1

(641 replies, posted in Testing server)

So I've continued to read all of this without comment for the last few pages.

What I've noticed so far:

* People are telling you (the Devs) to dump your idea of limiting TFing. Or simply remove it all together in favor of Flat islands (Or islands as they are) and modular colony defenses such as different types of walls and gates etc.

* Leave Tfing alone, but fix the hight ranges.

* Do not limit creativity by creating a system which only supports cookie cutter base types.


Basically.... Leave the old system like it was, and simply fix the height ranges for transforming, while adding in new module colony structures for defense, and redesigning some of the layouts for the islands.

Pretty simple honestly.

The problems I think Zoom is that you all are literally trying to turn a mole hill.. into a mountain.  STOP. Fix what needs to be fixed so the system works. And stop trying to screw with things that are not broken. (Until you actually fix and release the things that are).

Or...

You could simply just make all the Gamma islands 100% FLAT (or simply leave them as they are). Say No teraforming, add a few  neat defensive structures, walls and gates and screw with some of those mechanics, and be done with it.

2

(641 replies, posted in Testing server)

On another note,

Despite my conflictual nature above.. I realize this is an exceedingly complicated and difficult project and the devs are doing the best they can with what they have, and they have my full support in whatever the do eventually decide.

I love Perpetuum and I'm not going anywhere.

I am however going to point out obvious flaws where I see them, whether people like it or not. And whether or not they agree with me.

3

(641 replies, posted in Testing server)

Malsier Dabian wrote:
Norrdec wrote:

And you don't grasp the idea that when the server doesn't handle the load, it might not be because of 20 year old hardware or because it's just plain cheap/slow, but because what it does is complex.

And the old gamma was complex and it gave the players the possibility to make nearly unlimited amount of entities the system had to track. (limited only by the terrain). The software had a "bug", this is the remedy and patch.

Throwing more hardware would work. For 15 minutes. You might work with hardware, but you have the old and inefficient way of thinking that more is always better.

Actually the old limit was based on room, terain, adn how mcuh time you actually wanted to spend on it.

I used to roam the gamma islands, and I have been to every single one of them. The old colonies were not massive with 1000's of turrets. They were generally small to medium, with maybe 30-50 turrets and not even all the structures.

So while yes there was and is the possibility that a corp could plant 10,000 turrets, and fill the island with structures..... Why would they? That would be... ***.

Saying something "Might" happen. Doesn't mean it will.
Saying something can happen, Doesn't mean it's going to.
Saying we should do this so players wont build colonies with 10,000s of turrets and crash the server... is paranoia when it never even happened to begin with.

If the server can't handle a 20 corps placing say.. 500 structures each.... For 10k structures total. Thats a server issue, not a game issue.

Whats the difference between 20 corps placeing 500 structures each. and 1000 corps placing 20 structures each?


Answer:

Absolutely nothing, the server will still crash.. Because it is a "Server" issue" not a game mechanic issue.

Fix the server - Fix the problem.


WAIT but you say "There are not enough gamma islands or players to make that many corps!"

I say:

.......Yet.

So go ahead but until the actual issue is solved, years down the road when there are that many players and corps, another gamma reset is and will be due for some more "work arounds".

4

(641 replies, posted in Testing server)

Norrdec wrote:

And you don't grasp the idea that when the server doesn't handle the load, it might not be because of 20 year old hardware or because it's just plain cheap/slow, but because what it does is complex.

And the old gamma was complex and it gave the players the possibility to make nearly unlimited amount of entities the system had to track. (limited only by the terrain). The software had a "bug", this is the remedy and patch.

Throwing more hardware would work. For 15 minutes. You might work with hardware, but you have the old and inefficient way of thinking that more is always better.

Actually the old limit was based on room, terain, adn how mcuh time you actually wanted to spend on it.

I used to roam the gamma islands, and I have been to every single one of them. The old colonies were not massive with 1000's of turrets. They were generally small to medium, with maybe 30-50 turrets and not even all the structures.

So while yes there was and is the possibility that a corp could plant 10,000 turrets, and fill the island with structures..... Why would they? That would be... ***.

Saying something "Might" happen. Doesn't mean it will.
Saying something can happen, Doesn't mean it's going to.
Saying we should do this so players wont build colonies with 10,000s of turrets and crash the server... is paranoia when it never even happened to begin with.

