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Posts
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Even if you know every member in RL access is still going to be a problem. Every individual has their own motivations and ideas, even friends don't always agree all the time.
Yes - I absolutely agree that if you don't ever invite anyone you don't trust to your sg you will never have a problem with access permissionsas they currently stand...
but then, you may as well play solo with a group of global friends and save yourself the aggrivation of SG command.
A big part of the game for some is the ability to meet and get to know other people across the world, whilst enjoying the mostly harmless pursuit of a co-operative game.
For me that means having to invest a degree of trust in new people from time to time. Its a bit like inviting people round for a party. You would probably leave a bowls of sweets & crisps lying out for people to eat. But you wouldn't leave your vintage wine collection lying out with a corkscrew next to it...
Permissions for different types of storage, is something that does need to be looked at in further detail. Hopefully the Dev's realise this too.
Its not a game breaking problem, but it is a quality of life issue. -
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It's a Supergroup Permissions thing.
You need to have the Permission set for your level to put things into the Storage.
You need to have the Permission set for your level to take things out of the Storage.
A log is also kept showing you who put things in and who took things out.
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The basic permissions do work, but the permissions need to be refined.
Ideally there should be at least three levels of permission.
Add items, Remove own items, remove any items.
and each storage unit needs to have permissions able to be set for it.
For instance as an SG leader, I don't care who takes inspirations out the box - they are there for any member of the sg. However if I'm going to store high level Enhancements or even HO's in the store then I want to know that access to them is restricted.
If the access permissions were moved from the sg permissions to the item itself then you could even have a "display cabinet" for important items and a "bargain bucket" filled with inconsequencial but useful items..... -
Interestingly though.... and I've only seen it happen in PvE... but I figure it should work for PvP since its simple game physics...
if a unit is on the high ground of a steep hill. (Such as a sewer downpipe, or steep bridge)
and is hit by a knockback effect, then that unit slides down the slope for quite a while before retaining its footing.
The high ground is good... unless you are sniped off it.
But you are right the importance of terrain, even in a mmo like CoX can't be stressed enough
"If you know Heaven and know Earth, you may make your victory complete." - Sun Tzu, 'The Art of War'