Escapist on a plate

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Re: Escapist on a plate

Postby Avu » Sun Apr 18, 2010 4:49 pm

You are assuming they raid so they can steal stuff. It's usually not the case.
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Re: Escapist on a plate

Postby spectacle » Sun Apr 18, 2010 5:42 pm

Raiders may not steal, but they will throw stuff on the ground for it to decay. A buried cache of their best q seeds/eggs will make it easier to recover from a raid for people who don't use alt vaults.
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Re: Escapist on a plate

Postby Zamte » Sun Apr 18, 2010 6:01 pm

Escaleone wrote:I fail to see how someone could come into a game like this and not expect to be mugged, regardless of circumstance. Removing that capacity would remove most of the tension between players and the difficulty of survival (even bears are foiled by boats and walls).

Solution: Attach yourself to a large village if you don't like being naked in the woods. Once people start hunting down common thieves, thieves stop being common.
Alternative: Just defend your own woods.

(As much fun as traps are, I really hope they aren't added such that they make crime require armies and/or exploits.)


Flame wrote:7 years since i was in internet, playing several games and several forums.
This is the first time where i see so many grievers and moron all in a place. Usually are few people.

This could mean something, afterall.


Ultima Online. The odds of each passerby stabbing you in the face were over 20% until the devs made it magically impossible to do so.



That is... exactly the point. You should be punished for being an asshat, if you choose to do it. See, there's griefers and then there's the PvP crowd. A lot of people in games like Ultima hung out in the criminal world (Been too long since I played, can't remember the names) for the hell of it. They like the risk, the challenge, the reward. Get attacked? Did you fend them off? Kill them? They have anything nice in their pocket? It's fun and risky. This is why I play on PvP servers on WoW too. It's fun to never know when some rogue might pop out behind you, or you might crest the next hill and run into an angry warrior ready to cleave your face in half, and have to fight for your life.

In this game, the griefing children get punished LESS than the people they kill do. The farmer is punished more for NOT being a PvPing abusive asshole with 500 unarmed skill and q150 plate than the griefer is for being a total dick. Of course so many people do it, they have nothing to lose. As soon as there's a chance to lose the vast majority of your effort into your character, like everyone else risks just by not being a jerk, then we won't have many actual griefers left. The ones we will have will get tracked down and killed for it and decide it's not worth doing again, and then all we'll have is the real PvP crowd who does it for the fun, the challenge, and the risk. I have no problem with those people, because they also tend to try to pick more fair fights, as it's actually about having fun for them, and not just causing somebody else misery.

Also, as nice as UO was, there wasn't permanent death in UO, you lost what you were wearing/carrying if they took it, and then you went back to wherever and went along your way. That loss is nothing compared to losing 3/4ths of all of your skill levels.
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Re: Escapist on a plate

Postby Escaleone » Sun Apr 18, 2010 6:21 pm

Sidran wrote:What is unreal about possibility to bury containers (empty or not) wherever we please within the game? Hiding of valuable stuff is one of the best ways to protect without brute force and enforced confrontation. Let them dig if they think its worth it.. let them follow their victims to find out hiding spots.. Theft also requires some effort along with serious risks (at least in real world in case you are not a banker or army general).

First, it's really not that hard to hide containers in forests, thickets, etc. I just might stash away some seeds, come to think of it...

Anyway, it'd be a decent idea if there were a way to balance the impossibility of finding decently-hidden goods. I assume this would come in the form of a specific buriable container, but mandatory treasure maps or limited memory of burial locations could work, I imagine.

Decay would be a substantial factor, of course, but it might not be enough of a limit.

*edit conflict*

Zamte wrote: *re: my previous post*


UO Trivia: Tammel = safe clone of the world, Felucca = normal world of thievery and death. Also, people who'd killed 5+ innocent people within a week or so would lose about 10% of their skills on death, but otherwise...yeah, just gear.

