To all the Griefers and Murderer's

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

Re: To all the Griefers and Murderer's

Postby Hydra12423 » Tue Oct 15, 2013 1:59 pm

shrunkin wrote:
ChildhoodObesity wrote:im talking 2 waffles u fukn nigr and
Hydra12423 wrote:IM NOT WAFFLES THE PERSON NAMED YOBRO THAT I KILLED IS!!!!!!!!!

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btw waffles john says "fuck off"

Aww, love you to buddy :D
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Re: To all the Griefers and Murderer's

Postby joojoo1975 » Tue Oct 15, 2013 4:30 pm

TeckXKnight wrote:stuff, but it's good stuff.


while I'll agree with you on most of your points, i'm still going to disagree with you on others. for instance, the jewelry thing. from what I remember of W3, gold and silver mines were hard to come by. and raising your psych was not an easy task back then. also the hunting, which was a rather good LP gains, wasn't always the easiest. from what I remember, deer and bears weren't as plentiful as you remember(but that's all luck and whatnot)

also from what I remember and gleamed from side-posts, village talk and just over all gossip(though never a truly reliable source) peeps with UA/MC over 800+ was a rarity back in them days. Can we say that now?

I also remember characters meant something back then. now. . . I just don't see it.
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Re: To all the Griefers and Murderer's

Postby Tonkyhonk » Tue Oct 15, 2013 8:09 pm

joojoo1975 wrote:for instance, the jewelry thing. from what I remember of W3, gold and silver mines were hard to come by. and raising your psych was not an easy task back then.

mines were hard to come by, but they didnt run out and you only needed to find a decent trader to obtain those back then. a trader friend once showed me around and saw quite a few cupboards of accumulated valuables in his mansion all sitting for trades.
before the table fix, having high psy was a big deal for every faction, and cavebulbs were traded at much higher price iirc, and i think i heard of a few monster psy chars in w3, the one of AD was famous (i heard) that was mostly botted out and consumed huge numbers of bought bulbs for psy, and they could pay back by selling high quality "set" made tables, which made it much easier to grow bashers or any monster stat chars. (i remember a thread complaining how hard it got to grow bashers after the fix.)
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Re: To all the Griefers and Murderer's

Postby Patchouli_Knowledge » Tue Oct 15, 2013 8:41 pm

If we are referring to world 3, then I recall that it was actually pretty easy to get a combat alt up not due to thanes but to the ease of drive-by slinging animals that you can get at least 50,000 LP per hour. Bears, deer, and boars were actually very plentiful and only during world 4 was the rate reduced.

Gold/silver mines, while scarge, were tradable and it was actually easier to get psyche than you think due to the growth rate of tobacco's psyche rate (Hivemind accidentally crashed the server because a produced thane exceeding the set limit of the game so loftar had to raise it).

Characters meant something back then because we could not stuff curiosities on combat alts while forage bots go do the dirty work without the user's input. To give an idea of the progression of the state to now.

  • World 2- Bots had existed in the form of infinite apples and digging at clay nodes and making high quality pottery for large amount of LP. However, hunger was depleted 3.5x faster than it is now making sustaining those bots less efficient in terms of LP over time. Bots were not built into the client and was often made by 3rd party autohotkey programs. The most prominent bug matter is due to the bugged coal that allowed Wayneville to become a top faction. However, it was (mostly) taken away and villagers had half of their stat cut in half. Mind you this is during the time when I was still new so my memory is still shoddy. Walls were pretty much the equivalent of wet tissue paper.
  • World 3- Resource nodes could now be depleted thus cutting down on the node bot, though this was somewhat replaced by the loom/dreamcatcher bot. The LP wasn't spectacular and was still fairly limited but lasted long enough especially when hunger was cut down to 10% of the last world's rate, then 20%, and finally 35%. Other bots existed as well but was mostly used for manual tasks such as farming and silk making. This is when the first wall-jumping incidents occurred though for the most part exploits were promptly reported and usage was at a minimum. Out of game usage to get advantage was minimum with the biggest incident being the Rage/Gato incident though that was more drama oriented. The change in the formula in combat made it more feasible to create more soldiers rather than creating one super-soldier. Finally, the default client essentially became obsolete due to public clients allowing one to maximize window screen (and thus vision), hiding obscuring objects such as trees, and remove underground darkness and was used to the point that even the developers were using them as well.
  • World 4- World 4 didn't last long to have much player changes though LP bot became more prominent in the form of bucket-bots. Some exploits were used to raid (creating a hearthfire at a lower level allowing a new character (with rage/ranging) to create a hearthfire above via kin and summoning an army behind the wall).
  • World 5- The biggest change is the LP system switching to curiosity instead of task based which caused a large decentralization of character development thus taking away a lot of the damage done due to a character's death and making it easier to "manufactor" characters. There were large spike of walljumping exploting in this world as well and a lot of the meta-game ended up trying to find new wall-jumps. Custom client with built-in script capabilities were starting to become common thus making botting far easier. This along with the curiosity system is what effectively killed the perma-death factor of the game.
  • World 6- I did not play much this world very long so my information is rather limited here. Clients with botting features essentially became public and were openly discussed. Bug-rams allows people to destroy authority objects including the idol thus able to actually destroy villages instead of raiding them thus it was not limited to this. Due to the developer's absence as they were working with Salem, people were freely using exploits, bugs, and, trojaned clients, and account stealing with Congress drama end up revolving around them rather than actual drama.



