xenofur wrote:that's all he was talking about
Yeah that's all I'm talking about
But the poster I was responding to was giving real life examples, so I provided those from the proper perspective.
Although I was comparing apples and oranges basically, he was comparing apples and automobiles, and I needed to bring him back to the fruitstand hehe.
So when the guy argues that, yes in real life we have rules of war, that's not the point. What he is describing using his real life comparisons is CHEATING. That is, the rules are outlined through the code, here is the plethora of things you can do. But some chose not to adhere to the rules and need to be punished, these are using 3rd party programs to alter the ruleset.
Exploiting, however, is something different. It doesn't really exist.
Some examples:
In Star Wars Galaxies, near release of the product, I witnessed 2 fellas fighting a really tough critter. They were maneuvering it so that objects were between the critter and themselves, thereby buying them time to take it down, but they were brand new to the game and had no skills or firepower. The end-result was they were killed, but I watched them keep that critter busy for over half an hour. Now, because of the nature of how they would be rewarded, through the ruleset provided governing max-experience payout, they would have done better to go find things their own size, and they were aware of this they were just...having fun!
Instead, the SWG CSR banned those two from play, and then added code so that if a creature gets caught up on anything at all, it would teleport directly onto your position. Yeah, that was fun
The players were using tactics to overcome their weakness. It didn't work, but this is a TYPICAL thing the human mind will attempt to use to solve a problem, not an exploit which would force the developers' hand.
In World of Warcraft, a tough NPC in the middle of a ring of say, a hundred other mobs, was inside a cave. A group went there, and applied tactical thinking to take that NPC down. They had a rogue sneak into the NPC's location, aggro it, and the Warlock in the group teleported him back to the group without aggroing all the intervening junk. After an extended fight, they took the guy down.
The entire group was banned from play for exploiting.
Give me a break. That's not exploiting, that's GENIUS! True tactical thinking adds flavor to a game that may often be lacking content. But the difference between being able to accomplish these things in the gameplay and calling them content, and the cave you have to go to to find the game content, is that it is always readily available to the player character.
A player logs on, and that fun content is automatically presented to them directly, and then by expanding that content to the rest, the game is just magnified in fun game play.
So, by calling the above examples
exploiting and taking over-baked measures against the players, these companies served only to alienate a player type seeking tactical thought in their game play, and nothing more.
It's a game. There should never be a situation that cannot be exploited in some fashion. But by providing a great number of things to do potentially OUTSIDE the normal button presses, it balances itself out as these are available to all sides in the engagement.
But hey, I know how things work....
"WTH! What's the point of my jet if they just shoot me up at the airfield anyway? BAN THE EXPLOITERS!"
I'm not judging before it comes to us live, and I'm not telling the developers what to do. What I am doing is hopefully opening up a possible different avenue of approach that is often overlooked, and perhaps spark something in their creativity when it comes to this new feature. Nothing more.
Anyway, I've had my 15 minutes.