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| Rebooting the Wack System | Started by: Billy_Bathtub on Feb 09, '10 19:35 |
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Okay folks, we are working on the idea of revamping the way wacking works so as to provide a better balance among the players. As of right now, our system is archaic and is not built to be accustomed to the huge guns that exist within our game. This system was mostly coded and kept intact for when 80 kill guns were considered to be cannons. As many of you know the answers you start with don't always lead to longevity. It is widely accepted that if you start with Wack Answers you run a risk of higher WB percentages whereas if you start on defense your odds of wackback are almost non-existant but you have to wait longer to actually start training your gun. Back when an account was 3 months old and considered to be ancient this trade-off was great and worked to perfection. Since the inception of the character of Marietta however, we have grown leaps and bounds when it comes to player longevity. As it stands right now, when you start on Defense you can build an account that is super beefy without much fear of ever dying on WB, whereas if you start on Wack you are lucky to make it to 200-300 kills. This has led to a decrease in overall relevance of those types of accounts, and that is not good for the game to have everyone flock to one homogenized group of answers and become an army of Mr. Smiths from the Matrix. What we will be doing is essentially making it so there is grace period for when you start on answers with poor Defense (either by your own doing when starting on Wack or when you are a noob and just don't know any better and start with defensive answers that have 50% efficiency). For the first X amount of kills if you have poor defense you will still run the risk of normal wackback odds. When you reach Y kills however your wackback evasion skill will be upped when you roll into a fatal WB so you will have less of a chance of dying. This will last until you have reached Z kills and then your wackback evasion skill will be dropped back to what it normally is. This way people that start with poor defense are able to live longer and can be able to build characters that are comparable to those folks that start on straight defense. The roleplay logic behind this is as follows: You're fresh off the boat and have a gun. First instinct... Kill everything! However your first X amount of kills you're shaky and need to hone your craft so your wackback evasion skill remains as it would be with the answers you started on. Once you reach Y kills you're cock of the roost and have learned a few tricks on the hits you've pulled off and can now dodge wackbacks a bit better. However, once you're at Z kills and you've been in the shit for a long time you start feeling like Danny Glover in Lethal Weapon your wackback evasion skill drops back to what it would normally be when you were at X amount of kills. Your main instinct at this point SHOULD be to use your beefy gun only during times of war because what business would a 300, 400 kill gun have hunting down gangsters? Now that boost doesn't apply for when you're shot at, when someone comes gunning for you, if you have poor defense that will remain static no matter where in the kill cycle you are. Now, this will be a two-prong change as most of our game changes are prone to be. When you are on Defense answers the changes will effect you as well. Much with the same RP reasoning as the wack answers... You spend your first few weeks probably missing a couple shots and trying to hone your gun, however you have a higher wackback evasion skill from the jump because you are defensively minded. Once you've reached Z kills though you should be outsourcing the smaller hits to your people or considering the smaller kills to be below someone of your stature. So with that in mind, when you reach Z kills and become an older vet in the underworld and have long established your name in the crime scene, your wackback evasion will drop to a static number which makes a fatal wackback still relatively less likely than your wack answer counterparts, but definitely a real possibility. There are high odds that this will make an entry into the game, so if you'd like to see something added please discuss. |
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This sounds like an interesting idea..I will think about it and probably post my thoughts on it later. I do however have a question. How will this affect old characters right after implementation? |
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| Reply by: Sherminator at Feb 09, '10 20:35 | |
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It would be in effect for every character in the game, yes. Mind you the goal is not to wipe everyone out by flukey shots, it's just to make sure things are kept in check fairly for everyone. |
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| Reply by: Billy_Bathtub at Feb 09, '10 20:39 | |
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I respectfully think wackbacks are ghey to be honest but they do have their place. A character with 300-400 kills should not get a wackback on a Gangster I would like to see the game move away from such a huge dependency on the start up answers The thing I like about this game is that it is straight forward. ie. killing makes you better at killing But in my mind, a Made Man with 10k crimes and 1k drug trades should be much stronger (whatever that means) than a Made Man with 250 crimes and 10 drug trades provided their answers are not complete garbage. Also since we are discussing start up answers, I think it would be nice and harmless to have a page on here that reminds us of the answers we chose, like a diploma or something simple. |
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| Reply by: Chalk at Feb 09, '10 23:08 | |
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| Reply by: Matterhorn at Feb 10, '10 13:15 | |
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Matterhorn that idea has been tossed around, and could possibly |
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| Reply by: Billy_Bathtub at Feb 10, '10 15:01 | |
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I always thought that death wack backs is the only "unfair" piece of code the game has. I'll save the unnecessary original thread and post my thoughts here. I think that one should not die for doing what they do best. One should also not die for playing the game right. One should never wack back on an IA or MIA. If we RP everywhere that they are "bums" or "comatose" then no way in hell do they turn around and shoot back. I would like to see an actual decrease of death wack back chances with the increase of gun training. The more kills I have, the better I should be, so I should only be killed by another gun. I can understand a death wackback from an *online* player so the "turning around" makes sense from an RP POV. Also another incentive to stay around and fight as you increase your chances of survival by increasing their chances of wack back. |
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| Reply by: CrazyNine at Feb 10, '10 15:54 | |
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A Death Wackback is not based on your stats, it is a fluke result. Therefore there is no way to "train" out of it. It also is not necessarily the person "shooting back" at you. Perhaps you step on a sewer grate that fails and you crack your head open on the sidewalk. "Something went terribly wrong" does not describe a specific instance of an IA or MIA shooting back at you. |
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| Reply by: RichardEnnebocks at Feb 10, '10 16:24 | |
