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Pickard
- Posts: 461
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Re: Game Development: A Touch of Vengeance
Ok, enjoy your new no crimes PVE game.
w16 nope! w15 Trust me bro(Arcanum) w14 Arcanum w13 Arcanum w12 Action w11 Willowroot w10 Dis w9 Hive w8 Core w7 H.A.W.X/Progress w6 Dis/Disneyland w5 Peace/Late Project w4 Hermit
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loftar
- Posts: 9096
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Re: Game Development: A Touch of Vengeance
It should also be noted, perhaps, that the speed of the ghosts are somewhat randomized, so they are unlikely to arrive simultaneously; especially at long distances.
If the only circumstances under which you'll commit crimes are when it's risk-free, then perhaps you aren't worthy of committing crimes.Pickard wrote:Ok, enjoy your new no crimes PVE game.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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jorb
- Posts: 18715
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- Location: Here, there and everywhere.
Re: Game Development: A Touch of Vengeance
lol. So any mechanic which makes it at all possible to avenge crimes makes the game a no crime PvE game?Pickard wrote:Ok, enjoy your new no crimes PVE game.
The ghosts are not impossible to deal with. You seem to think that they automatically appear just because you commit crimes. They do not.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
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shubla
- Posts: 13041
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Re: Game Development: A Touch of Vengeance
Ghosts were nice idea. Now there is actually some consequences from roaming around killing everyone.

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Rayuaz
- Posts: 25
- Joined: Mon Oct 15, 2012 10:13 pm
Re: Game Development: A Touch of Vengeance
I think there should be a limit to how many ghosts you can spawn, like making it so you can only attach the scents of a criminal to ONE dolmen, limiting the number of ghost going after him to 8 (?). Having 50 ghosts after a single criminal will not only be unfair, it will also use a lot of resources from the server, I imagine.Pickard wrote:So if i stole 50 pies or vandal 50 clay i will deal with several waves 50 ghosts each?
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loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Game Development: A Touch of Vengeance
To be sure, it's not as if this couldn't be a potential problem. If it turns out to be, though, I do think it'll be possible to balance it away somehow.GladiatoR wrote:But what if they will abuse it and purposefully will provoke me to kill him?
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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jorb
- Posts: 18715
- Joined: Fri Apr 03, 2009 7:07 am
- Location: Here, there and everywhere.
Re: Game Development: A Touch of Vengeance
Spamming 50 theft ghosts... can be a good idea. Sometimes I'm sure that strategy will work fine. Other times I'm equally sure that the 50 ghosts will be dispatched no problems what-so-ever, and it'll be 50 hard metal and 50 wax in the sea. Each individual theft ghost can certainly be dealt with.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose
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pedorlee
- Posts: 1321
- Joined: Sat Feb 04, 2012 10:36 pm
Re: Game Development: A Touch of Vengeance
Or maybe it will balance a bit the game. A couple of big factions can and kill the other users at will, and because of the siege system there is no way to have vengeance. This way,at least, others have the chance to retaliate and griefers will still be able to do what they want, but at their own risk. It's not the same breaking one palli, with one set of scents, then killing 5 perps inside of it, then stealing everything, then raze the whole village than just breaking the palli and stealing some stuff. It's a good way, imo, to give a chance to the peacefull people.GladiatoR wrote:Also another problem that will appear after this update:
Random player will come to my mine and will try to mine my spots or try to disturb my actions.
Before it I can easily kill him and continue my work, but now I know that if I'll kill him ghost with stats better then me by 20% will come and kill me (or even try) for those actions in what I was 100% right. If someone will tell that I should place claim there - I cant claim 10x10 screens all the time im going to mine.
EDITED:
So this update it not a content that brings more fun, it's mostly reduce fun from another part of gameplay. It's almost like PVE server rules but with high risk chance of making crime.
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GladiatoR
- Posts: 213
- Joined: Fri Aug 28, 2015 11:04 pm
Re: Game Development: A Touch of Vengeance
Like you know your game world, there lots of players that have more then 1 character and almost all have only one combat char and all the rest is miner, forager & etc but they can be in situation where they can left scents and if someone will summon ghosts on them they wouldnt be able to defend from them.loftar wrote:If the only circumstances under which you'll commit crimes are when it's risk-free, then perhaps you aren't worthy of committing crimes.
So for solo players this update will add more grin for adding combat on each character and for big villages that doing sieges grind more new chars that will be used for leaving scenes.
So instead of more fun it adds grind and easy anti-ghost system for big villages and problems for solo players and new comers.
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Kaios
- Posts: 9268
- Joined: Fri Jul 30, 2010 2:14 am
Re: Game Development: A Touch of Vengeance
Option to send a player to their hearthfire when knocked out should be available, rather than simply being related to the visitor buff.loftar wrote:To be sure, it's not as if this couldn't be a potential problem. If it turns out to be, though, I do think it'll be possible to balance it away somehow.GladiatoR wrote:But what if they will abuse it and purposefully will provoke me to kill him?