If the server can't handle a 20 corps placing say.. 500 structures each.... For 10k structures total. Thats a server issue, not a game issue.

Whats the difference between 20 corps placeing 500 structures each. and 1000 corps placing 20 structures each?


Answer:

Absolutely nothing, the server will still crash.. Because it is a "Server" issue" not a game mechanic issue. So why the hell would you change the game mechanics to fix a server issue? Which wont even be fixed by the change only bypassed?

Fix the server - Fix the problem.

5

(641 replies, posted in Testing server)

Your right, I am not a developer, But one of my corp members could explain what I am trying to in very technical detailed manner. With all the correct words and lingo  that his masters degree provides.

My point was simply that the problems should be fixed. Not duct taped.

6

(641 replies, posted in Testing server)

Norrdec wrote:
Malsier Dabian wrote:

Not to be a naysayer Zoom, but it seems to me that these changes are being met with a resounding... NO! (for the most part) Although some of the ideas are great, while most of the actual proposed changes are horrible ideas.

Honestly though:

* Leave gammas as they were (mostly). (If your reasoning for limitations is a server issue... Upgrade your servers, Players experiences should not suffer because of a hardware or software issue that could be fixed with new and better equipment.)

You don't know much about software and hardware, not to mention any type of programming, don't you John Snow?
If Perp devs had gov't funding this could happen, but not with a private company. Throwing more ram, CPU and disk space is the WRONG way fix problems with any type of software.

I know a lot about hardware actually but that's besides the point. Zoom already stated that the reason for most of these changes to limitation was because the "Server" couldn't handle the load"

So Zoom already stated the why, I was simply replying to it. You should learn to read.

My corp actually has several It and programmers in it, One is a software engineer.  Hardware wise, if your server is having issues with the "load", then you upgrade it. Period. If it's a "software issue" you reprogram it or patch it.

Both solutions have absolutely nothing to do with the in game experience, except that.. Oh my... the bugs and exploits disappear. Changing the game mechanics themselves (Such as limiting structures) is a workaround to an issue (Too many structures = overloaded server)... Not a fix. Workarounds are temporary  things put in place until an actual fix can occur. The problem occurs when no fix is actually in the works and the workaround becomes the final solution, and then later on causes a *** load of more issues and time wasted that could have simply been avoided by... Fixing the *** right, in the first place.

In a fix, the game mechanics remain the same, but the problems are "Fixed". Game mechanics should never permanently be changed because of a software or Hardware issue. Only because the game is going in another direction, or player demand / request, or simply because whoever the developers are want it to be changed (The later 3rd option of which has killed *** loads of games in the past).

7

(641 replies, posted in Testing server)

Not to be a naysayer Zoom, but it seems to me that these changes are being met with a resounding... NO! (for the most part) Although some of the ideas are great, while most of the actual proposed changes are horrible ideas.

Honestly though:

* Leave gammas as they were (mostly). (If your reasoning for limitations is a server issue... Upgrade your servers, Players experiences should not suffer because of a hardware or software issue that could be fixed with new and better equipment.)

* Fix the TFing bugs without screwing up Tfing entirely.
* Fix exploits without screwing up the entire colony system in general.
* Some of these changes are good. Most are horrible ideas that will never work once actually released.
* You may desire players to have competing terminals on islands.... Well unfortunately players will decide what players will do with their island as well as the betas. How long does an enemy terminal last on a Corps island? It doesn;t. within a month one or the other owns the entire island.

* No corp wants to share their resources and island with an enemy. (Maybe an alliance memebr) but never an enemy. And it never will happen. So don't try and make them.

**** This game is small. With a small player base. There are plenty of gammas for every single corp to have an island of it's own. (if they wanted). And if you change that little tidbit, then your going to just have a few corps holding all the gammas.

Every corp having the opportunity to experience gamma? = Good
Every gamma being held by a few corps = Bad

Your trying to do a good thing, Great, we love you for it. But if you can fix the gammas without destroying them in the process that would be awesome.

8

(641 replies, posted in Testing server)

Syndic wrote:

What you don't understand Malsier is that there is no way to make a mechanic exclusively available to a smaller corporation and forbid a large alliance from using it to create more problems.

At this point you and a couple of others seriously need to step back and stop trying to manipulate the gamma revamp to suit your own agendas, or this whole thing will collapse 2-6-12 months after its released and then they'll have to wipe again.