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With regards to wackback odds, I've always thought that the natural defense/wackback odds connection should be flipped. Natural born killers (wack answers) I would think would be less inclined to screw up and get themselves killed while doing what they do best. People who generally don't even have a clue which way to hold the gun until they go to the range scores of times (defense answers) would be more likely to screw it up and die in the process when they're going out and shooting. |
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| Reply by: Lucretia_Borgia at Feb 10, '10 19:20 | |
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Well to answer some of the comments there are a couple of things to keep in mind. This is not being done to increase the death by wackback in the game, in fact the wackback deaths in the game will remain about the same if not decrease a bit. The difference will be making sure the wackbacks are spread more equally throughout the answer sets. Wrap your mind around this, it has been over a year since a person on true defense has died from wackback. Now remember there is a difference between people who have true defense and those that THINK they have true defense. So is this fair? No, it is not. But we also want people to advance their characters which is why we would lessen the odds of wackback for people on Wack answers and increase the odds for someone on Defense answers after a certain amount of kills. Now would people with wack answers still die from WB at a slightly higher rate? Of course, that's the risk of those answers but we also want to make it so that they can actually develop a character like defensively minded folks. The odds are there for a Defense account to die from WB, but it just hasn't happened in over a year. They should be included in the statistics a little bit more. As for the argument that Wackback shouldn't be in the game at all? I'm not arguing it's gutwrenching when it happens. I've lost a couple characters to WB and it is always a kick in the nuts. But you are shooting at a living character, and while 99% of the time that might go great, realistically that's not accurate. Maybe if MR had a gameshark and you could switch on God Mode you wouldn't have to worry, but you're killing another person! It's not like going to a morgue to use corpses for target practice. It will always be a part of the game, because we think it's integral to the realism of everything. |
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| Reply by: Billy_Bathtub at Feb 11, '10 00:46 | |
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Richard, I may have failed to express that I think it should be trainable. I was under the impression that to die, you need *two* unlucky rolls. And although the first one is obviously not something you could train out of, the second roll could be designed to depend on wack stats as well. |
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| Reply by: CrazyNine at Feb 11, '10 07:36 | |
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| Reply by: Lucretia_Borgia at Feb 12, '10 08:27 | |
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Whilst I don't particularly have any problem with the proposed changes, I would question whether it's the right solution to the army of Mr Smiths, and therefore even worthwhile? I think the bottom line is this; Will this change stop the 'flock to one homogenized group of answers'? No, not in my opinion, because regardless of the journey there, it's still going to be the best approach and best "end-game" in the climate we currently play in. With this in place, I still think you will see the same approach by players. If the only issue you're concerned about is wackback spread, then it seems like a reasonable solution. However, it sounds to me like the spread of actual answers is also being viewed as an issue (?) and I don't think this will address it. Some of Lucretia's ideas sound very worthwhile, but then again, if wackback is based on wack skills rather than defense, do you risk swinging the pendulum in the other direction? On a side note, this is a good idea (haven't heard it before myself) though possibly not related to the issue here: "cannons should be killing/injuring more than one bodyguard, in my |
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| Reply by: Hoopi at Feb 15, '10 08:37 | |
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I'm hesitant to respond to this, but I'll take a stab anyway. |
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| Reply by: Gwarble at Feb 16, '10 11:17 | |
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Gwarble, there is a cap to how many bodyguards provide you with defense. After certain point, they're only there to be cannon fodder provided you're in a pretty massive war. Also, the only other way you can increase defense is by being shot at someone who actually has a legitimate chance of hitting you. |
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| Reply by: Swayzak at Feb 16, '10 17:37 | |
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I'm not sure if you're an admin and know these things for facts, I lose track of who is who, but I've always believed that repeatedly taking fire will weaken you, not aid you. I'll obviously be corrected if I'm wrong there. |
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| Reply by: Gwarble at Feb 16, '10 18:10 | |
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Rather than having everything geared towards excessive devotion and pumping 12+ hours a day into the game, which will only ever be achieved by the few, this change would appeal to a far greater proportion of the target market for this game.* |
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| Reply by: Gwarble at Feb 16, '10 18:13 | |
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Personally I think it should go as follows. Wack answers = higher chance of wb at the begining till X amount of kills. Once reaching X, your wb chance should should drop to the static odds. RP wise, At the start youre a noob with a gun shooting everything without much skill, once you've honed your skill you would be less likely to wb. Defence answers = low chance of wb till you reach Y amount of kills. Y would generally be a higher # then X. This would allow Defensive people to train their wack to a respectable lvl then only use it when needed afterwords. Right now theres almost no benifit to being on wack answers. Ya you can save alot of cash, but no matter how good of a player you are, you are bound to death sooner or later. Why should a person on wack be penalized when they dont get the benefit of any defence? |
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| Reply by: MrSimpson at Feb 16, '10 18:52 | |
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Coupled with revamping the bg-wack system (cannons should be That is a quote from Lucretia. I am curious as to your reasoning as to why you think a cannon should be killing more than one bodyguard? From my understanding we players are shooting a hand gun, the term cannon was put in place because you could kill anyone not based on the size of bullet you shot. However I think sniper is probably a better description in that you have trained your accuracy to such an extent that you are able to aim with a high level of reliability through a crowded area. A hand gun is highly unlikely to shoot masses of bodyguards unless they were stupid enough to stand on top of each other and the bullet passed through a mass of them. However I'm not an expert on the guns of the time, I do think it unlikely that they possessed the power to shoot through masses of bodies. |
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| Reply by: Romeo_Levenstein at Feb 16, '10 19:19 | |
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The bodyguard cap has been mentioned quite a few times on IRC, including from admins. |
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| Reply by: Swayzak at Feb 16, '10 20:06 | |
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