Im feeling that current scent system is kinda weird. Here is example. I was sailing my boat, when some random guy with his friend agroed me, since i was on my hunter alt wich had some offencive skills i killed one poor bastard and another one escaped. I LEFT MURDER SCENT. So i killed criminal bastard whom was trying to kill me and i became criminal? How this is even fair? My suggestion is that you should not leave scents, when you defending yourself.
Also my hunter died today, couse these scums sent nidbane. So as a result, i became criminal against my will and lost my alt. (inb4 nidbane killed me couse i had wreched gore 75 wich was like half of my hp, also alt was in surv clothes).
Also i cant track these guys village and have my revenge, couse another guy broke his hearthfire and loged off.
P.S. me dont speak english, me sorre XD
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Seraphimos
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Scents, nidbanes etc.
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Asgaroth22
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Re: Scents, nidbanes etc.
If you only knocked them out and left it at that, you wouldn't have left any scents. But you murdered them, so you are a criminal.
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latency_vi
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Re: Scents, nidbanes etc.
well, killing is still killing even if he's a criminal.
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Adder1234
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Re: Scents, nidbanes etc.
Perhaps it should be that if you kill someone who aggroes you it becomes a "Self Defence" scent that isn't as bad as a Murder scent
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Seraphimos
- Posts: 108
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Re: Scents, nidbanes etc.
Well its been a long time since i played HnH last time, and i thought that i need murder skill to kill someone.
Anyway knock out and leave criminals who want to kill you is kinda bad idea in first place.
Name of the poor bastard is Terror, so if you reading this, you are cowardly dog.
Anyway knock out and leave criminals who want to kill you is kinda bad idea in first place.
At least something like that.Adder1234 wrote:Perhaps it should be that if you kill someone who aggroes you it becomes a "Self Defence" scent that isn't as bad as a Murder scent
Name of the poor bastard is Terror, so if you reading this, you are cowardly dog.
Time rolls on, wipe these eyes. Yesterday laughs - tomorrow cries!
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sMartins
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Re: Scents, nidbanes etc.
mmmmm.....hard topic, I'm thinking at something like wounds that will never heal being KOed from pvp fights, that affects your agility...."Mr.XXX left you a war wound that will never heal,etc...-50 agility" (just an example).....based on %, low % if you are defending yourself, high % if you attacked first and KOed later....
Make friends with the other crabs or try to escape the bucket.
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I only logged in to say this sentence. by neeco » 30 Oct 2018, 02:57
Default Client, Best Client!
I'd hardly call anything the Bible of our times. » special thanks to MagicManICT
I only logged in to say this sentence. by neeco » 30 Oct 2018, 02:57
Default Client, Best Client!
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Kaios
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Re: Scents, nidbanes etc.
If you get attacked and you only knock the guy out that tried to KILL you all you're doing is giving him a chance to recover with his character fully intact so he can just try and kill you again. It's a very dumb decision to leave aggressive people alive because they won't give you the same courtesy when you're under their sword.
I already suggested before the possibilty that defender does not leave a murder scent.
I already suggested before the possibilty that defender does not leave a murder scent.
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loftar
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Re: Scents, nidbanes etc.
Indeed. It is in fact so that the non-aggroing party does not leave a Battery scent for knocking the other party out, but continuing from there and killing him still leaves a Murder scent.latency_vi wrote:well, killing is still killing even if he's a criminal.
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Seraphimos
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Re: Scents, nidbanes etc.
So you say only option to live near hostile group (if i dont want to be criminal), is to knock them down and run away? Untill they finally manage to gang you successfully? Im living in peace, im not harming anyone, yet my alt dead (im only sorry for full combat deck, farm new take aim is pain in the ass) and not becouse i could not protect myself against other players, just becouse system decided that im criminal.loftar wrote:Indeed. It is in fact so that the non-aggroing party does not leave a Battery scent for knocking the other party out, but continuing from there and killing him still leaves a Murder scent.latency_vi wrote:well, killing is still killing even if he's a criminal.
My thoughts that if you initiate combat with random guy, you should be ready for consequences. And the problem here, that anyone can find that scent and send nidbanes just for lulz or track you thinking that you are criminal.
I really want to hear thoughts against my opinion.
Time rolls on, wipe these eyes. Yesterday laughs - tomorrow cries!
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Hrenli
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Re: Scents, nidbanes etc.
If they are hostile they are leaving scents. Send nidbanes on them if you want, there are options. Maybe not very good and bright, but they are options nevertheless.Seraphimos wrote:So you say only option to live near hostile group
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