I'm sitting on 50+ hitech terminals and still laughing at the 1-terminal-per-island joke.

*edit: Easy there. -DEV Zoom

Petty agenda? So what if larger corps can have the same defense, They are already going to own the *** anyway.... The point is to allow the smaller corps the same opportunity.

Which with your corps "Petty agenda", I can understand how you would not want smaller corps to be able to mount a defense capable of killing your blob attack squad.... Just saying.

My Agenda is equal opportunity, Yours is oppression.

9

(641 replies, posted in Testing server)

DEV Zoom wrote:
Malsier Dabian wrote:

I am against nurfing the turrets, because some corps could roll up with a 100 man team and simply roll over them anyway (especially with the current placement restrictions and terminal bandwith restrictions and range from terminal restrictions)), even with their current bonuses and ranges.

I don't really understand your reasoning here. Turrets were never meant to be a means for perfect base defense, you HAVE to be there to make sure you did everything you can to defend it. (I don't blame you though, lots of corporations made the same mistake of thinking their base was invincible on its own.)

There is no way to balance this if you want to defend your base purely using turrets. If we let you build enough of them to defend against 50 people, they will bring 100. Then we increase the limit and they bring 200 people. Soon the whole island is full with turrets and we're back to square one, and you still lose your base.

Because if your base can't be destroyed in any way, then the system is broken.

Furthermore, the new system rather helps smaller corporations compared to the old one. And this is exactly because of the limitations. Pumping more and more money into your network to build more buildings like in the old system will not work. The limit will be the same for big and small corps alike, so a successful construction will now much more depend on the way you put the pieces together, and less on the amount of NIC you throw at it.

Not really, zoom. I've only actually seen a 100 man push once. The rest of the time its always been 30-50. (I was using an exaggeration as an example)

But my point with the exaggeration there was simply to say that a smaller corp should have a chance to defend against the larger beasts corps, rather then simply getting steamrolled by them.

While this system makes it almost impossible for any 30-50 man corp to go to Gamma at all, Nurfing the turrets means only corps with 150+ members (able to field those 30-50 man squads) can even consider living on Gamma.

Since the only "real" defense with all the other limitations you're imposing will be Bodies in Bots. Meaning Gammas will simply be for "The large corps" alienating the smaller ones, who will have no chance to own and keep anything on gamma, even if they fight for it tooth and nail.

At least with the Turrets current setup (+ the other 2 defensive suggestions you posted), the smaller corps will have a "Chance" to push the enemy back.

10

(641 replies, posted in Testing server)

As I stated before however, all of the above issues are easily fixable.

Simply add 2 building types:

1. Facility which expands terminal Control range.
2. Facility which expands terminal Bandwith.

And you should be able to place as many of these as you desire (or as many as the energy source in the ground will let you power). This means that bases will become editable and expandable, rather then lumps of unchanging, can;t be developed or edited buildings clustered into a tiny area.

When I think of a colony, I think of a customization area of the game where I can build a home for my corp. I don;t really care if people whine that well just live on gamma. If they have an issue with it, they should come to us, we should not be forced to rely on another island type to propagate or live on the one we want.

As someone else stated there is currently no reason to even go to gamm (unless you simply want to) anyway. Since there is no longer any epriton found on them. So until thats fixed gammas mine as well not even be added back to the game because they are pointless.

11

(641 replies, posted in Testing server)

Jita wrote:

Is malsier a troll Alt? Honestly have you ever been to gamma?

Yes I have, and I've watched CIR and 77 roll over many bases like they were paper. I am what someone mentioned earlier as a master builder / Planner when it comes to gamma colonies.

I know exactly what these changes will do in the lkong run, because I've seen what some corps could do in the old system without the proposed limitations.

The only thing this system will do is ensure that the massive corps/Alliances Own all the gammas. Because if your corp can;t beat them on it's own, and your gamma defenses and base is worthless, what do you have left to help you take on Big brother?

The answer is nothing.

The entire point of a gamma colony is to have a base of operations which is self sustainable, and a *** to take from you (especially with the billions of NIC required and materials for it). I agree that gammas need to be able to be roamed and explored and should not be able to be locked down. However I also agree that a Gamma colony should NEVER be easy to take or be able to be rolled over like it's paper.