Back to Haven...I mostly agree with you, I just don't like some of the local ideas about karma systems and such. Perhaps lowering the extreme physical gap between farmer and warrior would help, and making defenses more accessible (slower-to-decay walls, solving known exploits, etc) is always nice, but I can't think of much to maintain the atmosphere yet add difficulty to peasant-stomping. (Though I stand by my suggestion that new players hide or find some rangers.)
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Re: Escapist on a plate

Postby Flame » Sun Apr 18, 2010 6:58 pm

or i'm lucky, or simply the game that i've played where ruled. I played UO for 3 years and i died just 1 time for a badass, but afterall in uo you dont die. And i've played WOW but honestly it was boring. And Guild war, where i never saw a badass. You know, i'm not a person that usually is hated. (But when i hate you surely hate me).
Btw, this mean that the amount of badass was lower than normal players.

Here is almost that ther's more badass than players, so here ther's the problem of massive grieving. No rule, human show theyr unability to play together. I don't care of those monkey-man, who rule in his game are the gods and if they like this, this game we'll be so.
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Re: Escapist on a plate

Postby Allumeuse » Sun Apr 18, 2010 10:21 pm

Escaleone wrote:Solution: Attach yourself to a large village if you don't like being naked in the woods.


But to attach yourself to a large village is much the most dangerous thing you can do! Ask the villagers of Ravenholm and New Brodgar and Tinseltown and Copperfield. They attach themselves to the village for its protection. They work together to make it grow - but this is the great prize of the griefer. He comes on the weekend, most usually on the Friday before update makes the system unstable, and the villages he attacks.

To be in a village is to be where there are the good resources to be stolen, the many players than can be killed and rendered unhappy. The village is no protection.

Also for a village to grow it must have the trade and the friendship, and there are many persons who will with the strangers talk hoping to make these connections. So this two renders the village vulnerable. It is easy to be scouted, easy to be ascertained if there is metal or silk. "Have you the metal to trade? I will bring silk. No, you already have the silk? Good! I will come next week."

For the security to hide in the woods, to keep changing the camp, it is the most safe.
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Re: Escapist on a plate

Postby burgingham » Sun Apr 18, 2010 10:44 pm

Attach yourself to a town that is able to defend itself then and a town that has security measures (multiple brick walls are of great help, because griefers need to build a second ram then and in those 24 hours an active community will discover those), alt vaults etc. so it doesn't go down due to one raid.
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Re: Escapist on a plate

Postby Escaleone » Mon Apr 19, 2010 12:02 am

Allumeuse wrote:
Escaleone wrote:Solution: Attach yourself to a large village if you don't like being naked in the woods.


But to attach yourself to a large village is much the most dangerous thing you can do! Ask the villagers of Ravenholm and New Brodgar and Tinseltown and Copperfield. They attach themselves to the village for its protection. They work together to make it grow - but this is the great prize of the griefer. He comes on the weekend, most usually on the Friday before update makes the system unstable, and the villages he attacks.

To be in a village is to be where there are the good resources to be stolen, the many players than can be killed and rendered unhappy. The village is no protection.

Also for a village to grow it must have the trade and the friendship, and there are many persons who will with the strangers talk hoping to make these connections. So this two renders the village vulnerable. It is easy to be scouted, easy to be ascertained if there is metal or silk. "Have you the metal to trade? I will bring silk. No, you already have the silk? Good! I will come next week."

For the security to hide in the woods, to keep changing the camp, it is the most safe.

Ah, but the true griefer scours the woods with his wrathful band, toppling cabin after cabin throughout each night and building 32-layer brick walls around each individual and their hearths. For good measure, he builds an elaborate maze across the entire continent, exiting only unto rivers with nary a tree left alive.

All hope is lost, assuming the world has vengeful gods...so my advice only works in the event that your town is better than the local bandit camp. Besides, towns have so much loot that you can probably run off with some while it burns down.

(Related trivia: met my first bandit today. Surprisingly, s/he was the merry kind. We chatted for a while and were gored by boars together.)
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Re: Escapist on a plate

Postby Sidran » Wed Apr 21, 2010 8:41 pm

This same guy came today again, to reshuffle my empty cupboards and take the rest of junk he left before. He obviously wants to die and hasnt noticed that I am not playing for days now nor I have intention to waste my time on every idiot who learned to use computer. Ill be on forums tho, hoping to see some better balanced mechanics in future.
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Re: Escapist on a plate

Postby Xanthic » Wed Apr 21, 2010 8:47 pm

  Might be a substantially long wait. I can't see it becomming more fair for the peaceful any time soon.
If rules were meant to be broken we would have called them ribs instead.
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