What would be the problem with that, apart from being inconvenient to players that attack everything that moves on sight?Ardennesss wrote:Assault should not cause Outlaw, that's stupid.Granger wrote:My point: a character that didn't initiate combat shouldn't create any scent from combat - while initating should give red handed and outlaw (boils down to making Smell of Assault summonable). Should have worded that clearer in the first place, I admit that I was a bit confused from ringofbrodgar.com/wiki/Scent stating (up to a few minutes ago, fixed that) that leaving any scent triggers red handed.
For the case of being under siege your main objective should be to destroy any siege engines around and I would suspect that going outside your gate in that situation currently basically guarantees you being in combat within a few moments (even when not initiating it yourself). Am I wrong with that assumption?So if your village is under siege, and you need to go out to defend yourself, your only choice is to get outlawed in order to fend them off?
I admit though that siege has several problems, the biggest in general being the binary outcome (either it fails completely or the target gets destroyed completely) which results in it being difficult to make it easier for the attackers as currently the potential destruction caused is (as far as I gathered) often game ending to the defenders - which in my view isn't a good thing for a MMO.
So far I didn't, IIRC. I'm looking at it purely by who started it, not where it happens. Would there be a reasoning for such an argument?Or do you also propose that any combat actions initiated from your own claim should absolve you of your crimes?
My view on quest tree claims is that they should simply not be needed at all, this could easily be done by making the questgiver sprits move into another nearby vessel should the current one be destroyed or claimed.I'm perfectly fine with making it more expensive to maintain claims, I'd just rather not see an unfortunate side effect of these changes be that it's also absurdly difficult to maintain quest tree claims.
And you can have your prejudice against me to your liking, but I also don't intend that. I just try to spur discussions about mechanics that from my perspective result in negative consequences in the bottom line, in an attempt to come up with something with an overall better outcome - even when that at times ends im in some we have always done it this way changing (which might be inconvenient for some when their optimisation stategy employs these).You can have your prejudice against PvPers all you want, but not all of us want the community as a whole to suffer.
Granted, I (as everyone else) have blind spots but I try to reduce them through getting more information to integrate into my mental model of the game, which is a bit hard at times when the standard answer to my posts mainly consist of a predictable list of profanities aimed toward me.
Thank you for being more productive than that, please continue to do so.
I fail to see how it dosn't affected me at all when it comes to mechanics that others can use (and have repeatedly, or tried to, in the past) on/against my character. Thus please, to repeat the question from above, explain to me what the problem(s) with assault giving red handed/outlaw would be? Apart from the inconvenience of not being able to port away directly after dropping combat when the raid/gank/siege you initiated goes south, which (as far as I got it) looks exactly like the outcome you asked for in the first place...No, No, yes. Red handed blocking gate entry would require assault causing red handed and outlaw, and it's very biased for you to propose that as a solution because it doesn't effect you at all.Granger wrote:Would that (Assault summonable, gates block red handed in combat, increased difficulty for remote claims) solve your problem with people getting away?