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25-09 Talking towards 3.3
Author: Rix
Last updated: 4589d 7h 3m 33s ago by Rix
Comments: 46
Views: 24,013
Votes: 0 (0 average)
Version: 3.2
article
Brando has announced that the crew has started working on what will be known as version 3.3, after splatting all of the current bugs as promised by the 20th of August. Until the 3rd of September, though, the changes weren't all that clear, and the ones announced on that day are preliminary just for testing on two of the minor versions and deathmatch. After all the hints and discussions pointing towards the changes in the works for version 3.3, we decided to make a list of simple subjects and ask each of ourselves what changes we would like to see for these subjects for the upcoming version, hopefully sparking a discussion and creating a thread the admins can use in their decisions.

Note: This article was actually supposed to go up over a month ago, when it was more relevant and admins were working on the 3.3 changes for .dm. However, since this article only includes our opinions, which, undoubtedly, haven't changed much even though some changes have been implemented already on .dm, and the admins still might change stuff either in reaction to our or other players' opinions or because of results from the experiences on .dm, this article is still relevant and we ask you to ignore the fact that the article is “a month late” and just jump in on the discussion.



Kill Algorithm

Kyra:
Online people (and non-lackey users for that matter) should have a slight advantage when it comes to shooting. If you want to keep the game alive, you have to make people WANT to be online, specially in case of shooting, or else you will end up with 90% of active playerbase going offline when a war starts, just because they (think) are stronger like that.
Attackers shouldn't have a LOT more advantage than the defenders, because you will end up with all the defending families dead before they can fight back; then again, they should have the upper hand, or everyone will just wait for others to start shooting.

LL:
I think the KA's too unpredictable, but I'm glad the crew is going to adjust it again, and that it'll be in favour of the attacker. With a bit of luck at least some families will now dare shooting.

MrWhite:
KA is a bitch!! Never understood very well how it works and i think many players join me in that.
Somebody can hire detectives, go offline, log in after 40 min, shoot the 60k and go offline again in his villa with enormous protection.
YOU DON'T GO TO BED WHILE IN THE MIDDLE OF A SHOOTOUT! Stay online and fight! They should find a good way to make the villa protect you when you're offline for a longer period.
Maybe you should not be able to log out, but hit a button and go to sleep. Which will make your redraw to your villa and unable to login for x hours.
Or make the villa strength only count after * hours/minutes of being offline.
There are probably more things which aren't as I would like to see them, but I think the offline/online is one of the bigger things.

Redspeert:
The KA should be favouring the attacker. Online should be stronger than Offline. Account strength should also count in a lot, like a top20 account shouldn't have any problem to kill a lets say #300 account.

Rix:
I like the current KA partially for the need of pre-shoot; this favors good preparation and therefore favors the attackers since it's usually hard for the defenders to properly divide targets in the heat of the moment, so this part should definitely be kept. Even though it is connected to it, the strong backfire could be turned down a bit though, since this is another advantage for the one who shoots first and also lowers the bar for shooting. Of course being online should be stronger than being offline, this is indisputable.

sbanks:
I'm not playing the game anymore, but what I did notice is a big change in how wars are being executed. When a family is under attack they simply go offline. The attackers are scared to die in BF and only shoot the online targets. Which results in very very slow and boring wars. I think this version is the version I had to report the least wars ever since we started this site, and thats due the favoring of the offline players. I'm for favoring the attackers a bit over offline players, it's more realistic, you have to be online in the game to make a kill, and not hide hide hide and hope you kill someone with backfire.

Smul:
The KA isn't that bad at all, especially in later stages of the game, people who worked more/harder for their account are stronger (with the exception of lackey accounts of course). The difference in account strength at the start of the version is so small that it looks like the KA is fucked up.
As we can see in the last wars, if you build your account properly this KA actually favors the people who use their brain. Though we have reached a point in the current version where this KA favors the "Account Huggers" (and in some cases impressive survivors) a lot. These accounts have been alive since the start of the version and are coming to a point where they are so strong any re-ranker is fucked by them with ease.
I don't really see a way how you can adjust the KA successfully to reduce the account hug benefit, while still maintaining the reward of the time those people put into the game. Because in my opinion, you can't just cap RP or whatever like they tried to do, but failed to properly do, in this version. Maybe make the account strength more of a Logarithmic formula, instead of a linear formula. This means that the stronger you get the "extra" strength gained is slowly decreasing.



Kill Skill

Kyra:
I really miss shooting the bottle! So +1 from me on killing skill, also the ks you gain from killing people. People barely have 1-2 kills on an account lately, wouldn't the game be more fun if you would have 20 kills? 50? Also ks and the number of kills should count in your attacking power. It's normal that more practice you get from killing, the better you should be at it.

LL:
Don't have much to say about the KS - since these questions were made before they announced the "return" of the KS I suppose.
But I'm excited about their new concept.

