AfterWorld Survival Forum
Discussions => Knowledge Database => Topic started by: Rebel Leader "Madseend" Troubles on February 06, 2013, 10:47:11 pm
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I have just been send to "Disciplinary Camp" it seems i have to mine 500KG specific stone to get out.
you are beeing send there if you kill a player 5 times in 1 hour. Well we tested it in lvl 3 pvp. dont know if different lvl pvp gives you same or other task in the camp.
all stuff is taken only a strengthened pick 0/100 is in your hands. You can not use other item than the pick. There is no inventory u can use and you seem to be in a parallel world with no antenna and no map.
stuff will be returnend if you get back to normal world.
i will see if i can esacpe :D for now it is not possible to escape but could wil be possible in the future.
feel free to join me and t pick
and if there is a way out. I will update here
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can only say thanks for let me wait at sar w outpost for more as 1,5hours...had to read this post to know my waiting makes no sence anymore.
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hahaha. no antenna in the bad boys (and girls) room.
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Are you also picking other stones? I.e do you have to pick just 500Kg, or 2000?
When you return, do you bring back the Stones? (Which might be worth something).
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Is the Disciplinary Camp different than NU? What about the rocks there and they type of stone required?
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Mad jsut got out of camp so maybe he can tell us more about it
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it is different then nu, In my case i had to pick iron ,all ohter stones you pick are automaticly thrown out
you can not run out there and not look into your inventory only pick in your hand.
the map seems the same but you are in a parralel world you can not see grid and ther area you are in is surround with dark matter.
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Very interesting.
1) How long would you say it took you to pick all of the required iron?
2) Was it 500kg or 1000kg (as it says on the wiki)?
3) Were there stones that did not give iron at all?
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it toke me around 3 hours off picking not many stones out there
it was 500kg
yes when i went furhter away i found stones with no iron @ all but all other rock automaticly thrown out.
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Cool thanks for all of the info!
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Lovely place, sounds like fun! :P
Fifth,
potential regular customer
:D
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hmmm something doesn't seem right here...my oppinion is that the guy who was killed 5 times in a row by the same player should be sent there ( he needs correction to be more carefull or to just avoid pvp if he/she is not up to it :D...you know, if you are low level/stupid/etc. just avoid pvp :)))) and go grind a little more or practise )
Dodo
The potential regular low level & stupid :D
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hmmm something doesn't seem right here...my oppinion is that the guy who was killed 5 times in a row by the same player should be sent there ( he needs correction to be more carefull or to just avoid pvp if he/she is not up to it :D ...you know, if you are low level/stupid/etc. just avoid pvp)) and go grind a little more or practise )
Dodo
The potential regular low level & stupid :D
lol that would be fun
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hmmm something doesn't seem right here...my oppinion is that the guy who was killed 5 times in a row by the same player should be sent there ( he needs correction to be more carefull or to just avoid pvp if he/she is not up to it :D ...you know, if you are low level/stupid/etc. just avoid pvp)) and go grind a little more or practise )
Dodo
The potential regular low level & stupid :D
ha-ha. what to do if someone with uber gear for hours doesn't let you go away from outpost and always kills you when you leave safe area?
to be sent to disciplinary camp simply for trying to escape?
back in alpha, when pvp implemented i remember there was a lot of "war" all around when some "stuck" at revives and was killed all the time.. all they can do - leave the game.. some of them i haven't seen in game after that, so they left the game..
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hmmm something doesn't seem right here...my oppinion is that the guy who was killed 5 times in a row by the same player should be sent there ( he needs correction to be more carefull or to just avoid pvp if he/she is not up to it :D ...you know, if you are low level/stupid/etc. just avoid pvp)) and go grind a little more or practise )
Dodo
The potential regular low level & stupid :D
I am a bit confused - I thought the rule was if a player kills ANY 5 players over a period of 1 hour ... rather than kills a CERTAIN player 5 times.
