by Chebermech » Fri Jan 15, 2016 6:22 am
I really hope that devs are still reading this topic. I've already posted the cons and pros i see with this vengeance system in the update topic, but i'll try to put it all out in a more organized form, so here it goes:
+ more strong NPCs = more fun, especially end game NPCs, just need to make them fun and balanced.
+ potential hope of less raids for somewhat developed players who aren't into pvp.
- can be abused by developed villages, by spamming spooks non stop in max quantities. (raids tend to leave 100+ scents in developed villages)
- raiders already risk their character when going on a raid, and if they face an equal opponent, it might be a very difficult encounter, but now after killing some of the strong opponents they will also have to deal with fighting their own replica spookie every day for about a week.
- theft and vandalism resolves in potential death is pretty hypocritical, feels like states where u can shoot people left and right whenever they commit mild crimes. (in addition to being able to knock people with outlaw out on your property and then kill them... 'merica fuck yeah)
- potential lagfest that resolves in no chance of protecting yourself from spookies when you log on.
- inability to react to combat when you log on the first 10-20 seconds (depending on players computer, as practice showed they get 4-5 hits in before player was able to load up the game and react)
- kills criminal life for ftp (free) accounts, unless they want to be overwhelmed by spookies when their time runs out from spending most of it on the raid, which may take a lot of time and effort, and rest of the time till it ends fighting the spookies off.
- adds more chores of creating rage alts, which isn't too big of a problem for high end villages but is this really how you intend your game to be played?
- kills the will to start a big conflict/war with another village, thus kills pvp end game. (hope you will change this with kingdoms update and remove criminal acts during legit wars)
- cost of summon is way too low even for mediocre villages.
This system is broken, i hope you see that, and hope you make it into a fair and a fun encounter, here are some ideas:
* Add bigger timer on when the ghosts can actually attack you when u get online, its the biggest problem right now, i'm not sure why you haven't made this small fix on the first day.
* Remove zergrush, people shouldn't lose their characters due to spookie ddos attacks.
* Blood for blood is still a crime, and person summoning that ghost, craving for another character's death is committing an attempted murder, so its only fair that the summoner suffer some kind of penalty, perhaps redhands for the first hour and an outlaw debuff for a few days as well, that will also stop or at least make the "good guys" think twice before using charter stone to travel to a victim village in order to summon the ghost for them to make it a better quality, necromancy should be a dangerous business.
* Add more necromancy stuff, maybe resurrect skeletons with ancestal system. skellies won't be able to progress in stats or skills (and will not need to eat any food and not regenerate lost health), when they die again they can't be resurrected anymore. Perhaps make it possible if the skull is still attached to the head, or if its in the inventory of the person who's resurrecting. Perhaps make skellies immune to ghosts, undeads are bffs like that.
* Add some recipe loot drop from ghosts, and more non-animal NPCs like that, maybe random hordes of lethal creatures roaming around, would be nice to keep the high end combat villages occupied if you want less crime on the streets of hafen.
Can't think of anything else atm, there are lots of good points and ideas, as well as bad ones in this topic, just hope you would listen to some of the good ones.
The game at this moment has little end game, you grind quality of everything, and feed your characters with curios and food, to be able to increase qualities some more... but what for? I always thought the ultimate goal of quality and character improvement was to be competitive and dominant, but the road to domination is extremely exhausting and choresome, some players may never reach the end game, but even those who do don't see much fun in it at the moment as the chores only increase, and i think that's the real game killer. Sometimes i think you guys (jorb and loftar) don't even know what the end game of your game is really like, and how much time people spend to maintain it, only because they hope it will be fun some day... maybe. This game has a great potential, but with updates like this its very unclear to your players, which direction it is taking.