MrWhite:
Shooting the bottle... Historical, but nothing of value. It was fun to paste another line on IRC how you shot your feet, but at some point a Chief could have 100% KS and that's it.
I think 100% KS should be only for the very elite, like busting skill. How many people got to 100% Busting Skill?
KS is Killing Skill, skills you get by killing. Admins already stated that with DM reset on the 9th they will add KS in this form.
They also say you might be able to earn it in a heist in the future. Not bad, I think, but this should not get you big amounts and this heist should be rare.
Killing a Shoppie while you're Thief you should not get KS
Killing a Thief while you're Shoppie, should get your some KS
Killing a Godfather while you're a Chief, Hell nice job gangster! You should get some more KS.

Redspeert:
The KS should go back to what it used to be, shooting the bottle.

Rix:
For the kill skills of personal accounts, it must be acquired by actually shooting, instead of shooting the bottle or the shooting range, and it should decrease again over time to stimulate shooting again after some time. I liked the idea for a family kill skill, though, since this is something which stimulates wars, gives benefit to the whole family, makes it interesting to actually be in a family and makes it less attractive to start sisters.

sbanks:
Shoot the bottle should be back, or some kind of concept like they introduced at deathmatch. Though I put big questionmarks at the one who got introduced at deathmatch. It should be for the elite or it should be really hard to reach.

Smul:
KS really depends in what shape it comes back for me to like it or not. If it is the same style KS as in 2.x versions then I'd say, "don't do it", that KS was totally redundant by the rank of Swindler.
In my opinion for it to succeed and be a great asset to the KA it should be true Killing Skill. So you'd only gain KS when you kill something, not when you shoot at a bottle.. Of course with a certain formula attached to the amount of KS gained per kill (rank, account strength etc involved). This would also be a great tool in the fight to reduce the "useless" family count, because these families would be used as KS gain.



Shooting limits

Kyra:
I was disappointed when I couldn't "hunt" for rich picci's anymore. Was a fun thing to do while ranking, and also nice income. How can a newcomer survive at the start? Just find a family, then you are more or less protected.
The 1h time between shots worked well before, though maybe, the lower rank you shoot, the bigger timer you get; that could be a way to get people to shoot their own rank or higher in a war.
As for the hospital time, 15 minutes seems more appropriate to me then the current 5 minutes, even that could have been used as a strategy.

LL:
The shooting limits have always been bullshit, it's a dog eat dog world. And all smaller dogs should be eaten by the bigger ones.

MrWhite:
Really what are we trying to change here?? Everybody knows even the biggest scumbag down to earth can kill the king! Why shouldn't a Thief be able to kill a Local Chief?
Of course a Local Chief has way more experience, but if that LC only has a few bullets and a Bodyguard which only brings him money instead of protection. I think it shouldn't be limited to ranks, but to how an account is build.

Redspeert:
Like it used to be, you could shoot what you wanted downwards and 2 ranks up. Now it's a proper bitch to kill someone you don't like if he's famless and lowrank.

Rix:
All lower ranks should be shootable for training the KS. The waiting time between shootings should be a bit more dynamic for a more dynamic gameplay. For instance, a lower than one hour waiting on a successful kill of the same or higher rank.

sbanks:
Simple, just remove it. Back to 2.1, where you could kill as many empty suits as Bruglione as you wanted.

Smul:
To make Wars more dynamic and faster, thus more exciting, the waiting time should be reduced between shots. 1 Hour is too long nowadays, it should be reduced to something like 30 minutes. Together with the timer reduction there should also be a change in Market products. Secondary weapons should be purchasable without a timer, like you would go to a arms shop in the 30s and buy 1 Grenade just to come back in a bit to buy another one.. Besides that the ability to retrain BGs should be much quicker. For 1-3 BGs which you lose in a shot you need 5 hours to retrain them if you don't have the ability/money to buy them from Obay, that's just ludicrous.
Either have the ability to buy back a BG you lost at a certain rank, or just let them be "injured" instead of dying right away, reducing their levels somewhat. Together with this the waiting time to train the same stat should be reduced from 30 minutes to 10 minutes.
Then the other limit, the rank limit. The 2 ranks up limit should stay applied while the 2 rank lower than you limit should be removed.



Capodecina rank

Kyra:
Here I can't say I mind it too much, in the last of his days being CD meant to much compared to a brug. I would vote for CD's again, with the condition the differences are way more subtle (when it comes to the KA).

LL:
The CD rank added something. Maybe it wasn't so useful, but it was a pretty cool idea. If there was a proper algorithm introduced instead of static rank and money requirements, a capo would become a capo again and the CD would be a whole lot cooler.

MrWhite:
CD Rank is bullshit! Remove it completely or leave it and give it nothing extra than a normal brug.
Some will say: "But then there is big gap between a Bruglione and a Godfather!". Yes there is. C'mon a Godfather is the rank of all ranks, only for the few.
Godfather should be also harder to reach as it is harder to kill and more exclusive. 15 mil Capomoney? After 1 week of boosting any family can have a GF, that doesn't make the rank exclusive.
Maybe more like 15 mil CM, 600k bullets, 100% KS and 500% RP. That's exclusive!

Redspeert:
CD for capo's and top3's.