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hmmm something doesn't seem right here...my oppinion is that the guy who was killed 5 times in a row by the same player should be sent there ( he needs correction to be more carefull or to just avoid pvp if he/she is not up to it :D ...you know, if you are low level/stupid/etc. just avoid pvp)) and go grind a little more or practise )
Dodo
The potential regular low level & stupid :D
I am a bit confused - I thought the rule was if a player kills ANY 5 players over a period of 1 hour ... rather than kills a CERTAIN player 5 times.
The same player 5 times in 1 hour
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I am a bit confused - I thought the rule was if a player kills ANY 5 players over a period of 1 hour ... rather than kills a CERTAIN player 5 times.
I asked the same question here https://my.afterworld.deelogic.net/survival/official-news/development-status-update-%282013-02-03%29/msg5993/#msg5993 (https://my.afterworld.deelogic.net/survival/official-news/development-status-update-%282013-02-03%29/msg5993/#msg5993) ... gl
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Ya people will get stuck and chain kiled this is the reason for this rule. It is a good one, maybe even a bit too tight. Maybe the time could be expanded. 5 times in 6 hours seems more resaonable to me
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I must agree with Dale, even 5 kills within a day would be even better!
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I must agree with Dale, even 5 kills within a day would be even better!
have to disagree 5 in 1 hour is not that many. It also depends what kind off kills it are, there is a big diffenrence between killing some one near revive (revive killing) or killing some one in a battle between socs or corpsor freelancers and the killed person returning to the fight.
also if the killed person has the choice for a other route but does not want to take that i think it is ok.
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I must agree with Dale, even 5 kills within a day would be even better!
have to disagree 5 in 1 hour is not that many. It also depends what kind off kills it are, there is a big diffenrence between killing some one near revive (revive killing) or killing some one in a battle between socs or corpsor freelancers and the killed person returning to the fight.
also if the killed person has the choice for a other route but does not want to take that i think it is ok.
I think you have a point there ... perhaps the rule should be 'closer a player is to a their nearest revive point, the few kills it takes to send an PK to camp.".
For example
- if the revive point is within the PK radar range. the PK can kill the player a few times (e.g. just 2 per hour) before DC is invoked.
- if the revive point is NOT within the PK radar range (e.g. 1.5 times the distance so the player has a chance to sneak past the PK) then the number of kills before DC is higher (e.g. 4 per hour)
This would make a noob-killer work harder as they would have to guess at the which direction the player will go.
This could also be extended to be 'any player' killed rather than the same player 5 times - preventing a PK for camping on a revive point out of boredom and killing any lower player that turns up.
Society fights should take place in an Arena - DC could be reused for that purpose.
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Alternatively if the game could automatically track how quickly a player kills another player a more dynamic system could be set up.
If a player kills someone with less than five shots more than once or kills several players this way they could automatically go "camping." But if the player needs more than five shots and/or the killed player has done at least 50% damage to the killing player it should take 10 kills to be sent to the DC.
It should require consecutive one-sided kills too. If the previously-killed player then kills his/her killer the counter should be reset to take consensual battles into consideration.
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Alternatively if the game could automatically track how quickly a player kills another player a more dynamic system could be set up.
If a player kills someone with less than five shots more than once or kills several players this way they could automatically go "camping." But if the player needs more than five shots and/or the killed player has done at least 50% damage to the killing player it should take 10 kills to be sent to the DC.
It should require consecutive one-sided kills too. If the previously-killed player then kills his/her killer the counter should be reset to take consensual battles into consideration.
Neat - very much like the hidden attributes on Pets :)
The rule then can be 'the easier you kill players - the more likely you are to be sent to DC".
Sort of like when you block a pet by sending it against non-attacking mobs ... eventually it stops maturing. Instead of maturity stopping - the player is sent to Disciplinary Camp until they have picked enough stones to 'balance' the attribute.