Zbyx wrote:Dying in combat was made more forgiving to make people fight more, which it did , so if you increase deaths in combat people will sit inside walls and fight less again. Giving ability to attack criminal in public place is really nice idea, but unfortunately only would work if you couldn't make alts, so the only change it will do in my opinion, is that people will go out everywhere with alts and keep their gates closed more (or just build some small walled place inside villages to keep scented characters).
The alt argument is old, using it basically everything can be argued away (and people are trying to). To reasonably exploit this using alts the offender would have to create them as capable fighters, the ones that alt fighters do that anyway already - so IMHO no real change here. The only real change to combat for a character would be active murder scents existing for it - and these being carried by his foes.
About that trade window, its nice idea actually , but its hard to know what exacly will happen, i see some interesting scenarios like you come with group , steal item and help your guy run away but also maybe it will just kill stealing at all during trade.
I think it would be quite interesting to find out. As the one that is stolen from still has somewhat protection by the KO mechanic he actually might be tempted to try to catch the thief and loot his item back (or another, which he could reposess in exchange for the theft scent generated in the trade that went south - should he be able to down the offender). Finally, should there be a death in the process it would give a murder scent that could be acted upon.
Now about scents. I think that you should be able to KO character who did a crime of theft or vandalism (only these two) without becoming an outlaw (If you kill him you still get outlaw) . And if a person has done a murder then you can kill him without getting outlaw debuff.
Regarding 'be able to KO character who...': the proposal isn't to RMB->'KO' a character (or force summon as in legacy) - only that should
you land a hit in combat that would KO a character
you carry a
murder scent from... it wouldn't KO but be applied as a normal hit. The mechanic would be purely between you and that character, other characters additional in combat with your target won't benefit (unless your hit enables another to deal a deadly blow, making
him a murderer).
The reason behind the suggested 'justice' scents was to not make it too easy (thus the need to actually carry the crime scents to be able to act on them) or consequence-free (thus the generation of scents that, while not useable to attack in protected areas or summon nidbanes, are still useable for tracking the ranger) to persue criminals - just to actually enable it for 'normal' characters that, would they be successful (KO and reposessing the item), under the current could simply be simply drowned in nidbanes summoned by the criminal and his buddies (on the battery and theft scents created, which would be ).
Also , i think that people with Red Handed debuff should be unable to use crossroads, to catch them a little easier if they recently did a crime (and maybe extend a bit a duration of Red Handed? ).
I see a new wave of complaints incoming, but I don't think it's a completely unreasonable view (in case you refer to 'travel' with 'use').