Punishement for criminals doesn't work - Nidbanes

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Re: Punishement for criminals doesn't work - Nidbanes

Postby The_Lich_King » Sun Dec 22, 2024 9:49 pm

saltyfish wrote:Easy fix:
1> scents capture a copy of perpetrator skills
2> nidbanes damage is proportional to the ratio of geometric mean of UA/MC/CON/INT skills as perpetrator/victim: the lesser is victim compared to the attacker - the harder nidbane.
3> Limit nidbanes sent to a perpetrator by type of crime: murder x10, battery - x5, vandalism/theft - x3.
3> This will fix killings and abuse of benign sprucecaps which is out of hand this W16 (let nidbanes be lethal for worst crimes).


PVPers will abuse this by dressing up shit alts in good gear to throw into a fight and die, so that they can then send a massive ratio disparity nidbane at the enemy. It will essentially be like it was in the days of yor where the loser of the battle was determined after the fact by the nidbanes and whoever left the most murder scents default loses faction pvp.
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Re: Punishement for criminals doesn't work - Nidbanes

Postby saltyfish » Mon Dec 23, 2024 3:40 am

The_Lich_King wrote:
saltyfish wrote:Easy fix:
1> scents capture a copy of perpetrator skills
2> nidbanes damage is proportional to the ratio of geometric mean of UA/MC/CON/INT skills as perpetrator/victim: the lesser is victim compared to the attacker - the harder nidbane.
3> Limit nidbanes sent to a perpetrator by type of crime: murder x10, battery - x5, vandalism/theft - x3.
3> This will fix killings and abuse of benign sprucecaps which is out of hand this W16 (let nidbanes be lethal for worst crimes).


PVPers will abuse this by dressing up shit alts in good gear to throw into a fight and die, so that they can then send a massive ratio disparity nidbane at the enemy. It will essentially be like it was in the days of yor where the loser of the battle was determined after the fact by the nidbanes and whoever left the most murder scents default loses faction pvp.


No gear part - pure base skills
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Re: Punishement for criminals doesn't work - Nidbanes

Postby Sevenless » Mon Dec 23, 2024 3:47 am

saltyfish wrote:
The_Lich_King wrote:
saltyfish wrote:Easy fix:
1> scents capture a copy of perpetrator skills
2> nidbanes damage is proportional to the ratio of geometric mean of UA/MC/CON/INT skills as perpetrator/victim: the lesser is victim compared to the attacker - the harder nidbane.
3> Limit nidbanes sent to a perpetrator by type of crime: murder x10, battery - x5, vandalism/theft - x3.
3> This will fix killings and abuse of benign sprucecaps which is out of hand this W16 (let nidbanes be lethal for worst crimes).


PVPers will abuse this by dressing up shit alts in good gear to throw into a fight and die, so that they can then send a massive ratio disparity nidbane at the enemy. It will essentially be like it was in the days of yor where the loser of the battle was determined after the fact by the nidbanes and whoever left the most murder scents default loses faction pvp.


No gear part - pure base skills


This doesn't work, and not in the "people will do X as a result" type thing.

You throw alts out the walls to attack battering rams and catapults when you're being sieged. PvPers are forced to down the people being sent at them to defend the siege weapons. Bam, for engaging in siege you're not getting steroid nidbanes up the ass.

The ultimate inability to tell the difference between a fresh spawned player and an alt fundamentally makes protecting new/weak players nearly impossible
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Re: Punishement for criminals doesn't work - Nidbanes

Postby saltyfish » Mon Dec 23, 2024 4:03 am

Sevenless wrote:
...
You throw alts out the walls to attack battering rams and catapults when you're being sieged. PvPers are forced to down the people being sent at them to defend the siege weapons. Bam, for engaging in siege you're not getting steroid nidbanes up the ass.

The ultimate inability to tell the difference between a fresh spawned player and an alt fundamentally makes protecting new/weak players nearly impossible


I see it differently: if attackers attack Alts it is worse to the attackers because by the ratio of basic skills nidbanes would be "bad ass". But I see ways to be exploited...
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Re: Punishement for criminals doesn't work - Nidbanes

Postby saltyfish » Mon Dec 23, 2024 4:16 am

Also - maybe it is time to limit the number of alive characters per account, like 3 max
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Re: Punishement for criminals doesn't work - Nidbanes

Postby The_Lich_King » Mon Dec 23, 2024 4:22 am

saltyfish wrote:Also - maybe it is time to limit the number of alive characters per account, like 3 max


no person even the shittest of hermits make their alts on the same account... all mine are on different accounts.
Ysh wrote: I think you are jordancoles. You saying this for throwing off of track to make me thinking I am jordancoles.


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Re: Punishement for criminals doesn't work - Nidbanes

Postby Sevenless » Mon Dec 23, 2024 7:24 am

saltyfish wrote:Also - maybe it is time to limit the number of alive characters per account, like 3 max


If the devs don't limit accounts, which they do not and have been staunchly against for 14 years, this is pointless.

You have to work with the constraints of anyone can spawn infinite fresh alts. Good luck :/
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Re: Punishement for criminals doesn't work - Nidbanes

Postby SnuggleSnail » Mon Dec 23, 2024 7:26 am

2:29PM
Image
3:32PM
Image

The system just works
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Re: Punishement for criminals doesn't work - Nidbanes

Postby noindyfikator » Mon Dec 23, 2024 10:04 am

this topic is about nidbanes, no nidbane was used there
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Re: Punishement for criminals doesn't work - Nidbanes

Postby SnuggleSnail » Mon Dec 23, 2024 10:08 am

noindyfikator wrote:this topic is about nidbanes, no nidbane was used there


It was a similar story last world, btw. A nab gave me the location of your scent and you were dead within an hour.
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