View Full Version : Greif Points do they work?
Pella
2012-07-03, 04:57 AM
After the massive influx of players in PS1 grief points are near impossible to control. I wounder how PS2 will manage this side of the game. GP's need to be in place to stop griefers ect, Or has PS2 got a whole new system?
It seems 90% of people getting high GPs are not Tking people.
Hopefully with PS2 combat zones much wider than the stairs and tunnels of bases we wont get this problem. The joy of getting +50 GP for getting ran over by a AMS.
I truely hope the Devs put there thinking caps on for this one.
If you are getting high GP without tking people you are bad and need to learn how to aim. Back when I had SA certed years ago I never went over 100 grief, but most people shoot friendlies.
The system should punish those who shoot friendlies with grenades willy nilly.
i have to admit i have never had a problem with the grief system in ps1
imo its a pretty good system because you only get punished for EXCESSIVELY shooting your own team - a few accidental shots wont hurt you but constantly shooting you team WILL hurt
i have never been locked but i imagine you need a ton of GP to do so
Karrade
2012-07-03, 05:08 AM
Its like it was in the old days when I used to play, player numbers are about the same. Have to aim more than fire now, controlled bursts at close quarter defenses, be careful with your grenades etc.
General tips for all - If your shooting and someone runs into your line of fire, stop! Don't stand there like others do and keep firing, cursing them for the grief. In the least they are your new meat shield. Indeed it becomes a skill to avoid hitting friendlies.
Several times on TR base defense I've seen pounder maxes, probably used to less players, lock down and solo think they will hold a corridor, it doesn't work with this big of a playerbase.
There'll curse when anyone moves to support but the thing is -they need- the support, or they are dead in seconds.
You'll likely get some grief in close quarters but it has always been managable for me. - The OS's though, many times on base defense the enemy will be nuking their own troops :), this is something the CR's need to be keeping in check, more so I guess with increased player numbers.
Pella
2012-07-03, 05:09 AM
If you are getting high GP without tking people you are bad and need to learn how to aim. Back when I had SA certed years ago I never went over 100 grief, but most people shoot friendlies.
The system should punish those who shoot friendlies with grenades willy nilly.
I knew i would have this kind of stupid response as "You cant aim"... There is nothing wrong with my aim. Actually my aim is perfect. So explain Strafing with a MCG and someone runs in front of you, That makes me have a bad aim?
Or shooting a Deci at a Max and killing it. But the splash damage hit's all other troops around it. Yes my aim is bad......
And if you actually killed things Bags you would understand where i'm coming from.
Karrade
2012-07-03, 05:12 AM
I knew i would have this kind of stupid response as "You cant aim"... There is nothing wrong with my aim. Actually my aim is perfect. So explain Strafing with a MCG and someone runs in front of you, That makes me have a bad aim?
Or shooting a Deci at a Max and killing it. But the splash damage hit's all other troops around it. Yes my aim is bad.
It is more a question of when to fire, rather than lining up a shot. The battlescape has changed, and situational awareness is key. I am not saying you lack either, I am saying things are different with more players, and this is how I remember playing planetside back in the day.
If someone runs in front of you, back off and let them die. If someone is zerging in, wait to fire. Hardest in corridors, and you'll always pick up a bit, but its important at close quarters the enemy picks up ALOT more damage from your shots, otherwise there is no point making them.
If one player zergs forward and dies unfortunately from my grenade, I don't mind as long as the 6 enemy I threw it at are really badly off. This is in close quarter combat, very messy stuff.
Soyokaze
2012-07-03, 05:16 AM
Back in PS1's high pop days, the system worked.
Pella
2012-07-03, 05:17 AM
It is more a question of when to fire, rather than lining up a shot. The battlescape has changed, and situational awareness is key. I am not saying you lack either, I am saying things are different with more players, and this is how I remember playing planetside back in the day.
If someone runs in front of you, back off and let them die. If someone is zerging in, wait to fire. Hardest in corridors, and you'll always pick up a bit, but its important at close quarters the enemy picks up ALOT more damage from your shots, otherwise there is no point making them.
If one player zergs forward and dies unfortunately from my grenade, I don't mind as long as the 6 enemy I threw it at are really badly off. This is in close quarter combat, very messy stuff.
Yeah your right. But with so many people now in Base fights you have 100s of friendly's moving on your screen in a tight space that's the Problem.