It's a risk Vs reward thing, and these changes take every ounce of reward out, from having a gamma colony. This system makes it all Risk, and no reward. An NIC dump which a corp may spend weeks and months developing, only to lose it because a breath of wind comes along and puffs at it.

12

(641 replies, posted in Testing server)

DEV Zoom wrote:

I still omitted some things from the original post because they kinda hang in the air:

1. Nerf turrets a bit (directly or indirectly the boosters), mostly regarding their extremely long ranges.
2. Deployable walls could be destroyed by normal weapons, but the damage would be propagated along the wall to multiple neighboring wall tiles. This would make it harder to just simply cut a hole into a wall.
3. Gates on the wall. The easiest way would be to do another type of wall tiles that ask for a code like field containers and open up for a set time.

If you agree with any of these I'll include it in the first post.

Zoom add Number (2) and (3).

I am against nurfing the turrets, because some corps could roll up with a 100 man team and simply roll over them anyway (especially with the current placement restrictions and terminal bandwith restrictions and range from terminal restrictions)), even with their current bonuses and ranges. 

I mean as I stated before this system is already broken,  and nurfed to the point of a gamma colony being a waste of time. (unless you just really really want one). Nurfing the turrets just means there is absolutely No reason to go to gamma and waste the resources period.

Nurfing the defenses just makes even having them pointless.

13

(641 replies, posted in Testing server)

I've been gaming for ever 20 years in various sandboxy MMO's, my concerns are based on what I have seen in the past in other games, and the results to which they had on the playerbase and the game itself.

While yes, my concerns will not determine anything. Pointing out obvious flaws in scaling and the sociological experience of Perpettum caused by changes is something I have to do.

While you from CIR do not care because your fully aware that these changes will allow CIR to continue to own most of perpetuum due to your numbers and such, it is obvious that your Alliance and corp would support such changes.

Some cahnges are better for smaller corps and larger corps. Some just are better for ONLY the larger corps. Which once they attain a colony can never lose it because the system does not support smaller corps, only larger ones.

THAT is the issue with Eve online. That is also the issue with this proposed system. One of the main reason many players came here from Eve was the opportunity to actually get somewhere and become something and do something.

Which the old system allowed. As smaller corps could reply on massive colony defenses (Both teraformed and Turret placement) to defend against large alliance and corps invasions. In this system a smaller corp will simply be overan by a larger corp. Making going to gamma pointless for 80% of the games current corporations.

You know what happens when players know they can't participate in end game? They leave. This game released on Steam, it's population has grown. The last thing Perp needs to do is introduce a system which will kill it.

14

(641 replies, posted in Testing server)

GLiMPSE wrote:
Malsier Dabian wrote:
DEV Zoom wrote:

That depends what you mean by procedurally generated. The initial terrain is already procedurally generated.



You just basically proposed that we leave gammas closed for at least a year. It all seems so simple when you write it down in a sentence smile

You know what Zoom if that's what it takes to do it right, then do it, I'd rather have something done and done right, then get a pile of crap because people wanted it immediately. (But that's just my opinion).

I think you're being a little extreme, I don't see this as being a pile of crap and i also don't see your concern as being a significant lever on which it will be successful.

That wasn't supposed to say that. Had been typing about something else when I clicked over... I fixed it. I love this game it's definitely not a pile of crap. I just want the gammas to be as good as they used to be. If I thought that I wouldn't play. I came from Eve online, CCP has nothing on Perpetuum, Per is a much better game.

15

(641 replies, posted in Testing server)

DEV Zoom wrote:
Malsier Dabian wrote:

Zoom.. What about making gammas Procedurally generated? As the player base grows? Would this not fix some of the issues?

That depends what you mean by procedurally generated. The initial terrain is already procedurally generated.

Malsier Dabian wrote:

Also, what about upgrading your servers and Engine? This game is 4 years old, At some point in the next 2 years you'll have to upgrade anyway in order to simply maintain the thing. Why not do it now, get it overwith, and be good for the next 10 years, and able to support such things as well as better graphics.

You just basically proposed that we leave gammas closed for at least a year. It all seems so simple when you write it down in a sentence smile

You know what Zoom if that's what it takes to do it right, then do it, I'd rather have something done and done right, then get a 4 corps absorbing everyone because people wanted it immediately. (But that's just my opinion).

16

(641 replies, posted in Testing server)

Zoom.. What about making gammas Procedurally generated? As the player base grows? Would this not fix some of the issues?

