overtyped wrote:Sevenless wrote:
Fight starts at Village A. Fight turns into a tactical jog as it always does. How do new fighters join the fray? The fight is now 20 minimaps to the west and moving as we speak. Also bodyblocking with alts in combat will be a problem since combat is constantly moving away from these flags.
I'm 100% convinced that the only way PvE works in this game is a server with tweaked rules that's fully aimed at creating a pve only game. And there would definitely be issues of griefing all the same, you'd just be aiming to make it more limited.
How do new fighters join the fray? You didn't read what I wrote, so let me quote it for you :Any player without rage/murder/outlaw within those 200 tiles has two minutes to leave this contested zone.
Sevenless wrote:
I'm thinking there's going to be issues with alts picking up things and becoming effectively invulnerable ways to hold items
overtyped wrote:Sevenless wrote:
I'm thinking there's going to be issues with alts picking up things and becoming effectively invulnerable ways to hold items
In what scenario would that make sense? What object being picked up in the open world outside a palisade would constitute a problem?
Carts and boats were brought up, and I agree, it would be a problem. To address it, we would need boats and carts and the objects held inside to tie onto a character for a limited time after they stop using it, so anyone that touches those objects would be attackable for a certain window. I think that would be reasonable.
This would of course lead to noobs being tricked into holding other peoples carts, so that they can be attacked. I don't necessarily see that as a bad thing though.
Sevenless wrote:overtyped wrote:Sevenless wrote:
I'm thinking there's going to be issues with alts picking up things and becoming effectively invulnerable ways to hold items
In what scenario would that make sense? What object being picked up in the open world outside a palisade would constitute a problem?
Carts and boats were brought up, and I agree, it would be a problem. To address it, we would need boats and carts and the objects held inside to tie onto a character for a limited time after they stop using it, so anyone that touches those objects would be attackable for a certain window. I think that would be reasonable.
This would of course lead to noobs being tricked into holding other peoples carts, so that they can be attacked. I don't necessarily see that as a bad thing though.
Just make touching a recently dropped cart/boat theft. If you're gonna codify it in a weird way, at least make the "oops I messed up" be "oh I can't pick this boat up".
Sevenless wrote:Another thing you could consider on this topic is "crimeless characters are immortal". No matter how many times hermit bob joe gets KOed, can't die. You can enforce something like lengthening KO times for rapid Kos to keep alts under control. I think that'd really help personally. Let the pvpers who want it play the permadeath.
mulamishne wrote:Sevenless wrote:Another thing you could consider on this topic is "crimeless characters are immortal". No matter how many times hermit bob joe gets KOed, can't die. You can enforce something like lengthening KO times for rapid Kos to keep alts under control. I think that'd really help personally. Let the pvpers who want it play the permadeath.
Its not just crimeless characters, its crimeless affiliates. It's completely logical to gank your enemy's crafters/support staff, I've seen several industry upgrades come from it. I feel like if we want better new player protection theres more sensible ways to do it, such as reduced wounds if you don't have outlaw or something.
overtyped wrote:mulamishne wrote:Sevenless wrote:Another thing you could consider on this topic is "crimeless characters are immortal". No matter how many times hermit bob joe gets KOed, can't die. You can enforce something like lengthening KO times for rapid Kos to keep alts under control. I think that'd really help personally. Let the pvpers who want it play the permadeath.
Its not just crimeless characters, its crimeless affiliates. It's completely logical to gank your enemy's crafters/support staff, I've seen several industry upgrades come from it. I feel like if we want better new player protection theres more sensible ways to do it, such as reduced wounds if you don't have outlaw or something.
People have brought up this weird concept of not being able to kill people who don't have rage many times, but there's a simple answer as to why it doesn't work. If you can't kill someone, then they can be a permanent road block.
mulamishne wrote:I said reduced, not 0.
overtyped wrote:mulamishne wrote:I said reduced, not 0.
I was talking about why I disagree with him, not why I disagree with you. I didn't give an opinion on what you said.
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