If you see any incorrect information, please correct them, thank you.
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Re: To all the Griefers and Murderer's

Postby Tonkyhonk » Tue Oct 15, 2013 8:45 pm

oh yeah, tobacco and farming prayer... forgotten about it.
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Re: To all the Griefers and Murderer's

Postby BATE » Sun Oct 27, 2013 6:14 pm

This whole argument Is gay cas if they made it so you could not kill people when ever Noobs would spawn and have a non claimed base so an
y one could take there stuff AND THey could not protect there stuff but with killing and stuff the people who stole can get pay back also if some one killed me id just start again cas when you play like me there's no stop to fun even when you die
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Re: To all the Griefers and Murderer's

Postby DirtyRider » Sun Oct 27, 2013 6:34 pm

BATE wrote:This whole argument Is gay cas if they made it so you could not kill people when ever Noobs would spawn and have a non claimed base so an
y one could take there stuff AND THey could not protect there stuff but with killing and stuff the people who stole can get pay back also if some one killed me id just start again cas when you play like me there's no stop to fun even when you die



I looked for it. I really did. Not a single fucking period was used. Also What the fuck language are you speaking?
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Re: To all the Griefers and Murderer's

Postby ramones » Sun Oct 27, 2013 9:04 pm

Lol, I had same thought. People just don't know how to write lately.

. , : ; ! ?


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Re: To all the Griefers and Murderer's

Postby GhostofSick » Mon Oct 28, 2013 12:54 am

Qeeet wrote:what if developers make scents last the longer the more characters was killed by one player? thoughts?


Granted I'm a noob, but this sounds smart to me. The more you commit a certain crime, the longer your scents last and the easier your scents are to detect. Over time this returns to normal, but the net effect would be;

Serial griefers are easy to track.
Serial griefers are easy to find.
Serial griefers are easy to kill.

This would deter griefing for its own sake since every criminal action increases your visibility. Likewise, murder and wars would have a cost that rises the more you use it. If you murder any time you get the chance, you'll soon leave very visible scents. If you only murder when the situation demands it, you'll leave much weaker scents. Thus a character maintains a sort of reputation for murder or mercy.

Grief is part of the game and so is murdering newbies for their pants, but if we put a cost on it we can make the game a little less bloodthirsty without actually removing the freedom to be bloodthirsty.
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Re: To all the Griefers and Murderer's

Postby WarpedWiseMan » Mon Oct 28, 2013 12:56 am

Once again, the problem with this game is two-fold.

First, the player base is largely made up of a bunch of morons (ChildhoodObesity, NOOBYwhatever, etc) who act like they were born three or more chromosomes short of a full set. Their posts and actions invoke that groan that comes from dealing with four year olds that get into the finger paint and they really believe that people care about anything they do or say. I'd say 9/10 of every person still playing is someone you wouldn't trust with a bowl of porridge and a spoon for fear that they would end up in the ICU with mayonnaise in their hair.

The other problem with the game outside of the decidedly stupid player base is the lack of a real justice system. This problem has been the main reason I only play new worlds for about a month before I quit. I used to get sick of the grind, but now I just get to a point where I build a bit, explore a bit and right before I get to a point where I might actually have anything to lose, I go play something with better balance.

There are most definitely less people in the game world than would be if the majority of people who stick around weren't complete muppets.
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