Also, what about upgrading your servers and Engine? This game is 4 years old, At some point in the next 2 years you'll have to upgrade anyway in order to simply maintain the thing. Why not do it now, get it overwith, and be good for the next 10 years, and able to support such things as well as better graphics.

Perpetuums Server instability should NEVER be a factor in what type of game experience a player can have. If it is, then fixing THAT should be your number 1 priority.

17

(641 replies, posted in Testing server)

On another note, since I gave criticisms, here are my solutions:

1. Create a facility which can be dropped to increase the CPU/PG (structure variable) increase, to allow the corp to drop more facilities, turrets and buildings.

* This building can be placed as many times as necessary. And there is no limit to the number of these facilities which can be placed.


2. Create a facility which you can drop to allow the corp to increase the range from the terminal buildings can be placed. This allows the colony to expand as necessary while still having the limiting factor if needed.

* No limit on the number of these facilities that can be placed.


This allows this system to function, and corps to expand their control influence as they grow. Rather then hard capping them in and forcing them to Put down multiple terminals. (Which hardcapping the number of buildings, and range from terminal, is a horrible idea since an island can only have 3)

18

(641 replies, posted in Testing server)

I 100% disagree with the the limit of amount of buildings you can have, not only does this reduce the amount of choices and diversity of the structures in your base, it means that your base will be exceedingly easy to lose since this number will SEVERLY limit your defense capabilities, especially with all the requirements for teh main structures, power lines, boosters, etc.

There are far too many needed modules and structures needed to simply make a colony "Functional" in order to introduce ANY type of restriction to EITHER range from terminal, (1k from terminal is just stupidly *** you wont even be able to to fit 90% of your modules and structures in that range simply because of their size.) Or limiteing the amount of units that can be fit Via a hardcap of CPU/PG type structure UNLESS there is also the ability to extend and upgrade that cap with other facilities.

You proposed system Ruins the point of building and having your own city, it Ruins, creativity and tactical placements. The old system was perfectly ok. TFing and a few other things I agree need changing, but for the most part the old system was far superior, in both terms of creative, and tactical abiltiy, and also user ability to control their island.

I do not approve of these changes. As they are far to limiting to what the player can or can;t do, and will simply cause cookie cutter setups to be the gamma colony way. Limitation on something like this is a HORRIBLE idea. If I want to put 1000 turrets on my colony I should be able to.

Not all corps are the same size and not all corps have the same firepower, the ability to place as many structures as you like with no limits, makes up for the lack of a huge force.

Do not make this game like EvE online where the only people who can gain and hold 0.0 (Gamma) are those with 100's of PvPers on at any given time. Not every corp can attain this and it is not fair to make the smaller corps bow and roll over to the larger more experienced ones.

19

(32 replies, posted in Feature discussion and requests)

Since it requires 100's and 1000's of turrets to properly defend some larger colonies this idea is well... ***.

It would be impossible to maintain and feed all those turrets ammo and such. You'd need 100 - 1000 people online 24/7 feeding the turrets ammo every hour of every day.

HOWEVER.

The reactor eventually needs to run out f power if not fed (like a pos in eve) and then shut everything down. There are many colonies out there with defenses which are dead corps taking up space. These colonies should shut down eventually or something.

20

(47 replies, posted in General discussion)

I wasn't issuing threats or bragging, I was simply pointing out that underestimating people is a bad idea. Overconfidence is the number 1 killer in war. I also wasn't stating my corp could personally kill a 100 man corp, we might be able to, maybe not, we've also got a lot of powerful friends who may or may not help.

I don't know, I am just a grunt, Either way my post is still true as far as things go, assumptions kill entire armies in  and cause no end of misunderstandings and losses in other ways.

I just think everyone should be mindful of the little guy, you never know when they may have a nuke up their sleeve especially in perpetuum.

PS. "My corp is like 50 people or something so were not small but not huge either, and none of this really applies to us anyway "I don't think".

21

(47 replies, posted in General discussion)

Rex Amelius wrote:

@Malsier

The reason you can play on Gamma right now and carebear risk free is mainly due to low population. Being able to wall off teles and beacon every path certainly helps avoid PvP. But if you think a 20 man carebear corp dug in on Gamma should stop a 100 man PvP corp you're wrong. Enjoy while it lasts and get ready to pay your future landlords. With population you will see mega alliances, naps and pets accross Gamma.

