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The Pain of Adaption

PostPosted: Wed May 04, 2011 11:06 pm
by R3ACTlON
As some of you may know, I have very recently started playing on your servers. I came from a very small, tight knit group of players on Xbox. Much of what is against your rules (infinites) was very integral in the play styles of the very good players on the console. (say what you may..... :whistling: )

In the recent weeks, getting used to the keyboard, rules, and the larger amount of players to watch has been interesting.

I am interested in knowing, though, why some of these are against the rules (detailed, not just "they would be abused".)

I understand that nearly everyone knows these glitches, but in my past experience, these (with the good players) did not hurt the game play, but rather helped it become more interesting and challenging.

Just want to know your guys thoughts on this.

Re: The Pain of Adaption

PostPosted: Wed May 04, 2011 11:52 pm
by WD-40
Basically, SWGO is a no-glitching allowed server. Glitching equates to cheating which is very frowned upon. If you can be more specific of which glitches you are referring to, then maybe it can be broken down more in explanation.

Re: The Pain of Adaption

PostPosted: Thu May 05, 2011 1:07 am
by haasd0gg
Maybe its time for SWGO to put up a no rules server... leave the conduct rules in tact and let the rest be a dirty glitchfest.
It could prove interesting. I would put out the $ for the first month if people think it would take.

Re: The Pain of Adaption

PostPosted: Thu May 05, 2011 1:48 am
by Matt-Chicago
haasd0gg wrote:Maybe its time for SWGO to put up a no rules server... leave the conduct rules in tact and let the rest be a dirty glitchfest.
It could prove interesting. I would put out the $ for the first month if people think it would take.


We could do that with the TX Hero server which sits mostly unplayed.

I would suggest you check out the star wars section at globalwf.com - view the rules of force competition and it's a near mirror to our server rules.

Back in the day these rules were made, most of the current tactics were not well known. It's a buggy game and there was an effort to determine what made the most sense, what the game designers had in mind, what required special configuration to do, and just generally how to make it fair.

It was determined that when you run, you lose stamina but can avoid choke. Slow running raises stamina while avoiding choke, so that seems contrary to intentions.
Same with choke - when you choke someone they are incapacitated but you lose stamina and move slower. Infinite choke allows you to gain stamina and move normal speed, which seems contrary to intentions, is not in the game manual, etc. So on down the line....

Re: The Pain of Adaption

PostPosted: Thu May 05, 2011 1:55 am
by R3ACTlON
haasd0gg wrote:Maybe its time for SWGO to put up a no rules server... leave the conduct rules in tact and let the rest be a dirty glitchfest.
It could prove interesting. I would put out the $ for the first month if people think it would take.

Replace the TX server with it, I'd love it. Plus, JL wouldn't get banned anymore.

Re: The Pain of Adaption

PostPosted: Thu May 05, 2011 1:59 am
by R3ACTlON
I personally don't see a problem with infinite choking (not just because I always play a choker).

Push allows you to knock someone down without a loss in maneuverability, whereas with choke, you move extremely slow, and even when the person falls from the choke, it isn't hard at all for them to immediately dash, combo, backslash, dash away, etc. (as they get up faster than if they were pushed.

Re: The Pain of Adaption

PostPosted: Thu May 05, 2011 2:41 am
by Admiral_Aeka
take into account - push must be done right to completely render somebody immobile for a few seconds, and can be blocked...

Infinite choke allows much less of a chance to be saved by one's teammates... speeds up the choke-> kill process greatly and unfairly, not to mention in some situations (uneven buildings, etc.) it is unfair because it allows the entire health bar to be depleted by choke.

We could have a big long debate about this, but I don't think it will change our rules :innocent:

Re: The Pain of Adaption

PostPosted: Thu May 05, 2011 8:10 pm
by R3ACTlON
Admiral_Aeka wrote:take into account - push must be done right to completely render somebody immobile for a few seconds, and can be blocked...

Infinite choke allows much less of a chance to be saved by one's teammates... speeds up the choke-> kill process greatly and unfairly, not to mention in some situations (uneven buildings, etc.) it is unfair because it allows the entire health bar to be depleted by choke.

We could have a big long debate about this, but I don't think it will change our rules :innocent:

The thing about choke is it only allows someone to immobilize one person at a time, while requiring you to continually look at them. I think choking makes it easier for others to save team mates, as the choker must stay constantly looking at the target in order to get a kill. Whereas with a pusher, you can easily handle several opponents at once without much loss of defense at all.

(I'm not trying to advocate killing by solely choking either)

Re: The Pain of Adaption

PostPosted: Thu May 05, 2011 8:19 pm
by (Rogue).ltc.dan
i agree with you haas we should make a no-rule server because for glitchers on HA would not get in trouble so much if they went to that server. So what im saying is problem solved with how we are gonna get rid of the glitchers :lol:

Re: The Pain of Adaption

PostPosted: Thu May 05, 2011 8:35 pm
by Corpse
The problem I see with that is that it'd "soil" SWGO's reputation.