PVP Enabled nano from Female Corporal

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yungawa
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PVP Enabled nano from Female Corporal

Post by yungawa » Mon Aug 11, 2008 7:29 pm

I was killing Seasoned OT on the ferry in 2HO when I unintentionally aggroed a Female Corporal.

I usually try not to aggro any guards since they don't give XP or drop anything.

What bothers me is the "PVP Enabled" nano that makes me PVP enabled for 15 min.

First, how is it that an NPC can give me that tag? Is that a player placed NPC?
Does anyone know what the game effects are?

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Post by Modu » Mon Aug 11, 2008 9:14 pm

Attacking guards gives you that nano, it opens you up for other players to attack you.
So say we all.

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Post by Weeping Willow » Mon Aug 11, 2008 10:53 pm

it is also call a "flag" and makes your name shown as :

** yourname **

and you become "pvp enabled" so everyone in your pvp range can attack you ... (most of the time your own faction wont though...)
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Post by flyingengi » Mon Aug 11, 2008 11:14 pm

The main reason for the pvp "flag" is so that when players of the opposing faction enter a major city and are attacked by the guards, they can't just kill the guards and keep going. If they attack the guard, it allows the players of that city to help defend by attacking the "flagged" attacker.
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Post by yungawa » Tue Aug 12, 2008 1:05 am

Does the "flagged" attacker get to attack players that are not flagged & conversely can non-flagged players attack flagged players?


What defense does an NPC city/outpost need in a fixed game world?
What can a player do in a the opposed faction fixed locations other then generate spam?

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Post by WorldTrader » Tue Aug 12, 2008 1:33 am

yungawa wrote:Does the "flagged" attacker get to attack players that are not flagged & conversely can non-flagged players attack flagged players?
Flagged players cannot attack non flagged players.
Non-flagged players MAY attack flagged players but doing so in-turn gives themselves flags.
What defense does an NPC city/outpost need in a fixed game world?
It's more a sense of role-playing and sustain the sense of division. If the opposite faction were to just walk around your city any time they want the sense of story and conflict is gone.
What can a player do in a the opposed faction fixed locations other then generate spam?
Fight guards :P - I've heard there were high level missions/quests where you have to search and destroy opposite faction npc's, someone more familiar may be able to answer better.
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Post by Tarradax » Tue Aug 12, 2008 2:06 am

WorldTrader wrote:
What can a player do in a the opposed faction fixed locations other then generate spam?
Fight guards :P - I've heard there were high level missions/quests where you have to search and destroy opposite faction npc's, someone more familiar may be able to answer better.
The quest for the upgraded 1k board, for one. Involves killing special guard-type mobs.
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Post by WorldTrader » Tue Aug 12, 2008 2:42 am

Tarradax wrote:
WorldTrader wrote:
What can a player do in a the opposed faction fixed locations other then generate spam?
Fight guards :P - I've heard there were high level missions/quests where you have to search and destroy opposite faction npc's, someone more familiar may be able to answer better.
The quest for the upgraded 1k board, for one. Involves killing special guard-type mobs.
Ah makes sense, since I'm NEUTRAL...I don't concern myself with faction sided boards :P
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Post by Tarradax » Tue Aug 12, 2008 3:02 am

WorldTrader wrote:
Tarradax wrote:
WorldTrader wrote: Fight guards :P - I've heard there were high level missions/quests where you have to search and destroy opposite faction npc's, someone more familiar may be able to answer better.
The quest for the upgraded 1k board, for one. Involves killing special guard-type mobs.
Ah makes sense, since I'm NEUTRAL...I don't concern myself with faction sided boards :P
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You also get a nifty little buff cast on you - Union Buster. That one stays with you if you die, stacks with just about everything, pretty neat.
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Post by yungawa » Tue Aug 12, 2008 4:20 am

WorldTrader wrote:
yungawa wrote:Does the "flagged" attacker get to attack players that are not flagged & conversely can non-flagged players attack flagged players?
Flagged players cannot attack non flagged players.
Non-flagged players MAY attack flagged players but doing so in-turn gives themselves flags.
What defense does an NPC city/outpost need in a fixed game world?
It's more a sense of role-playing and sustain the sense of division. If the opposite faction were to just walk around your city any time they want the sense of story and conflict is gone.
What can a player do in a the opposed faction fixed locations other then generate spam?
Fight guards :P - I've heard there were high level missions/quests where you have to search and destroy opposite faction npc's, someone more familiar may be able to answer better.
Ok just as I thought. Another poorly implement funcom game mechanic. The better way would be to just beef up the city guards (which almost every other game does) or just not have NPC faction cities (which most dedicated PvP games do).

End result. AO isnt even worth 5 USD per month. Back to being a froob, if I play AO anymore at all.

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Post by lollie » Tue Aug 12, 2008 4:24 am

um, QQ?
az> I think we need to work on our communication..one guy is talking crap, one just goes lol and the other one doesn't understand what's going on
ee> lol
uo> wut?


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Post by Randomchance » Tue Aug 12, 2008 4:37 am

yungawa wrote:Ok just as I thought. Another poorly implement funcom game mechanic. The better way would be to just beef up the city guards (which almost every other game does) or just not have NPC faction cities (which most dedicated PvP games do).

End result. AO isnt even worth 5 USD per month. Back to being a froob, if I play AO anymore at all.
Oh noes! AO does something a little differently than every other game out there does. The mechanic is there and works well - attacking a sided guard mob flags you for sided pvp conflict. Working as intended.
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Post by Vabla » Tue Aug 12, 2008 5:12 am

Considering there's quite a few quests that involve you going to other faction's cities (fgrid, token board upgrade, bazzit) it'd be quite unfair if the guards were doomsday machines from hell (well Omni-AF are if you're froob).
And you never saw someone raiding the other faction's city have you? All the backyard hugging, ganking, drama <3 It's quite a mess if enough people show up. And some people still use flags if they want to pvp for fun without having to use the duel system.
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Post by Mikro » Tue Aug 12, 2008 6:02 am

1 thing folks. You dont get flags when guard hits you, you get them when you strike back.

So turn autoatack off and ignore low lvl guards, highlevel will kill you anyway :P
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Post by yungawa » Tue Aug 12, 2008 11:58 pm

Randomchance wrote:
yungawa wrote:Ok just as I thought. Another poorly implement funcom game mechanic. The better way would be to just beef up the city guards (which almost every other game does) or just not have NPC faction cities (which most dedicated PvP games do).

End result. AO isnt even worth 5 USD per month. Back to being a froob, if I play AO anymore at all.
Oh noes! AO does something a little differently than every other game out there does. The mechanic is there and works well - attacking a sided guard mob flags you for sided pvp conflict. Working as intended.
I don't have a problem with different. I have a problem with game play mechanics that reward poor behavior in a player.

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