gunterman9 wrote:Still waiting for more undead mobs like Draugr and skeletons.
more
There's already an undead mob in the game?
gunterman9 wrote:Still waiting for more undead mobs like Draugr and skeletons.
more
vatas wrote:gunterman9 wrote:Still waiting for more undead mobs like Draugr and skeletons.more
There's already an undead mob in the game?
shubla wrote:Nidbane is dead mob for me, never see them!
WowGain wrote:vatas wrote:gunterman9 wrote:Still waiting for more undead mobs like Draugr and skeletons.more
There's already an undead mob in the game?
Nidbanes I guess??
animary wrote:Nidbanes are virtually useless though. They can be killed by a good fighter.
Now I'm not arguing PvP here, and I've read all the devs had to say on that topic and understand their logic, but ... their logic applies to the real world where there are repercussions for malevolent acts. Havens condones, even endorses, random violence; this deters any social interaction in the game because "better safe than sorry", you hearth home the minute a white arrow appears on the map. Players brag of how they love to hunt sprucecaps, they attack other players randomly "because it's fun"; what would happen to people with such attitudes in the "real world" which the devs wish to emulate.
Back to nidbanes. I've mentioned making them invincible so they always destroy their target but many people are against this (mostly the serial killers, I assume). So, make them the Haven police. Make them easier to create, not invincible but they respawn a day or so after being destroyed. So you kill someone, or breach their pali, and they send a nidbane after you; you kill it, a couple of days later it's tracking you again, this continues until either your character is killed, becomes inactive, or the world ends. If your character is truly antisocial, a serial killer perhaps, you could end up with numerous nidbanes after you, constantly tormenting you. Now such players face realistic repercussions for their actions. Even if you only kill one person, consider that nidbane your conscience, hounding you the rest of your life in that world.
animary wrote:Back to nidbanes. I've mentioned making them invincible so they always destroy their target but many people are against this (mostly the serial killers, I assume). So, make them the Haven police. Make them easier to create, not invincible but they respawn a day or so after being destroyed. So you kill someone, or breach their pali, and they send a nidbane after you; you kill it, a couple of days later it's tracking you again, this continues until either your character is killed, becomes inactive, or the world ends. If your character is truly antisocial, a serial killer perhaps, you could end up with numerous nidbanes after you, constantly tormenting you. Now such players face realistic repercussions for their actions. Even if you only kill one person, consider that nidbane your conscience, hounding you the rest of your life in that world.
animary wrote:Nidbanes are virtually useless though. They can be killed by a good fighter.
Now I'm not arguing PvP here, and I've read all the devs had to say on that topic and understand their logic, but ... their logic applies to the real world where there are repercussions for malevolent acts. Havens condones, even endorses, random violence; this deters any social interaction in the game because "better safe than sorry", you hearth home the minute a white arrow appears on the map. Players brag of how they love to hunt sprucecaps, they attack other players randomly "because it's fun"; what would happen to people with such attitudes in the "real world" which the devs wish to emulate.
Back to nidbanes. I've mentioned making them invincible so they always destroy their target but many people are against this (mostly the serial killers, I assume). So, make them the Haven police. Make them easier to create, not invincible but they respawn a day or so after being destroyed. So you kill someone, or breach their pali, and they send a nidbane after you; you kill it, a couple of days later it's tracking you again, this continues until either your character is killed, becomes inactive, or the world ends. If your character is truly antisocial, a serial killer perhaps, you could end up with numerous nidbanes after you, constantly tormenting you. Now such players face realistic repercussions for their actions. Even if you only kill one person, consider that nidbane your conscience, hounding you the rest of your life in that world.
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