Um.. I am not a carebear lol. And yes a 20 man corp can easily destroy 1000 man corp provided their strategy is appropriate to the situation as is their defense and offense. I saw it happen every day in EvE. And if it can happen in eve, it is even more likely here.

Also

Terra forming is only 1 part of a defense. Albeit said defense allows a person to create a network of other defenses. The idea of a smaller corp vs a larger one is to kill the larger corp through attrition, You make them waste their money time and resources on your defenses, while simultaneously hitting their production and supply lines. When they are weakened and batters your 20 man fully geared and tactically minded unit swoops in and destroys their colony which in their arrogance in numbers, was set up like a wet paper bag, and it goes down like one.

The first and last mistake you will ever make in combat is underestimating your opponent and his intelligence.

Sun T'su said:

the man who goes to war thinking he has already won, has in fact already lost. Yet the man who lets war come to him realizing he may loose and planning for such through preparation, has already won.

A larger force does not guarantee victory, A smaller force when used correctly can inflict insurmountable damage upon a larger enemies forces, to the point of crippling the enemy and causing them to withdraw, or if planned correctly annihilating the entire enemy force.

22

(13 replies, posted in Feature discussion and requests)

As I said colony management is hard enough without having to also account for even more energy loss especially gradual loss, which would be far more damaging then say a sporadic loss from weapons fire.

* You'd have to constantly boost the reactors in order to keep anything running if your net work was over a certain size.

* What you are suggesting would seriously limit the size a colony can be and what specifically it can have on it. even a .001 loss across every structure would suddenly become a 200% loss if you had enough structures (and some colonies do)

This idea is just simply not feasible technically or realistically, unless your goal is to severely limit colony size. (Which is opposite of specifically what the goals for colonies are, the ability to build them as large as you desire)

23

(13 replies, posted in Feature discussion and requests)

No offense but I think this is a very bad Idea, it's completely unrealistic and only makes managing a colony harder then it already is. Not to mention gives the larger corps and alliance an even bigger advantage over the little guys trying make their way in Perpetuum.

I'd like to know why no one ever comes up with ideas to help even the odds between smaller corps and larger corps. Only Ideas to make it impossible for smaller corps to even function. (Not referring to this idea specifically here, just in General). I mean The larger corps already have numbers money and bots, why the hell do you need more ways to ROFL Face stomp the smaller corps?

And yes, this is a Member of a larger corp defending the smaller corps. They have the right to experience everything everyone else does.

24

(47 replies, posted in General discussion)

Personally on PvP.

I am glad that Smaller corps and players who do not belong to HUGE alliances and Corps have the opertunity to explore and Build Colonies on Gammas.

Unlike in Eve, we don't need to be Part of Goonswarm, Razor, AAA, Or one of the other Huge alliances that owns everything, and if your not with a huge alliance, Kiss any type of Higher level game activity goodby.

The fact that No matter who you are in Perpetuum, you can do EVERYTHING, is one of the reasons I love this game, THAT IS Balance.

Why can you do this?

For many of the same reasons you are listing as bad. IE, Terra forming in particular. I can make the island a pain in the *** for any larger corporation to come and hassle Mine. it evens the playing field, yea you might have 100 people, But I will make you loose Billions upon Billions in Bots and Months of time trying to get to our colony.

Which is the point.

I do not like games where the little guy has no avenue or ability to play the entire Game, and must resort to reliance on some large PvP corporation.

If a player does not want to pvp, but desires to experience the rest of the game (With the OPTION to pvp), this should be allowed, and in Perpetuum it is through terra-forming.

I support being able to ring teles with teleporters and set up 1000's of turrets and defensive ravines. it means the next blob corp with 100 alts in combat mechs actually needs to think about Is it worth it? Before he tries to take on the 20 man corp who just built their colony on the island next to him.

Other then that I don't really care about the rest of the post as I have no issues with any of it, and I think ganking bots/ships that can't shoot back at you is cowardly and generally means you probably suck at pvp. The very same reason I leave smaller corps alone as well, if you know your going to win or ROFL face stomp someone), where is the challenge? And if there's no challenge wheres the fun? I am not into griefing and find it distasteful and immature, something a school ground bully with the mentality of a 12 year old would do because he realizes he sucks and can't really fight anyone anywhere near his level because he'd loose.

Just my 2 cents.