linkfanpc wrote:[...]the original, losing-nearly-everything-upon-death system, the whole system this game was built around
CMDR_Salient wrote:Wait, you can't even kill criminals?
loftar wrote:CMDR_Salient wrote:Wait, you can't even kill criminals?
Well yes, you just have to be by their hearth-fire, which is more-or-less the same situation as was the case in Legacy.
loftar wrote:linkfanpc wrote:[...]the original, losing-nearly-everything-upon-death system, the whole system this game was built around
While I agree that death should be a very real prospect, I'd just like to say that it has bothered me since W1 that loss in combat invariably means death, and can never have lesser consequences.
I do agree that it's probably too difficult to die right now, but I do have to say it's rather nice to be in a position where we can add things to make it easier to die, rather than in one where killing people is a no-brainer and there's little we can do to adjust that. Just what should be done to make death easier is a more complex question, but making wounds more, indeed, "robust" is probably the way I'd go. I don't mind the idea that exceedingly few Hearthlings are entirely free of wounds.CMDR_Salient wrote:Wait, you can't even kill criminals?
Well yes, you just have to be by their hearth-fire, which is more-or-less the same situation as was the case in Legacy.
Headchef wrote:More or less, except this time instead of just destroying their wall you can now camp it for 14 hours (probly more) because of fucking claim shields![]()
Basically meaning if you got any other responsibilities in life then this endeavour is not worth it and the criminals go free
Wonderful wrote:Ahhh the good old days of summoning someone and bashing their face in with an axe.
Jalpha wrote:I believe in my interpretation of things.
loftar wrote:I do agree that it's probably too difficult to die right now, but I do have to say it's rather nice to be in a position where we can add things to make it easier to die, rather than in one where killing people is a no-brainer and there's little we can do to adjust that. Just what should be done to make death easier is a more complex question, but making wounds more, indeed, "robust" is probably the way I'd go. I don't mind the idea that exceedingly few Hearthlings are entirely free of wounds.
Well yes, you just have to be by their hearth-fire, which is more-or-less the same situation as was the case in Legacy.
CMDR_Salient wrote:loftar wrote:I do agree that it's probably too difficult to die right now, but I do have to say it's rather nice to be in a position where we can add things to make it easier to die, rather than in one where killing people is a no-brainer and there's little we can do to adjust that. Just what should be done to make death easier is a more complex question, but making wounds more, indeed, "robust" is probably the way I'd go. I don't mind the idea that exceedingly few Hearthlings are entirely free of wounds.
Well yes, you just have to be by their hearth-fire, which is more-or-less the same situation as was the case in Legacy.
Wounds sound like a fair middle ground, except when it comes to criminals. Should be able to kill them on sight. Ever think of doing an ultima online like fame system? Evil deeds reduce your fame to a point where you become killable on sight and this state persists since you are now a criminal, where as everyone else gets KO+wounds?
Jalpha wrote:I believe in my interpretation of things.
CMDR_Salient wrote:loftar wrote:I do agree that it's probably too difficult to die right now, but I do have to say it's rather nice to be in a position where we can add things to make it easier to die, rather than in one where killing people is a no-brainer and there's little we can do to adjust that. Just what should be done to make death easier is a more complex question, but making wounds more, indeed, "robust" is probably the way I'd go. I don't mind the idea that exceedingly few Hearthlings are entirely free of wounds.
Well yes, you just have to be by their hearth-fire, which is more-or-less the same situation as was the case in Legacy.
Wounds sound like a fair middle ground, except when it comes to criminals. Should be able to kill them on sight. Ever think of doing an ultima online like fame system? Evil deeds reduce your fame to a point where you become killable on sight and this state persists since you are now a criminal, where as everyone else gets KO+wounds?
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