Rix:
It should be added again for the top 3 and the capo's, with some sort of minimum again, or removed from the game since it has no meaning anymore for normal families and to prevent sisters or one man army families. The need for monotonous boosting for gaining capomoney should be removed. Instead of capomoney the family level or a buyable(?) unlockable, which needs to be rebought/regained again when a CD is lost.

sbanks:
CD's should be a bit stronger than brugliones, and only for capo's and top3, now as capo you don't get anything special. Well.. you have a few members in your regime who might make money for you? Back in 2.1 you had to put reliable and strong capo's otherwise the spot would be gone in no time. Which meant you would lose 25 members.

Smul:
Because of the CD rank still being available in the game the GF/FL rank is ridiculously overpowered. The possibility to make the CD rank for Capo's again isn't going to work either, because of the inactivity due to lackeys. There are 2 options to solve this problem, either remove the CD rank, or make the strength difference per rank less big. I'd go for the entire removal of the CD rank, as this also combats the amount of "useless" families made due to the "awesomeness of being CD".



Family system

Kyra:
After I saw now what the HQ meant and how much they changed the game, I'm 100% for going back to the old spots system. Half the wars then were for taking over spots; you managed to kill a capo, you could make that family lose up to 25 members. It animated the game a lot, and I think it's a real shame to keep the family system like this in the future.

LL:
The family system was a nice idea, but it just failed. The city map / spot system was the most flexible and useful. And it caused spotwars. Which are awesome.

MrWhite:
I like this Family system of gaining rankprogress and be able to unlock stuff.
No need to change this in any way I think!

Redspeert:
Should use the good old system we had in pre 3.0 where you bought one and one spot. A lot of wars came from the spot fighting :|. Should also remove a lot of spots, so it's more fighting for them.

Rix:
As Mascotte suggested, the rankprogress with family levels should be replaced with a family killcounter or hooked upon a family kill skill; only through shooting the family is able to rank up and unlock goodies. If the rankprogress is kept, it should be sped up by about 25%. I think this system is better than the 2.* system of buying spots on the map since it requires effort instead of big bucks for the family to gain something, creating some minor chances for the smaller families.

sbanks:
Back to 2.1 city map / spot system. Spotwars!

Smul:
The family rank system is fine like it is now. Only thing I would change about it is upping the cash amount needed for the initial purchase. To make the set up of a family harder to achieve and thus less likely to get "fun" families.
I would cap the amount of families for each city, which directly causes there to be a cap for the entire game.



Lackeys

Kyra:
What can I say.. If you can't beat them, join them? Even though I used lackeys myself, I'm still very VERY against them. They killed the game completely. When only illegal scripts were working, you still saw people online, animated famchanels. Now.. An option I (might) accept is making group crimes, gaining KS, etc etc a lot more important in the game than the b/n, crimes, cars and other stuff the lackeys do. Then we might still have a chance to see more people online and active again. Though the best solution would be to remove them completely and find other ways to fight against scripters.

LL:
I hate the lackeys, but I suppose I can agree with Brando that they're a necessary evil. Now use the cash they make on it to hire a really good developer, kill all scripts, and then have the lackeys removed again. Even if Omerta Ltd could make all scripts disappear, I'm sure they wouldn't remove the Lackeys though. But it's nice to think that they morally should.

MrWhite:
The most fucked up measure against cheating ever.
But, if I believe what Brando says, it's effective against cheaters, so leave them as it is.
If you think it destroys the game, don't blame the admins. Blame the cheaters.
Do I want lackeys to be gone? Yes, of course!

Redspeert:
Imo, they should be removed. But I suppose that ain't gonna happen.

Rix:
They should be removed since they reward without putting in effort. Scripting was better than lackeys since it was less common and it didn't unbalance the game. The rankspeed should return again to the .nl values (22% faster) to compensate for the lost feeling of speed without the lackeys and thus lower the bar to rank again without lackeys, since for most players this probably is something to get used to again.

sbanks:
I guess it's nice for the "inactive" people to reach brug finally after years, but it's lame for the manual players. I also noticed since everyone is using lackeys it's kinda boring on IRC. I even saw a message from Teckna one time asking where everyone was.. :')

Smul:
Remove.



Bodyguards

Kyra:
Without Rob and Mia it's better, but the old no-name bodyguards were easier. Now, even though you can shoot after 1h, you need several hours to re-train bodyguards. A nice option I see here is to be able to re-buy the bg's that die, with the same settings on them that you had after first train. So if a 4 defense 5 attack Vic dies, I can re-buy (same price as would take to train him, or maybe lower) a 4-5 Vic again if first one dies. Not sure how much your bg settings count now in the KA, but I think more important should be a lackey-free account, KS, how many kills you have etc; after all those, bodyguards can count for a bit too.

LL:
The bodyguards were fun for a while, but it's too complex for my liking. Bodyguards should give extra protection, and without them you should be able to shoot and be shot normally too, like you could in earlier versions with the nameless bodyguards. But now you'll just die.

