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Pommfritz
- Posts: 360
- Joined: Wed Sep 16, 2015 6:00 pm
Re: Game Development: Iced Bait
That's pretty cool thx for explaining 
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thomas_ewing
- Posts: 84
- Joined: Fri May 01, 2015 1:25 am
Re: Game Development: Iced Bait
What should the consequences be for committing a crime?DDDsDD999 wrote:Outlaw bad.
If not outlaw or redhanded, what? Or should there be no consequence?
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wonder-ass
- Posts: 2359
- Joined: Thu Aug 01, 2013 7:02 am
Re: Game Development: Iced Bait
Why do we need consequences in our open world sandbox game driven by its player base? Why are you so incapable of doing it yourself that you want the devs to handy cap everyone that is better than you? The consequence should be you leave trackable scents u can use to gank them with not some stupid 1 hour naughty boi time out.
Last edited by wonder-ass on Wed Nov 10, 2021 11:22 pm, edited 1 time in total.
see homo sexuality trending,. do not do that.
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SnuggleSnail
- Posts: 3616
- Joined: Sat Oct 12, 2013 4:04 pm
Re: Game Development: Iced Bait
The consequence is people can use your scents to know where you are at any given time, and where your base is then use this information to fuck with you.thomas_ewing wrote: What should the consequences be for committing a crime?

lol I had a fight with 4 plebs today
You can see the spot with a battery, lots of theft, and no murder. The murder scent right next to it is from where he stood up after not hearthing and died xdxd
The other murder is from his friend who crashed or DCed. I wasn't even in combat with him, so if the game's crime system wasn't draconian he would've logged out. If auto-hearth on KO when disconnected were a thing he still would've died, tho since he only got KOed once
Last edited by SnuggleSnail on Wed Nov 10, 2021 11:37 pm, edited 1 time in total.
"We specialize in permadeath and forum drama." -man who removed death and deletes every drama thread
http://www.seatribe.se/
http://www.seatribe.se/
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thomas_ewing
- Posts: 84
- Joined: Fri May 01, 2015 1:25 am
Re: Game Development: Iced Bait
Maybe we don't need consequences. If you don't want any, you should just say that.wonder-ass wrote:Why do we need consequences in our open world sandbox game driven by its player base? Why are you so incapable of doing it yourself that you want the devs to handy cap everyone that is better than you? The consequence should be you leave trackable scents u can use to gank them with not some stupid 1 hour naughty boi time out.
I for one don't really care. I don't have a dog in this fight. Raid away. Kill anyone you wish (even me), it's part of the game. I just wanted to know if you think there should be consequences for crime.
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Massa
- Posts: 1747
- Joined: Sat Jun 01, 2013 4:58 am
- Location: the hams
Re: Game Development: Iced Bait
Outlaw and redhanded aren't consequences, they're annoying. They are the game punishing you, in a borderline non-punishing way that's just annoying, not a player. Justice should be dolled out by people, no? There should be the opportunity TO BE punished. The game LETS you steal shit, kill people. And it leaves an opportunity (scents) to punish you, via shidbanes or pursuit. Not a guarantee. Why would this need to be guaranteed? Plus, you're ignoring the fact that actually doing a siege and stealing shit completely decimates your SHP which is an immediate threat.thomas_ewing wrote:What should the consequences be for committing a crime?DDDsDD999 wrote:Outlaw bad.
If not outlaw or redhanded, what? Or should there be no consequence?
Nonetheless, if we did away with outlaw and red handed, we would have to bring back the summoning system. Which everyone likes. Which has been discussed throughout this entire thread. Numerous times. As that is the consequence of committing the crime.
Yet, this is the second or third time I've heard the question asked "BUT IF NO OUTLAW WHO WAS CONSEQUENCE?????????". The consequence is being summonable and killable while offline. Which is the same as outlaw without the cringe.


