Outlawed persons should have a clear, visual effect on them, indicating whether they are outlawed or not.
Outlawed persons should ALWAYS be aggroable by ANYONE.
Aggroing an outlawed person would leave no scent.
Kind of disagree with this, seems to devalue scents a bit, maybe if your perception * exploration is high enough compared to their int * stealth and you have a scent of the person, THEN they can be aggro'd and outlined, but only if you have their scent, or studied it, or something similar
Studying scents for bonuses that remain for duration of the scent is a good idea, but studying time should be quite short, (no more than 5 minutes or so).
If the outlaw is not KO'd, and you right click him with any scent, you would gain some advantage against him in combat, for a few hours. (Thus, giving even weaker statted people ability to get revenge)
I don't think it should work on ANY scent, maybe just above theft?
I forgot to add that the advantage should depend on the scent used. For tresspassing, perhaps no bonus. But more severe bonus for murder and a bit less for others.
If the outlaw is not KO'd, and you right click him with a battery scent, he could be KO'd without leaving a scent. (Making ranging and revenge easier)
Agree, with anything Theft and Above
To make point clear: the idea with this is that you could do ranging and attack outlaws, without "outlaw" yourself. (Of course, this should be done in a way that abuse wouldn't be possible)
If the outlaw is KO'd and you right click him with a murder scent, he would die, instantly, leaving no scent of murder. (Making ranging and revenge easier)
Kind of disagree with this one, seems like it could be abused and reduces pvp interaction
This is related to the previous idea, maybe death shouldn't be instant, but then he could be attacked and murdered without leaving scent. (You would still have to murder him yourself)
If the outlaw is KO'd and you right click him with a theft scent, all his items, curiosities, and equipment would drop, leaving no scent of theft.
I think this should only work on items they've stolen personally
This too is related to the idea of being able to get revenge on outlaws without becoming an one, but I'd be ok with limiting it to only stolen items. (of course items could be alt vaulted or put on chests, but this would make it a bit more difficult)
Nidbanes could make armor penetrating wounds that take a long time to heal. (Thus, there would actually be some point in sending them, and noobs would maybe get satisfaction when they know they have hurt the baddies at least a bit)
I don't see anything wrong with making nidbanes deadlier, but I don't want the scent faction wars part 2
They wouldn't have to be
deadly, but just more damage inducing, so that there would actually be some harm for the one who they were sent against.
And for the amulet part: perhaps the range of amulet alerting you could depend on exp*perc of the binder(not wearer, so rangers could offer their services) against stealth*int of the outlaw.
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loleznub wrote:shubla wrote:The suggestion is to give noobs better ability to get their revenge.
This is what nidbanes are for. An alternative for those that don't want to go into PvP and risk their characters for revenge. Anything you do to help a "noob" like this will undoubtedly be abused..
Currently, nidbanes are useless. And having more ways to get revenge is always nice. Also, the ideas that I suggested could encourage ranging as a profession and rangers to offer their services to noobs. ( Amulet binding etc.)
shubla wrote:Scents could be used on outlawed people by right clicking them.
If the outlaw is not KO'd, and you right click him with a battery scent, he could be KO'd without leaving a scent.
INSTANT KO, NO COMBAT NEEDED, PROCEED TO STEP 2:
If the outlaw is KO'd and you right click him with a murder scent, he would die, instantly, leaving no scent of murder.
Seems like no combat is needed at all, lmao
Maybe I didn't write it clearly enough:
he COULD be KO'd, so: you would still have to fight him, but if you are able to KO him in the fight, then that wouldn't leave a scent.
Murder part is just to avoid leaving scent of murder when killing him (if he left murder scent), perhaps the death shouldn't be instant, as mentioned on my comments above.
shubla wrote:Oh, this guy just aggro'd someone? Oh <Insert titan name> left a scent? Everyone grab the scent and use it on the character I'm marking for free buffs/ easy KO with no combat / easy kill for no risk.
But think about the current situation, if titan (or anyone really) kills you you can do 0 things. Is that better? We are comparing 1 titan suffering to hundreds of noobs suffering, which one is better?
Oh, so we should just discount the amount of time not only the person playing said titan has put into the game, but also all of the village mates they have who have no doubt directly helped get this titan to where it was today.
We're likely talking hundreds, if not thousands of cumulative hours at this point in the world, being tossed to the side of character development for the sake of any random sprucecap can get revenge with like 2 hours of work.
It's not only 2 hour old sprucecaps. There are plenty of people. who spend a LOT time in the game, but are still currently unable to fight against at all. I'd pick 10 sprucecaps playing 10 hours weekly rather than 1 titan playing 100 hours weekly any time!