MrWhite:
Bodyguards are nice, but too limited.
Lex for example, he brings you money... That's not a bodyguard, thats somebody who brings you money.
A Bodyguard is someone who protects you when you get attacked and/or helps you when you attack someone!
Since we only have 2/3 real bodyguards thats waaay to limited, you can't make such a setting that your opponent will be surprised.
Make more bodyguards with a higher variety of traininglevels.
Does that make Lex, Joe and Ray superfluous? No, I don't think so.
Someone who keeps you out of jail of brings you this little extra money is a nice addition to the game.

Redspeert:
Nameless 5 that could be rebought straight after, no wait time. Some of us can't sit around for 5h training bg's in the evening, or have 50/60mil to use for each shot on obay.

Rix:
The current bodyguards are better than the nameless five since they bring in more dynamic into the game and it creates a real RPG element. However, they should be even more dynamical to make the differences between accounts bigger since the best options are quite common to find now, but I don't know how exactly. Perhaps by creating new ones or adding something new to train them on besides attack and defense (I don't count special since it doesn't give a real advantage when shooting). Further more, the training costs should be lowered (by about 2/3rd is my guess) to make it easier for families to recover from a war and the training times should be reduced to a number which makes it possible to fully train one BG in one hour, making it easier to shoot multiple times in the same night during a war.

sbanks:
It's nice for a player to choose what bodyguard setup they want. But I doubt it even works. I've seen 100% defensive accounts, who got shot down by 60k in 1 single shot, when they were offline. Also during a war when you lose a bodyguard you are kinda fucked, you can't train one back in 1 hour for your next shot, and most of the time you can't buy them on obay. So I prefer a bodyguard system like in 2.1. Maybe just an option to select if your bodyguard has to be defensive or offensive when you buy one.

Smul:
I'd like to see there to be a more diverse range of Bodyguard possibilities, now it's just either Attack or Defense if you go for an aggressive/war ready build. It would be nice if there was a wider range of Bodyguards to choose from and have these Bodyguards also special abilities towards warring, like the ability of Mia to take out a Bodyguard (not like Rob ¬¬). It would also be nice to see the base amount of Def/Att points be upped so you are less dependent on training levels (20 base attack of a total 100 attack at Vic is a shame).
Also the ability to have real players service as bodyguards for a Don or other important members is appealing to me. This ability would unlock at the rank of Chief and you would be able to protect people who are within 1 rank range of you (Bruglione can defend GF). This would bring another dimension to the game as you need to take out protectors first before you can damage the important players. With a max of 2 players protecting 1 person.



Other changes or remarks?

LL:
Well I wish they'd change the USMS system to a simple Yes / No system. Every user gets to vote Yes or No on every suggestion, and only once. That'll give way better feedback as the current system, which makes no sense at all.

MrWhite:
First of all I must say players want to change the game too much. Most changes admins made in the past were because the players wanted them to do something.
Omerta Ltd made a game which we like(d) to play. If you don't like it, don't play it.
It's their game and it's imo very weird they make such enormous changes, just because a few players with some influence want to have something changed.
But they also give a sign that they want to listen to the players.

Rix:
Crimes should be replaced by something new and more dynamical. Something you can do, for instance, once every 20/30 minutes and has multiple settings you need to think about every time and influence the chance of success, the money reward, possibly a bullet reward, the rankprogress reward, and the waiting time until you can do it again (thus a dynamic waiting time). Also, the waiting time until you can earn rankprogress through smuggling should be pinned down to the full hour again so you can do it fast two times in a row again. Last but not least, we should get the admin messages in our inbox to check if we are a real account again. These three changes should help to reduce scripting by either checking or making the game less monotonous.

Smul:
Leaving pokertable:
Whenever a game is created and the table doesn't fill within 5 minutes (or within 5 minutes after the last person joined) you are able to choose to leave the table without any expenses made.
statements
Want to join in on the conversation? Feel free to use this template:

[b]Kill Algorithm:[/b]

[b]Kill Skill:[/b]

[b]Shooting limits:[/b]

[b]Capodecina rank:[/b]

[b]Lackeys:[/b]

[b]Bodyguards:[/b]

[b]Other changes or remarks:[/b]
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Josephc United States (00:08:10 - 28-09)
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Kill Algorithm:

I only started in 3.0 so I don't go back as far as most. I will say that I thought the KA in both 3.0 and 3.1 was very fair. I think 3.2 suffered from the fact that the removal of Mia/Rob wasn't very thoroughly thought out. A lot of attack value was removed with almost nothing being lost from the defensive side of the ledger, which is the main reason for the strength of offline accounts in 3.2.

One method of making offline accounts weaker would be to limit the amount of backfire they can shoot based on the amount of time they've been offline. Perhaps a hasty retreat to a villa would only allow an account to shoot 20k max in backfire, while someone that had more time to get into defensive mode could shoot the full 60k. Not a very thoroughly thought out idea, but it's an idea nonetheless.

For lack of a better place to put it, the kill timer should be reduced to 20 minutes (1/3 of it's previous time) as the hospital timer was reduced to 1/3 of its previous time.

