atm system with new wounds is good. u have to heal 3-6 days before fight or u ll die if go to fight with half HHP.
here is old problem: if ur party less than the number of opponnents ull suck all world time because here no way to recruit normal fighters (low online, need alot time to feed & teach)
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Necrisha
- Posts: 211
- Joined: Sat May 27, 2017 7:40 am
Re: new panishment for outlaw
I'd say make it a ticks system where 2-10%(depending on crime) of all claim shields is downed by an outlaw residing within it's borders for a full 6hrs and the outlaw's presence negatively impacts village and/or realm authority by 1%. Might not mean anything for one or two loaners, but having multiple pk alts in a region would penalize everybody in realm/village. Would definitely have an effect don't you think?
Roll this out with an honorable dueling system where grieviences could be handled 1v1 and both agreeing to the fight allowing for permadeath, and the victorious avoiding the outlaw status completely- but that's a megaupdate in itself...
Roll this out with an honorable dueling system where grieviences could be handled 1v1 and both agreeing to the fight allowing for permadeath, and the victorious avoiding the outlaw status completely- but that's a megaupdate in itself...
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beardhat
- Posts: 163
- Joined: Sat Jan 24, 2015 9:50 pm
Re: new panishment for outlaw
And this is kind of my point.DDDsDD999 wrote:Hearth Vaults: The Suggestion.ctopolon3 wrote:what about half claim shield where outlaw are standing?
Terrible idea.
No matter what you do, a temporary punishment will be easily avoided, this is a F2P MMO, which means that those players are A: going to have their murders be alts anyway and B: they're likely going to roam in groups who can defend themselves, and if they're hiding behind a claim that makes you the aggressor, and arbitrary mechanics that says otherwise will likely make exploits.
Im not talking something severe when it comes to pemenent punishment for murderers, and other outlaws, for example, in the original Day Z mod players who killed players got a 'bandit' skin that they were forced to wear at all times, something like this could be easily implemented, like a sort of 'detect evil' mechanic based on perception vs stealth, and give players incentives to hunt down bad guys.
By doing this outlaws can still be outlaws, but they can't just be hit and run criminals that then hide in a level 5 vault behind 20 walls that require 3 weeks to bash down
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jorb
- Posts: 18715
- Joined: Fri Apr 03, 2009 7:07 am
- Location: Here, there and everywhere.
Re: new panishment for outlaw
We're not specifically out to punish PvP and criminals, really. Don't want to mess with shields in any way but to remove them entirely.
"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