rude people

General discussion and socializing.

Re: rude people

Postby ValerieHallaway » Tue Feb 28, 2012 9:36 pm

I always stop and talk Hazzor, maybe you and I should just run into each other one of these days.
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Re: rude people

Postby joojoo1975 » Tue Feb 28, 2012 9:40 pm

TeckXKnight wrote:I've always felt the key to having an area and community open up was to maintain a degree of safety and civility there so that people would not worry about being randomly raided, so I agree with Joojoo. If you want people to stop and talk, clear out any raiding factions in the area and make it known that criminal activity is not welcome and will actively be punished. It's like developing a community in real life, if you do not actively fight negative influences on the area then people are going to bar their windows and avoid making eye contact whenever possible.



is there any supervillages that do this?

could you imagine the influx of peeps to thier supergrids. LOL

We protect our area from thievs and raiders and over all Ass hats. our area is . . . ..


(one week later)Jorb has to come on and nuke the "Goodguy's area" cause now 80% of all of H&H lives in them SuperGrids.
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Re: rude people

Postby ValerieHallaway » Tue Feb 28, 2012 9:47 pm

joojoo1975 wrote:
TeckXKnight wrote:I've always felt the key to having an area and community open up was to maintain a degree of safety and civility there so that people would not worry about being randomly raided, so I agree with Joojoo. If you want people to stop and talk, clear out any raiding factions in the area and make it known that criminal activity is not welcome and will actively be punished. It's like developing a community in real life, if you do not actively fight negative influences on the area then people are going to bar their windows and avoid making eye contact whenever possible.



is there any supervillages that do this?

could you imagine the influx of peeps to thier supergrids. LOL

We protect our area from thievs and raiders and over all Ass hats. our area is . . . ..


(one week later)Jorb has to come on and nuke the "Goodguy's area" cause now 80% of all of H&H lives in them SuperGrids.


Well, we weren't really a super power or anything, but we felt we were responsible for the people on our river system, did our best to help them out, keep them out of trouble, but someone, not gonna name drop or anything, came through and killed everyone in our immediate area, at least just the ones that couldn't defend themselves. Killed him for retribution. Never got any decent population of people back though :(
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Re: rude people

Postby TeckXKnight » Tue Feb 28, 2012 9:50 pm

joojoo1975 wrote:is there any supervillages that do this?

could you imagine the influx of peeps to thier supergrids. LOL

We protect our area from thievs and raiders and over all Ass hats. our area is . . . ..

(one week later)Jorb has to come on and nuke the "Goodguy's area" cause now 80% of all of H&H lives in them SuperGrids.

I pulled that stint in w4 and my hermitage failed because of it; people kept moving in around me. It was a pain sometimes because it involved dedicating some days to just tracking petty thieves and letting them know that if they didn't repay the victim or if they tried that again then they would be driven from the area, alive or dead. Most people are pretty decent if you give them a reason to not hide and run.

It's a lot harder to do with the rise in hearthvaults though. One HV and a dedicated raider or two can consume all of your time and resources for weeks on end to deal with them.
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Re: rude people

Postby Paislee » Tue Feb 28, 2012 9:52 pm

TeckXKnight wrote:I've always felt the key to having an area and community open up was to maintain a degree of safety and civility there so that people would not worry about being randomly raided, so I agree with Joojoo. If you want people to stop and talk, clear out any raiding factions in the area and make it known that criminal activity is not welcome and will actively be punished. It's like developing a community in real life, if you do not actively fight negative influences on the area then people are going to bar their windows and avoid making eye contact whenever possible.

To be fair, when you've got factions like Dis for whom there are no boundaries or borders or even barriers of distance, there's no clearing them out. Not in this stage of the game.
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Re: rude people

Postby TeckXKnight » Tue Feb 28, 2012 10:05 pm

Paislee wrote:To be fair, when you've got factions like Dis for whom there are no boundaries or borders or even barriers of distance, there's no clearing them out. Not in this stage of the game.

This is fair and astonishing that a single faction can terrorize the entire world.
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Re: rude people

Postby hazzor » Tue Feb 28, 2012 11:09 pm

TeckXKnight wrote:
Paislee wrote:To be fair, when you've got factions like Dis for whom there are no boundaries or borders or even barriers of distance, there's no clearing them out. Not in this stage of the game.

This is fair and astonishing that a single faction can terrorize the entire world.


they have tentacles spanning all over in seemingly random directions, it's pretty daunting really.
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Re: rude people

Postby joojoo1975 » Tue Feb 28, 2012 11:20 pm

TeckXKnight wrote:This is fair and astonishing that a single faction can terrorize the entire world.



well when you can exploit game mechanics. . . oh hell who am i kidding. Well when you can unaabashedly cheat and grief uncontrollably. . .

Cheaters should be Nuked Every time. Nuff said
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Re: rude people

Postby ignign0kt » Tue Feb 28, 2012 11:47 pm

I've seen a few nice people so far, one person didn't even mind that I started skinning one of their kills (I thought they had just left them there, turns out they had just logged out for a sec.) Another person warned me that I was travelling in Dis country, and sure enough after further exploration I find a sprawling brick walled village on the other side of the landmass from me - all claimed by them.

For that reason, I think I should be paranoid - but I'm not yet to the point where I'm ready to pack up and move a few super grids away. I'm far enough from them now and far beneath notice / worthy target, but I saw a couple of hearthlings who were living just a week or two ago have become skeletons and it looks like they moved and just abandoned what they had built.

It's kinda unfair that if you land in the wrong spot on character gen, you can wind up in a bad spot - but I guess that's just the luck of the draw. For now, I'm just gonna hold onto my little claim, farm up some good seed stock and then get the hell out of dodge if things start getting sketchy.
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Re: rude people

Postby Alchem » Wed Feb 29, 2012 2:31 am

A list of examples of what is likely to happen if you stop to talk to someone while boating

a. Person aggro's, chases you down, knocks you out then proceeds to rob you and/or kill you

b. Person tries to sink your boat

b. Person will have a nice chat with you only to stall you because his band of murdering buddies are nearby

c. Person will pretend to be friendly with you, then back stab you when they believe they have the most to gain from killing you. Such as a person asking you to take them to your unwalled camp (or letting them into a walled home if one is gullible enough)

d. Person will ask for a trade, and possibly just knocks you out and take your stuff (I don't deny that I've met a few wondering merchants though)

e. You become legitimate friends/comrades with said person

f. you might get an invitation to join or work with a nearby town or camp, considering that isn't just bait for a few bored warriors to practise their blades on you


Of all the things that can happen in a dangerous world such as Haven, your better off not meeting new people at all.
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