Kill Skill:

I've only heard of the "glory" of shooting the bottle, as that occurred before my time, but from everything I've heard the idea seems pretty stupid to me. Killing skill should be rewarded only for killing other accounts. It also shouldn't atrophy over time like others have suggested; unless that timeline is very long. Whether anyone likes it or not, wars do not happen regularly anymore and there's no proof that that is going to change anytime soon, no matter how much a small number of us might want it to. Punishing the few families/groups that want to push the issue more than others seems like a step in the wrong direction.

Shooting limits:

I see a little bit of both sides of this. I really don't think the "any rank shoots any rank" will go very far in integrating new players into the game; so perhaps the field opens up at the thief level for chief+ accounts. I think the shooting 2 ranks up should be maintained.

Capodecina rank:

I still think there is a legitimate use for the CD rank, but I think the entire framework of regimes would need to be reworked. I think there are plenty of deserving members in most of the families that are not top3 that deserve some kind of recognition for their service to their families and the CD rank is really the only way to give it to them. I think, though, rather than tieing CD rank to capomoney (and boosting) that you could use a rankprogress meter similar to the fam rankprogress to get brugs to CD and then some other measurement to determine the strength of the CD, perhaps using metrics about the average time of regime membership, average rank, or interaction amongst the regime through group crimes.

Lackeys:

I think all of the negative aspects of lackeys have been hashed and rehashed, so I won't go down that road again. One positive benefit of lackeys was that it allowed many experienced and intelligent players who were becoming unable to play (competitively) due to other time commitments to come back into the community and play. Whether this single benefit weighs enough to balance all the negatives is up for debate, but it is rarely mentioned.

Lackeys really need to be held to the same rules than manual rankers are held to. This means that lackeys should become "tired" and suffer the consequences manual rankers do. Actually, making this one single change would probably bring me back to the game for another version.

Bodyguards:

I really like the bodyguard system, I just think it is underutilized. I think as others have mentioned a wider variety of bodyguards might make things more dynamic and allow for a greater degree of customization, but without understanding their role in the KA that is simply conjecture.

Other changes or remarks:
Anonymous (23:12:25 - 27-09)
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sbanks at 10:27:07 on 27/09:
Yayu at 01:37:38 on 27/09:
Klementino is craving attention and people here is giving it to him by responding.. he is nobody.. he is not worth taking seriously

and you are? exactly..

thanks for your ideas/point of views Klementino, appreciated!

lol owned
Anonymous (23:11:41 - 27-09)
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Anonymous at 13:55:42 on 27/09:
"Also the ability to have real players service as bodyguards for a Don or other important members is appealing to me. This ability would unlock at the rank of Chief and you would be able to protect people who are within 1 rank range of you (Bruglione can defend GF). This would bring another dimension to the game as you need to take out protectors first before you can damage the important players. With a max of 2 players protecting 1 person."

I like this idea. However if the GF/FL is still able to shoot it's just silly. If GF/FL has players as bg he shouldnt be able to shoot either.

nice idea, but are you the one who puts his account in front of mine? when the bullets fly
Anonymous (13:55:42 - 27-09)
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"Also the ability to have real players service as bodyguards for a Don or other important members is appealing to me. This ability would unlock at the rank of Chief and you would be able to protect people who are within 1 rank range of you (Bruglione can defend GF). This would bring another dimension to the game as you need to take out protectors first before you can damage the important players. With a max of 2 players protecting 1 person."

I like this idea. However if the GF/FL is still able to shoot it's just silly. If GF/FL has players as bg he shouldnt be able to shoot either.
sbanks Guatemala (10:27:07 - 27-09)
Link Quote
Yayu at 01:37:38 on 27/09:
Klementino is craving attention and people here is giving it to him by responding.. he is nobody.. he is not worth taking seriously

and you are? exactly..

thanks for your ideas/point of views Klementino, appreciated!
hacker (09:44:50 - 27-09)
Link Quote
in my opinion first cd must continue the way they are cause if one fam has a lot of them benefits them due to a small fam that they have 1 or 2 .and also big families can boost some as a cd more fast than a small fam
second luckey should stay but admins must do sth for the dupers.
third boduguards must have a more importand gamplay , as example we can use them for attack without risking our life .. we can send them for a killing job .. so we can test the oponent ..
forth about ks , online people must have the advantage , this is what happens in reality not the people that sleep .. otherwise there are no surprising war , offline wish they start shooting them !!

this was my fast opinion !!
Anonymous (01:48:17 - 27-09)
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im reading some real good things over here.. but does it really mather? we can say what ever we want but admins make the decisions
Yayu (01:37:38 - 27-09)
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Klementino is craving attention and people here is giving it to him by responding.. he is nobody.. he is not worth taking seriously
yamaguchi Turkey (19:48:47 - 26-09)
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Anonymous at 16:39:24 on 26/09:
Just quit this shit and get back to real life dudes! Dont regret it when you are 50 coz u wasted your teenage years with a shitty game.

wow best post ever!
Anonymous (16:39:24 - 26-09)
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Just quit this shit and get back to real life dudes! Dont regret it when you are 50 coz u wasted your teenage years with a shitty game.
lunatiko Portugal (15:20:34 - 26-09)
Link Quote
Anonymous at 13:22:36 on 26/09:
klementino at 16:58:02 on 25/09:
Simple changing online>offline would be stupid. How are we supposed to get some sleep, when neither a person you share with nor a script is getting you online to remain strong. You will get pussy wars, just waiting till the other fams are offline and kill the whole family like clearing a bunch of chickens. I don't say offline>online is good, but it's at least better.

