
DDDsDD999 wrote:Outlaw bad.
thomas_ewing wrote:What should the consequences be for committing a crime?
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.
thomas_ewing wrote:DDDsDD999 wrote:Outlaw bad.
What should the consequences be for committing a crime?
If not outlaw or redhanded, what? Or should there be no consequence?
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.
MagicManICT wrote: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.
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.
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.
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