You look at most of the good players on TR we all have the same problem im not sure about other empires.
But a good idea i suppose would be if your supporting your empire/ Healing / Repairing your GPs go down faster ect.
Canaris
2012-07-03, 05:22 AM
even with a heavy nights gaming under the belt with plenty of mishaps as you explain people running infront of shots or the max kill gone awry or even a special assault snafu I rarely had to much grief points to worry about, the system in PS1 did indeed seem to work well and you'd have to be actively trying to TK/TA to rack up the required amount for penalties.
I think it worked well at least for me in breeding a bit more shooting caution but in over 9 years off and on I've never been grief locked.
ringring
2012-07-03, 05:25 AM
I believe Higby said they had thought about it but a ps1 scheme was the best option they'd found.
The only time I've been grief-locked was when I stupidly certed pounder, thumper and drove a prowler in the same day. The issue isn't bad aim but people jumping in front of you to get to the enemy a wee bit sooner.
If you've tried TR this is a particular issue with a locked down max, namely it's difficult to shoot because of friendlys moving in front of you.
Set up new email address.
Create new PS2 account.
Create new soldier for enemy faction on server you play on.
Go to most crucial battle in the map.
Kill friendly units until system stops you from doing so.
Go back to step 1.
This is what is in store for us. Enjoy the new era of Planetside.
Karrade
2012-07-03, 06:30 AM
Set up new email address.
Create new PS2 account.
Create new soldier for enemy faction on server you play on.
Go to most crucial battle in the map.
Kill friendly units until system stops you from doing so.
Go back to step 1.
This is what is in store for us. Enjoy the new era of Planetside.
Yeah I had posted about this in the last grief thread only I was more vague, there are ways around most systems they could put up to block IP's etc.
The only one I can see making a dent (so far) is where you take some of the fire you inflict, so you are dead before you can damage much.
Otleaz
2012-07-03, 06:33 AM
Just make it so you get damage reflection if you TK too many times in the same hour.
I like The Idea of Grief Points, too.
As long you dont OS a friendly Squad, you can play :P
Kaotc
2012-07-03, 07:10 AM
The only one I can see making a dent (so far) is where you take some of the fire you inflict, so you are dead before you can damage much.
This system will not work, because instead of Greifers killing people themselves, all they will do is block legit players, or jump in the way of legit players while they are shooting. causing the legit players to take damage/die while the asshole stands there laughing his head off.
Karrade
2012-07-03, 07:13 AM
This system will not work, because instead of Greifers killing people themselves, all they will do is block legit players, or jump in the way of legit players while they are shooting. causing the legit players to take damage/die while the asshole stands there laughing his head off.
You stop firing and allow him to be the meatshield for the next hit? - This would be no different to how I treat people who block my shot now, I use them as cover.
-edit
The more I think about this the happier I am, if he's -mobile- cover, even better!
Besides which it'd be 100/50 grief setup, or 100/30, so he'd still be dead in that case. You'd not do much grief as it'd take many such muppets doing that to bother your gameplay.
Boomhowser
2012-07-03, 07:30 AM
Unfortunatly the system is likely to remain the same, Thier is still the need to punish those intent on ruining others gaming but it means if you are not careful you will rack up points.
In all the years of playing PS1 my greif never got to bad because I paid attention to the battlefield, however when PS2 is released you can expect to gain more grief in first couple of months due to larger number of players in game and the 1st time players who have yet to learn co-ordinated attacks and will rush in.. good news is as time progresses the accidentul grief lessens.
Redshift
2012-07-03, 07:38 AM
i wonder if it'd be possible to have a kind of forgive system for the multiplier.
As it is now a couple of bad deci's in a few mins and your multiplier goes high, that means any stray bullets and the grief piles on.
I've had it before where i've fucked up awith a couple of bad grenades, took a bunch of grief, which is fair enough, but my multiplier was so high because of it any bad bullet gave +25, so you have to go afk for 30 mins so the multipler resets.
It would be nice if there was a list of people with current high multipliers that could be reset if a certain amount of players "forgave them" you'd still have the grief from the shots but any new grief wouldn't sky rocket the total.
Had a recent thread on this already (http://www.planetside-universe.com/showthread.php?t=42145&highlight=grief). This pops up fairly often.
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