I already said this once:

I would like to see it like, being weaker when lackeys are running. If you fire lackeys, it takes 1 hour to be "lackeyfree". (like a cooldown).
This would make you choose between ranking while you are offline or being a less weak target while you're not around. Would make it more fair imo.

Rest I dont have time to read now, will reply later maybe


you clearly are a new player and unexperienced, omerta was fun when wars were late @ night and ppl had to plan it well and not leak, so fams went to sleep and war could be succeful, and we could do it 1on1 not 10vs10 like it is now, plus if the fam was good, soon after war started members would be called and come online and make a interesting war, thats why fams like conflict , old affinitas etc had most success, cause their members were ranksluts, or easily contacted , while others went to sleep and die without much fight...

That being said ofc online has to be stronger then offline, its one of the most ridiculous things ever, a fam starts being shot and all go offline and call bloods, they dont fight, they just go offline, its ridiculous.

+1

i really don't get klementino post? so he thinks people go offline during wars to put their lackeys working?
they go offline cause they know the other fams won't target you when offline, or if they pre shoot, u will get an sms saying it..and u have more time to your bloods to help and stuff..
sleep? LOL
admins made people sleep..there was a time when no one slept when there was a war..and people didn't mind about that..
but i agree with last post..you surely don't know what we are talking about!
Anonymous (13:22:36 - 26-09)
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klementino at 16:58:02 on 25/09:
Simple changing online>offline would be stupid. How are we supposed to get some sleep, when neither a person you share with nor a script is getting you online to remain strong. You will get pussy wars, just waiting till the other fams are offline and kill the whole family like clearing a bunch of chickens. I don't say offline>online is good, but it's at least better.

I already said this once:

I would like to see it like, being weaker when lackeys are running. If you fire lackeys, it takes 1 hour to be "lackeyfree". (like a cooldown).
This would make you choose between ranking while you are offline or being a less weak target while you're not around. Would make it more fair imo.

Rest I dont have time to read now, will reply later maybe


you clearly are a new player and unexperienced, omerta was fun when wars were late @ night and ppl had to plan it well and not leak, so fams went to sleep and war could be succeful, and we could do it 1on1 not 10vs10 like it is now, plus if the fam was good, soon after war started members would be called and come online and make a interesting war, thats why fams like conflict , old affinitas etc had most success, cause their members were ranksluts, or easily contacted , while others went to sleep and die without much fight...

That being said ofc online has to be stronger then offline, its one of the most ridiculous things ever, a fam starts being shot and all go offline and call bloods, they dont fight, they just go offline, its ridiculous.
klementino Netherlands (01:24:13 - 26-09)
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Kill Algorithm:

I think the last thing on earth we want is being an easy target when you're not even here to make sure you don't die if you survive or die with few effort. So in my opinion, just changing online>offline is not a smart idea. I already posted an idea on this once, but after reading Rix' reply I agree with him. I came up with something new. Why don't they filter out the inactives from the actives who just sleep. So let's say, when you are offline you are still slightly stronger(reduce the differences, but keep some advantage for those who are not behind their pc), but when you have been very inactive for a fixed amount of days(let's say 1 week) and let's say beneath 10% online percentage the advantage of being offline is gone, and maybe even turned around. Things that should be included in KA are: Rankpoints(simply combined stats of bullets and RP and count them as 1 thing), kill skill(as been explained in next subject), bodyguards(see below how they should work), protection and some other stats like being offline, position in your family.

Kill Skill:

The old killskill was less fun than the bodyguards are now. With shootingrange and bottle everybody had 100% killskill on assa or something like that without even shooting someone. In my opinion KS as introduced on 3.3 on .dm is a step in the right direction but still worse than the BG's. In my opinion you should only be rewarded if you succeed to kill someone. How can you get skill from a failing attempt on killing someone? If you make sure you only get killskill when you actually kill someone, you also don't have to mind KS-farming. Also don't make it decrease after not shooting for a while. When you had a tough war and spent a lot of bullets you need some time to recover. Once your bullets are back on normal level your ks could be gone, and where is that reward you got from the shooting?! Right! : GONE!

So killskill should be gained by making actuall kills, and the amount of KS you get should be based on the difference of rank and accountstrength(so if the target is a lot weaker you get few KS(the bigger the difference the fewer you get) and if the target is a lot higher you got a lot of KS(the bigger the difference the more ks you get). Let's say you need about 10 to 20(somewhere in between maybe?) decent kills(brug vs brug or something like that) to reach 100% killskill, so it's a bit exclusive to reach. Also add a position of killskill so you can compare the bulletposition and the way you spent those bullets.

