game is turning to farmville

General discussion and socializing.

Re: game is turning to farmville

Postby spawningmink » Thu Jan 14, 2016 9:17 pm

shubla wrote:I doubt theres even vconfirmed reports of somone actually raiding and then getting killed by 100 nibdanes yet. And there probably never will, I will believe when i see picture or video of this happening.

Image
not 100 but still
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Re: game is turning to farmville

Postby boreial » Thu Jan 14, 2016 9:21 pm

Farmville? No, the way I see the rend going is that commiting crimes now means you think twice about what your doing, such as, do you really want to steal or destroy that road sign just because you can? Or , do you investigate first where it comes from and leads to before making your decision. Do you randomly run thru the starting area and grief new players now that it is possible there is a consequence for your actions or do you concentrate more on creating your own development? As both a Village member and a hermit( yes I run 2 accounts) I see the current trend to be a step in the right direction, especially when the new siege mechanics begin to be implemented. I have to believe that MOST factions/Villages are not running around doing random crimes for no reason other than being asshats, no that seems to be the play style of a relative few, albeit the most vocal, of the player base. Farmville? No, crimes are still possible and always should be, but consequences across the board from new player to established veteran should always have a recourse for Justice. Now that said, do I believe a death penalty for theft or vandalism? No, but until someone can convince the Dev's of a decent and codeable resolution that also makes the person behind their character think twice about commiting crimes, then I accept that if I "break common decency conventions) that I should face a possible retaliation and not thumb my nose at the hapless victim from behind my brick walled fortress.

That's my ramble, enjoy tearing it apart.
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Re: game is turning to farmville

Postby Kaios » Thu Jan 14, 2016 9:35 pm

spawningmink wrote:not 100 but still


And do you think his character died?
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Re: game is turning to farmville

Postby Redlaw » Thu Jan 14, 2016 9:56 pm

In farm vill you can nap all day and be logged in and farm your crops. Unless you messed up and slowed things to the point you screwed your upward spiral.

Here even with the cureent protections, the wild animals can mess you up and kill you, the players can kill you. Nothing has changed but the degree of such affects. I feel like I need to set up a med kit just to be ready when a badger jumps me while foraging.
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Re: game is turning to farmville

Postby jorb » Thu Jan 14, 2016 10:14 pm

Let's take this opportunity to be constructive: What risks do you think you should be willing to accept when committing a crime?
"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."

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Re: game is turning to farmville

Postby Redlaw » Thu Jan 14, 2016 10:21 pm

jorb wrote:Let's take this opportunity to be constructive: What risks do you think you should be willing to accept when committing a crime?


Depends in the crime, some crimes became war and would fallow different rules. Which means another talk on this when kingdoms and so on come into being. Till then this is what I think. Crime should not be a senseless way to ruin other players, but to pray on forgotten clames, and ways to grief but not destroy another player. Yes this is along the line of robbing a bank, there is two lines here, doing it and keeping it with no blood shed, and making it into a terrorist attack that not only makes it more scary, but makes it a reason to declare war.

Past the cosmetic and role play items, that would go along with these things. I have no idea to help define the small difference in the game rules, as no one has made such a small guide for such (this is not D&D).
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Re: game is turning to farmville

Postby Ethan » Thu Jan 14, 2016 10:23 pm

jorb wrote:Let's take this opportunity to be constructive: What risks do you think you should be willing to accept when committing a crime?

I think most people would be fine with:

Ghosts don't initiate combat until 48-60 hours.
You can agro the ghosts 1 by 1.
Only the target can attack the ghosts.
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Re: game is turning to farmville

Postby dafels » Thu Jan 14, 2016 10:28 pm

Ethan wrote:
Ghosts don't initiate combat until 48-60 hours.
You can agro the ghosts 1 by 1.
Only the target can attack the ghosts.


Not that I have anything better in mind, but, sorry, I don't like this more than what we have now.
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Re: game is turning to farmville

Postby Kaios » Thu Jan 14, 2016 10:36 pm

jorb wrote:Let's take this opportunity to be constructive: What risks do you think you should be willing to accept when committing a crime?


I think that rather than the Nidbane attacking after 24 hours, it should just start taking chunks of health out of its target. Say like after 24 hours it will hit the perp for 10% of his/her HP once an hour (some clarification regarding their SHP and HHP damages would be nice). Obviously the more Nidbanes that have arrived at your hearthfire, the more are going to be hitting you each hour until eventual death or log in.

Nidbanes should aggro the perpetrator one at a time when they have logged in, not all at once. Anyone else who decides to aggro the Nidbanes other than the perpetrator will incur the wrath of all of them.
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Re: game is turning to farmville

Postby Redlaw » Thu Jan 14, 2016 10:45 pm

If we are talking about the gjosts, why not make it so they inflict wounds, the worse possable on a scrolling scale for the type of ghost?
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