically used against a faction by a BannerSpy (like a TurnCoat) to hurt their own faction and help an opposing faction. Any disincentive I can think of has this negative effect. Players can use it to grief their faction.
Could there be a way to track this sort of behavior without unintentionally flagging players who are just getting killed a lot by their friends by accident. Lets say this behavior is tracked with some sort of friendly damaged received/enemy damage received ratio and if a player achieves a certain ratio (killed a LOT more by friendlies... so they must be griefing) certain action is taken. How do you prevent players who are legitimately and accidentally getting killed more by their friends from being flagged as a BannerSpy?
Do we show players what friendlies they kill and who killed them and give players the option to flag another player as a BannerSpy? How do you prevent a group of BannerSpies from systematically flagging their own faction as BannerSpies to "remove" them from the fight.
It seems like every single method of control could be used as an effective griefing tool. These are the difficulties with these controls. What are the solutions? What are your ideas?
I'll just do it a lot, then hop on an alt character, do it some more, then hop on another alt character and do it some more again...First and foremost, this is not a "should we or shouldn't we" thread. Please do not post simple "No" or "Yes" responses. This thread is to discuss the difficulties with friendly fire and the possible solutions, if there are any.
I tried having this discussion over on the "Friendly fire yes or no?" thread but the discussion just got buried.
The problem with friendly fire is simple to see: players would use it to grief their own alliance.
The quick response answer to this is to put controls and disincentives in place to dissuade players from killing their own alliance. Some possible ideas could be:
- Respawn Timers that increase the more friendlies you kill
- AP loss when friendlies are killed
- Reflected damage from friendlies being killed
All of these could be systematically used against a faction by a BannerSpy (like a TurnCoat) to hurt their own faction and help an opposing faction. Any disincentive I can think of has this negative effect. Players can use it to grief their faction.
Could there be a way to track this sort of behavior without unintentionally flagging players who are just getting killed a lot by their friends by accident. Lets say this behavior is tracked with some sort of friendly damaged received/enemy damage received ratio and if a player achieves a certain ratio (killed a LOT more by friendlies... so they must be griefing) certain action is taken. How do you prevent players who are legitimately and accidentally getting killed more by their friends from being flagged as a BannerSpy?
Do we show players what friendlies they kill and who killed them and give players the option to flag another player as a BannerSpy? How do you prevent a group of BannerSpies from systematically flagging their own faction as BannerSpies to "remove" them from the fight.
It seems like every single method of control could be used as an effective griefing tool. These are the difficulties with these controls. What are the solutions? What are your ideas?
Then, I'd tap out to the next person to do it.
To be honest, I don't think there's anything that would dissuade me. So I get banned from playing in cyrodiil on the characters of the faction I really don't care about... even if it was permanent, I would've done the damage I needed to do. Just delete those characters, and move on.
Sounds awesome to me. I would love a game with full PVP.
RizaHawkeye wrote: »I admit disappointment.
So we have a @Gidorick thread on improving the game and not a single "looks like it was made in Illustrator" image.
That's really all I came to see.Sounds awesome to me. I would love a game with full PVP.
And that's what friendly fire would end up as ... yeah.
In PVE, arenas are not big enough for this to work. Using the City of Ash boss fight for example, many aoes cover most, if not the whole safe zone. This is pretty much a 'no-go' for the bulk of PVE content as many encounters do not have enough room to fit enemy aoes, friendly aoes, and safe spots in managable distances to still actually complete the encounters.
With IC there is a lot more PVE and PVP cross-over, and just imagine the war of grinding spots. Just imagine being able to kill that player who set up siege in the spot you want. There is not work around for fiendly fire. The game is not set up for it.
What you are talking about would require the game to be fundimentally redesigned. It's not creative to want one game to morph into another.
Sure... but that is what I'm asking. What would be a good deterrent to dissuade a player from doing this?
It is not the game that would need to be redesigned but player habits.
RizaHawkeye wrote: »I admit disappointment.
So we have a @Gidorick thread on improving the game and not a single "looks like it was made in Illustrator" image.
That's really all I came to see.Sounds awesome to me. I would love a game with full PVP.
And that's what friendly fire would end up as ... yeah.
lol. @RizaHawkeye. That's for the ACTUAL concept... this is just a discussion trying to iron out the details of the concept.

In PVE, arenas are not big enough for this to work. Using the City of Ash boss fight for example, many aoes cover most, if not the whole safe zone. This is pretty much a 'no-go' for the bulk of PVE content as many encounters do not have enough room to fit enemy aoes, friendly aoes, and safe spots in managable distances to still actually complete the encounters.
With IC there is a lot more PVE and PVP cross-over, and just imagine the war of grinding spots. Just imagine being able to kill that player who set up siege in the spot you want. There is not work around for fiendly fire. The game is not set up for it.
What you are talking about would require the game to be fundimentally redesigned. It's not creative to want one game to morph into another.
Sure... but that is what I'm asking. What would be a good deterrent to dissuade a player from doing this?
It is not the game that would need to be redesigned but player habits.
Not having friendly fire is the best deterrent. If there needs to be such a complicated and creative dissuasion. Perhaps the solution is it shouldn't be implemented in the first place.
Friendly Fire invites players to kill their own team.
Why, you ask?
Why not? They're easier to kill than the enemy team and do you really care who dies at your hands so long as someone does?
In PVE, arenas are not big enough for this to work. Using the City of Ash boss fight for example, many aoes cover most, if not the whole safe zone. This is pretty much a 'no-go' for the bulk of PVE content as many encounters do not have enough room to fit enemy aoes, friendly aoes, and safe spots in managable distances to still actually complete the encounters.
With IC there is a lot more PVE and PVP cross-over, and just imagine the war of grinding spots. Just imagine being able to kill that player who set up siege in the spot you want. There is not work around for fiendly fire. The game is not set up for it.
What you are talking about would require the game to be fundimentally redesigned. It's not creative to want one game to morph into another.
Sure... but that is what I'm asking. What would be a good deterrent to dissuade a player from doing this?
It is not the game that would need to be redesigned but player habits.
Not having friendly fire is the best deterrent. If there needs to be such a complicated and creative dissuasion. Perhaps the solution is it shouldn't be implemented in the first place.
I hate the answer of not having features in a game because some dingleberries would abuse it. To me, not having it in the game is the ultimate grief. We can't have it because griefers = griefing win.
Friendly Fire invites players to kill their own team.
Why, you ask?
Why not? They're easier to kill than the enemy team and do you really care who dies at your hands so long as someone does?
@LordSemaj, because there could be repercussions of doing so. What repercussions would be sufficient?