Shooting limits:

Just simply remove them. In the real maffiaworld of the 30's Al Capone would kill a Delivery Boy with no doubt when that was necessary, so it's actually a laugh you can't do that anymore in Omerta. I say don't make it impossible to someone that is over 2 ranks higher due to settings in the killpage but make it incredibly hard because of KA(NOT IMPOSSIBLE!)

Capodecina rank:
I think it's not a smart idea to make CD rank return to all capo's now lackeys are here. You will simply have too many CD's. My sugestion: CD rank is for top3. Requirements for CD rank: 15 million dollar capoprofit. Requirements for GF rank: 15 million dollar capoprofit, being current don, and a special amount of networkpoints(so those are not useless) so it becomes way more exclusive. Make sure money can't buy a GF rank for you. CD's should be slightly stronger than brugs always. If the CD is a top player(in his stats) the advantage of being CD becomes bigger. 1 thing for sure: as stated, GF is the Ferrari under the omerta-ranks and it should in all ways be like it's the most exclusive thing around. GF/FL should never die in backfire of a brug or a capodecina. How well the account was build up should make up the result of the damage done to the GF's target. If you don't have a GF to shoot at a GF, let's say you need a group of strong brugs to target the GF multiple times.

Familysystem:

Combine the best points from both systems is what I think is best.
Familyrank should be there for unlockables such as objects, spots, crushers and other stuff.
Spots should be bought(on the same map but different spots as business objects) like before. When you start a family you need 2 tops/successors who have the same requirements to be don(at least LC). You buy a spot for the don with a 50 members headquarters for 50 million dollars, without a capo option. When you expand(could depend on familylevel), you can buy a capospot, to appoint a capo and gain 25 hq space. This should cost 25 million(it's too cheap nowadays). When the capo and the capo successor die, the spot gets lost, as well as the members on that spot. Bring back that oldschool part!

Just simply fix the amount of spots you have in every city. It's true most family's could get more family's in 1 city with creating smaller family's but a simple donhq has no capo spot, making boosting quitte a hard job so no GF for those small family's. Also those family's can't get any business objects.

Lackeys:

They should be removed, certainly. I don't think that will happen soon, but instead of focussing that much on lackeys as they did and still do. They could have make it a LOT harder to cheat actually. Anyway, long discussion, will see where it ends, but bring back the balance, the urge to be on irc/online more often and differences by lackeybrugs and actual good players who build good accounts.

Bodyguards:

Remove the special ability's of bodyguards. Shorten the amount of time and money needed to train them. Just plain attack and defense vallues, but make more bodyguards available. Bg's with higher defense or attacklevels should be unlocked on higher ranks, cost more money to buy(in the first place), and a bit more money to train(keep the training mostly the same, the buy would do the job). 1 BG should be fully retrainable in 1 hour. Remove bodyguards from obay. All bodyguards should need a vest, a gun and maybe other equipment?

Other changes or remarks:

-Donation codes
I think this might be the most important thing I have to say. Cap the maximum amount you can get for a DC on obay on 1 million. I see to often that people start a family and go from nowhere to top 10 position on bullets within 1 day. A strong account shouldn't be for sale. Lackeys are 1 thing, but I have seen examples of people wasting over 500 euros on dc's, getting an insane amount of bullets in a very short amount of time. Spending money to rank and get some features like dc(+) and sms is 1 thing. Buying ingamemoney with dc's is too much of an advantage. The only reason I think they should still be on obay is that people should be able to choose whether they donate or not, and they should be able to get lackeys both. In my opinion the best way to stick closest to the "free to play" ethos this game claims to have.

-Casino objects

I don't mind it if people are able win huge amounts of cash through poker when game economy is stable and normal again, but poker shouldn't make other objects lose their meaning.
In my opinion the bookies should either change dramatically to make them useful or be removed(whether they were an important part of the real maffia or not).
Poker should be an object as well. Just a poker table, the owner can change the settings. Change it to Casino Hold'em poker so players play against a bank, that makes it possible to get profit from it as owner or to steal away cash from a pokertable owner and eventually make him/her lose it. This still makes it possible to win huge pots(with same settings as before), but it's more equal to a normal casino object. I even think a new most wanted object is born!
Anonymous (21:03:32 - 25-09)
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Great talks I guess. Didn't read it tho. Game is dead and is dieing slowly. Brando talks much, but he or his crew always fuck us. Better just quit this lame game. I was fun from 2.1 till 2.5 or so after that game kept being less fun o/
Anonymous (18:56:49 - 25-09)
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Rix at 18:43:33 on 25/09:
Anonymous at 18:01:11 on 25/09:
At the start 1 bg and player picks different abilities ? Like you can pick 3 ability from list of 10 or so....then you train those- so in that way there can be??? 1/10*1/9*1/8 => 1/720 different bg's with different level (still max 10) of training, so almost endless alternatives.... and then as you rank you can hire more bg's---like max 3 to 5....
The problem with that suggestion is that if you want to change your account later on you aren't able to.

