Update on village life

Forum for discussing in game politics, village relations and matters of justice.

Re: Update on village life

Postby Sitting_Bill » Wed Jun 15, 2011 4:00 pm

DatOneGuy wrote:newbies could grief easier than those who work hard, by staying under a certain threshold where older plays can't kill them.


This is why open pvp is NECESSARY in a sandbox game like this, as is said in Jorb's post which was linked earlier. Its also why there cannot be combat caps or whatever...

Abandinus there are ways you can protect yourself, you've got to stay quite alert. Download Ender's client like I said, it will really help - one of the real reasons you got killed was that you couldn't see him, but he could see you, so you couldn't run + teleport in time. And probably stay within our supergrid, due to various genocides before you moved here its bizarrely quite safe at the moment. There's plenty of game to hunt without going so far :).

I can also show you the little I know about combat once we build up your skills a little, but for now you just have to be really careful. The armour I gave you will help you in case of problems also.
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Re: Update on village life

Postby burgingham » Wed Jun 15, 2011 4:07 pm

Sitting_Bill wrote: Its also why there cannot be combat caps or whatever...


I don't agree with this. Uncapped skills are not a necessity for a sandbox game with open PvP, especially not when they become the only endless LP dump and only reason to keep grinding to crazy amounts of LP.

Again: We don't need crazy high investment chars in an enviroment like this. Some investment to make death hurt and all, sure. But not this infinite armsrace we have right now.
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Re: Update on village life

Postby Sitting_Bill » Wed Jun 15, 2011 4:15 pm

burgingham wrote:
Sitting_Bill wrote: Its also why there cannot be combat caps or whatever...


I don't agree with this. Uncapped skills are not a necessity for a sandbox game with open PvP, especially not when they become the only endless LP dump and only reason to keep grinding to crazy amounts of LP.

Again: We don't need crazy high investment chars in an enviroment like this. Some investment to make death hurt and all, sure. But not this infinite armsrace we have right now.


The problem with having a cap is that once someone reaches that cap, they can start training up the next character, etc... Which after a while means that they can lose their first character with no real penalty whatsoever, they are still basically as strong as before (albeit with 1 less "life" in the bank). You still wouldn't get people spending LP on other things, because there is still no point - you'd just get them training up their next fighter. I would rather see ways in which you could spend LP on things other than combat skills in the later game.

But yeah, I guess this has been argued back and forth by people who know a lot more than me for a long time... but thats my opinion. I'm just trying to explain stuff to the OP really, not start discussions about the game mechanics ;)
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Re: Update on village life

Postby Tonkyhonk » Wed Jun 15, 2011 4:19 pm

Sitting_Bill wrote:The problem with having a cap is that once someone reaches that cap, they can start training up the next character, etc...

well, hate to point this out, but you can always start training many alts with the current system...
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Re: Update on village life

Postby Sitting_Bill » Wed Jun 15, 2011 4:32 pm

Tonkyhonk wrote:
Sitting_Bill wrote:The problem with having a cap is that once someone reaches that cap, they can start training up the next character, etc...

well, hate to point this out, but you can always start training many alts with the current system...


I do know that...........(however much I dislike it, but thats another story)

thats not really what I'm talking about though. At the moment if you were to stop training your combat characters at X UA, say, and move on to the next one, you would be at a disadvantage in a fight against someone of equal skill who had kept training on the same character. This is what I believe Burgingham is saying when he says that combat is an infinite LP sink.

With a combat cap, you would no longer be at a disadvantage (provided the cap is at X). Therefore, caps make the alt problem far worse than it already is.

(ps I also know that for people who are really into their fighting, it is already worth training combat alts for specific purposes, but I don't think that invalidates my point).
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Re: Update on village life

Postby Kaios » Wed Jun 15, 2011 4:56 pm

hey guess what you can load several alts and your main with curio's all at the same time so you never have to stop !! woohoo.

Obviously if combat caps were implemented other means of LP sinks would have to be implemented too. No one is just suggesting that combat caps are a good idea on their own.
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Re: Update on village life

Postby barracuda546 » Wed Jun 15, 2011 5:12 pm

If they add a plain "you can't go over 200 ua" cap then it just turns into whoever has the most people and makes the game more of a death match. Which would be boring in my opinion.
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Re: Update on village life

Postby Sitting_Bill » Wed Jun 15, 2011 5:26 pm

barracuda546 wrote:If they add a plain "you can't go over 200 ua" cap then it just turns into whoever has the most people and makes the game more of a death match. Which would be boring in my opinion.


Thats what I think. Kaios has a point though, I'm just not dedicated enough to find such a surplus of curios ;).
I may be biased against alts because I personally don't really like using them, I like the attachment I have to my character.
I dont get this caps business. ATM many skills are capped by the available q of raw materials (not directly, but effectively).Combat skills are uncapped.

If you're looking at it from a pvp point of view, everything in the game translates eventually into better skills, attributes or equipment for your fighter.
If you cap combat skills and leave everything as it is (no LP sinks) then everything is capped, afaik.

If you provide some other place to sink LP, then some other part becomes uncapped? Assuming you're directly capping attributes and skills, then this must translate into better equipment for your fighter.

Which then has the same problem, or am I missing something?

I don't know if we should continue this here, or at all. Because this was originally a Congress-type thread...
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Re: Update on village life

Postby Potjeh » Wed Jun 15, 2011 5:35 pm

IMO they should move emphasis from character advancement to village advancement.
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Re: Update on village life

Postby Kaios » Wed Jun 15, 2011 5:40 pm

Potjeh wrote:IMO they should move emphasis from character advancement to village advancement.
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