ass blast USA
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kiddoinc
- Posts: 120
- Joined: Thu Mar 21, 2019 2:36 am
Re: Game Development: Iced Bait
How did the summoning system work? I can't find it explained. Might be a good way to dispel the myth of no repercussions.
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MagicManICT
- Posts: 18435
- Joined: Tue Aug 17, 2010 1:47 am
Re: Game Development: Iced Bait
depends on what world. There were a few fixes here and there to get rid of an exploit or two, but no real "fixes" that made it a workable concept, at least if I understand what loftar is saying correctly. Basically, instead of using a scent to summon a nidbane, you used the scent to summon the hearthling to their hearth fire. If they had no HF, then the character could be summoned anywhere in the world. That's whether the player was online or offline. If they were offline, they'd persist in the game world long enough to be attacked and killed originally, but due to some exploits, it was eventually changed so that they would be killed as soon as they were summoned, with the murder scent being attributed to the hearthling that summoned the criminal.kiddoinc wrote:How did the summoning system work? I can't find it explained. Might be a good way to dispel the myth of no repercussions.
I'm sure I'm forgetting a few of the finer points (particularly some of the more nefarious exploits to the system). The information as it existed on RoB as of the end of w7 (or legacy if anyone still plays it) can be found on the Scent page.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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Massa
- Posts: 1747
- Joined: Sat Jun 01, 2013 4:58 am
- Location: the hams
Re: Game Development: Iced Bait
The concept was always workable and there were never glaring issues with the system, besides hearth vaults. Without vporting and signs, this issue is not an issue either. In fact, once instant murder summons came through, I don't recall any issues.MagicManICT wrote:depends on what world. There were a few fixes here and there to get rid of an exploit or two, but no real "fixes" that made it a workable concept, at least if I understand what loftar is saying correctly. Basically, instead of using a scent to summon a nidbane, you used the scent to summon the hearthling to their hearth fire. If they had no HF, then the character could be summoned anywhere in the world. That's whether the player was online or offline. If they were offline, they'd persist in the game world long enough to be attacked and killed originally, but due to some exploits, it was eventually changed so that they would be killed as soon as they were summoned, with the murder scent being attributed to the hearthling that summoned the criminal.kiddoinc wrote:How did the summoning system work? I can't find it explained. Might be a good way to dispel the myth of no repercussions.
I'm sure I'm forgetting a few of the finer points (particularly some of the more nefarious exploits to the system). The information as it existed on RoB as of the end of w7 (or legacy if anyone still plays it) can be found on the Scent page.


ass blast USA
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Ceigo
- Posts: 14
- Joined: Sun Jun 27, 2021 10:57 pm
Re: Game Development: Iced Bait
Thanks for the update, nice to see decreased costs of dream-consuming recipes. (alternatively you could make catchers gather more of them over time and stacks of dreams
)
About PVP I learned one thing:
Outlaw mechanic is... like that one aunt you don't like but have to tolerate on family meetings.
Red handed is 0/10.
The end.
Being forced to stay in one place for ANY amount of time is ALWAYS bothersome, be it redhand or planting 300 turnips. And just like that, you changed one such thing in this update: less walking on the fields = less time wasted.
As for alternative, perhaps frag-based system would be more in place here, where the more kills/assaults score person gathers, the stronger their scents become.
Player carrying scents (only murder/assault, along with knarr alt abuse fixes etc.) of a criminal can attack him without leaving scents himself.
Also, remove stealth, it's useless in 99% of cases (not to mention nabdabbing).
And tracking should be used to see traces of animals wandering off-screen while hunting.
EDIT:
Or even completely different approach:
hard fighter/farmer character split, where only warriors can fight at all, but differ in connection/fighting rules.
Free DC logout pass for fighters, permadeath for both categories, less penalties for fighters and so on.
Majority of people use alts to even split the most basic activities, so it would encourage people to combat by being less harsh for everyone. That's (apart from oof-grade combat system and instability of client/connection/power setup) what keeps people from even trying. Permadeath, yeah, but give people chance to suffer but at the same time not to dishearten them. Also, teach animals to swim, make nabs learn to fight.
About PVP I learned one thing:
Outlaw mechanic is... like that one aunt you don't like but have to tolerate on family meetings.
Red handed is 0/10.
The end.
Being forced to stay in one place for ANY amount of time is ALWAYS bothersome, be it redhand or planting 300 turnips. And just like that, you changed one such thing in this update: less walking on the fields = less time wasted.
As for alternative, perhaps frag-based system would be more in place here, where the more kills/assaults score person gathers, the stronger their scents become.
Player carrying scents (only murder/assault, along with knarr alt abuse fixes etc.) of a criminal can attack him without leaving scents himself.
Also, remove stealth, it's useless in 99% of cases (not to mention nabdabbing).
And tracking should be used to see traces of animals wandering off-screen while hunting.
EDIT:
Or even completely different approach:
hard fighter/farmer character split, where only warriors can fight at all, but differ in connection/fighting rules.
Free DC logout pass for fighters, permadeath for both categories, less penalties for fighters and so on.
Majority of people use alts to even split the most basic activities, so it would encourage people to combat by being less harsh for everyone. That's (apart from oof-grade combat system and instability of client/connection/power setup) what keeps people from even trying. Permadeath, yeah, but give people chance to suffer but at the same time not to dishearten them. Also, teach animals to swim, make nabs learn to fight.