Bethesda fixed that in The Elder Scrolls V: Skyrim after the fans weren't happy about picking abilities in TES IV: Oblivion.
Hmm yes I know it sounds like a RPG (even this also is 1 MMORPG, Massively Multiplayer Online Role-playing Game)...and as you said it would have some limitations...but what if ppl just sell them on obay and start a new bg if they want/need to do that? Maybe some abilities will only open after you are like ass+? (like "assassination" or smtg...)
Rix Netherlands (18:43:33 - 25-09)
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Anonymous at 18:01:11 on 25/09:
At the start 1 bg and player picks different abilities ? Like you can pick 3 ability from list of 10 or so....then you train those- so in that way there can be??? 1/10*1/9*1/8 => 1/720 different bg's with different level (still max 10) of training, so almost endless alternatives.... and then as you rank you can hire more bg's---like max 3 to 5....
The problem with that suggestion is that if you want to change your account later on you aren't able to.

Bethesda fixed that in The Elder Scrolls V: Skyrim after the fans weren't happy about picking abilities in TES IV: Oblivion.
Aiden (18:17:00 - 25-09)
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klementino at 17:23:22 on 25/09:
Aiden at 17:15:14 on 25/09:
Kill Algorithm:
Easy ranking = easy killing, imo. As you could be brug again in just a few weeks, why not let you die just as fast. But, shooting should be favoured.
This concludes to me a KA in which a brug with his/her account sorted out, so he/she got their BGs right etc, should be able to kill another proper brug with one 60k shot.
BF shouldn't be too strong, killing like 2 BGs and doing like 90% damage. This brings me back to versions like 2.7, in which you'd survive BF with like 2% health left.
To achieve this, I think the def value of a villa should be reduced and the importance of RP in the KA should be reduced.
I think, or hope, this would lead to a more volatile/turbulent version in which more wars will happen, more changes of the group in power etc.


Defense in current KA influences the chance of surviving an attack. When you get shot still your attack will influence how many damage yuo do in bf, reducing villa defense wouldn't influence the amount of bf-kills, but simply the amount that survive multiple shot while being offline in villa.

I meant by reducing villa defense that accounts would die easier. As I re-read it, it indeed could be interpreted wrongly.
Spy Netherlands (18:08:22 - 25-09)
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Kill Algorithm:
Rix, I like what you mean, but pre-shooting is out of the question in the current KA, atleast as far as I've seen...
17k at an offline target means you'll get bf killed and your bullets will not hit, nor will your opponent lose any bg's

Kill Skill:
I'm pleased they're bringing KS back in a way where you will need to kill or injure another player.
They should however add something that makes sure families dont go 'farming' KS by letting brugs shoot eachother with low ammounts of bullets & no bf on.
So you shouldnt get KS for shooting someone in your own family/who was in your family in the last... 24/48 hours or maybe even in your friends list.

Shooting limits:
Not rly any comment on this...

Capodecina rank:
CD rank should be returned for top3 and capo's, they should be slightly stronger then Brugs but they should not have a huge advantage and should not in any situation be as strong as a GF.
GF should become a more exclusive rank.

Family System:
Spots system, maybe it should be more expensive to buy these spots though.
But Spot wars ROCK.

Lackeys:
Lackeys should be removed, it ruins the game, promotes inactivity ingame aswell as on irc and it makes a million diffo targets to shoot, now there is even a bullet lackey even people who come online for 5 minutes every day can easilly BF Kill.
Even if online is stronger then offline. The account is bound to come online if his fam starts a war, if he/she has by that time gained like 600k bullets by not doing anything... he/she will be a killing machine without ever doing anything for it.
But asmuch as we plead, lackeys will not be removed, Omerta's proffit went up by about 250 to 300 % after lackey's were introduced.
They will not change this as it's just making Brando 2much money. Even when scripts are gone, Brando will claim they're either still there or they will be needed for some other reason according to him.

Bodyguards:
The current bodyguards system is a good one, it brings diversity/dynamic into the game, maybe you should have a couple more BG's available though.

Other changes or remarks:
Remove Poker:
Poker should be removed or 'privatized' sothat families make something out of it or objects start making money again.
Since the introduction of Poker, objects have been making less and less and families are struggling to give their members the aid they need, thus either poker needs to be privatized meaning it would become another object or removed.
-Spy
Anonymous (18:01:11 - 25-09)
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At the start 1 bg and player picks different abilities ? Like you can pick 3 ability from list of 10 or so....then you train those- so in that way there can be??? 1/10*1/9*1/8 => 1/720 different bg's with different level (still max 10) of training, so almost endless alternatives.... and then as you rank you can hire more bg's---like max 3 to 5....
Anonymous (17:52:43 - 25-09)
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Keep 300% Cap, since there is now a factor called KS - good combination

i agree to smul, be able to kill any lower rank, but not be able to shoot more than 2 ranks higher