Bob_the_Cat wrote:The whole outlaw debuff sux
Thats true.
Spend $5 on the protest sign and tell em good
visitor sux too tbh
Bob_the_Cat wrote:The whole outlaw debuff sux
Bogey wrote:Personally, I feel like this game just lost this special thing that made Legacy so awesome. I play MMO games for social interactions and previously there were just so many of them, I could join village and play with some people that I didn't even know before! Then sometimes that village would collapse for whatever reason, but half a year later I could still meet some of these people randomly in the world (which happened to me) and we would team to build something new.
Then there was trading, I remember how on world 6 I had that small factory of wall-grade steel and made enough pearls off it to equip all of my characters and improve my little village, now it would take a lot more effort to build something like that I think, since trading is not possible on huge distances, not quite sure how it works now.
Now I am not sure if I can start playing with my friends, since there is no way to spawn on someone's hearthfire, perhaps they changed it now, I don't really know cause I have only played for 2 days or so on previous world.
Palibashing in legacy was cool too, it gave you that reason to get brickwall up asap.
I also loved the conflict of AD vs Dis, it added so much to the game. I always tried to stay in between and not piss off any of the factions, but still got my ass handed to me couple of times, because of my naivety. It was quite cool that any faction could teleport anywhere into the world, unfair too, but I loved it. It gave me that feeling of everyone keeping their eyes on me, while I was just trying to build my little stronghold.
I don't quite know how currently the game plays out, I don't really see any incentive to try it out, but I am observing how many players are there online, and I am quite sure that it's gonna go back to ~250 after a month from now on.
Jesus_Smith_Nandez wrote:All the arguments in this thread seem purely emotional. Wow, killing noobs is soooo terrible, stealing things is so bad. Sure, that's true but you're missing the whole point. The point is that a choice, that one being committing a crime, has so much deterrence attached to it that maybe if I would have killed someone in a normal circumstance, the mechanics caused me to make a different decision, and that violates the whole point of a sandbox. The fact that killing noobs and teleporting into a vault is sooooo bad has no bearing on this argument.
Bob_the_Cat wrote:Jesus_Smith_Nandez wrote:All the arguments in this thread seem purely emotional. Wow, killing noobs is soooo terrible, stealing things is so bad. Sure, that's true but you're missing the whole point. The point is that a choice, that one being committing a crime, has so much deterrence attached to it that maybe if I would have killed someone in a normal circumstance, the mechanics caused me to make a different decision, and that violates the whole point of a sandbox. The fact that killing noobs and teleporting into a vault is sooooo bad has no bearing on this argument.
This is pretty much spot on.
The fact is this game useto be a open sandbox game that anyone could play however they want. Now any raider / criminal playstyle isnt worth the effort. Hence, more carebear. But the carebears will never realize how carebear they are, they just think its more hardcore I guess. When if they played the other style they would hate it too. They only support the idea because it supports their play style.
because You wantedanyone could play however they want.
anyone could play however they want.
Jesus_Smith_Nandez wrote:All the arguments in this thread seem purely emotional. Wow, killing noobs is soooo terrible, stealing things is so bad. Sure, that's true but you're missing the whole point. The point is that a choice, that one being committing a crime, has so much deterrence attached to it that maybe if I would have killed someone in a normal circumstance, the mechanics caused me to make a different decision, and that violates the whole point of a sandbox. The fact that killing noobs and teleporting into a vault is sooooo bad has no bearing on this argument.
Jalpha wrote:I believe in my interpretation of things.
Aceb wrote:Bob_the_Cat wrote:Jesus_Smith_Nandez wrote:All the arguments in this thread seem purely emotional. Wow, killing noobs is soooo terrible, stealing things is so bad. Sure, that's true but you're missing the whole point. The point is that a choice, that one being committing a crime, has so much deterrence attached to it that maybe if I would have killed someone in a normal circumstance, the mechanics caused me to make a different decision, and that violates the whole point of a sandbox. The fact that killing noobs and teleporting into a vault is sooooo bad has no bearing on this argument.
This is pretty much spot on.
The fact is this game useto be a open sandbox game that anyone could play however they want. Now any raider / criminal playstyle isnt worth the effort. Hence, more carebear. But the carebears will never realize how carebear they are, they just think its more hardcore I guess. When if they played the other style they would hate it too. They only support the idea because it supports their play style.
anyone could play however they want.
anyone could play however they want.
anyone could play however they want.
And so, pretty (un)lucky people like me, couldn'tbecause You wantedanyone could play however they want.anyone could play however they want.
I hoped it was annoying enough to give You a valid point why "anyone could play however they way" doesn't apply to "Now any raider / criminal playstyle isnt worth the effort." because You ruin someone else way of play, simply by stopping them over and over, because of what YOU want.
NOOBY93 wrote:Jesus_Smith_Nandez wrote:All the arguments in this thread seem purely emotional. Wow, killing noobs is soooo terrible, stealing things is so bad. Sure, that's true but you're missing the whole point. The point is that a choice, that one being committing a crime, has so much deterrence attached to it that maybe if I would have killed someone in a normal circumstance, the mechanics caused me to make a different decision, and that violates the whole point of a sandbox. The fact that killing noobs and teleporting into a vault is sooooo bad has no bearing on this argument.
the problem with this argument is that, unlike in real life, in a game if you let people do what they want there will be no structure to it, people will just slaughter each other on sight, and if you want that just choose any other game like that out there (DayZ maybe?)
Haven has some punishments for criminals like nidbanes and not being able to teleport to make crime risky and justice viable. Now you're less likely to just slaughter sprucecaps for fun and more likely to put your char on outlaw debuff in more meaningful encounters like actual fights against enemies, raids, killing traitors etc.
The for-outlaw-debuff people aren't purely "KILLING IS BAD WAAH WAAAHHH", the point is that if you let people kill and grief with 0 repercussions, pretty much nothing else will happen in the game which results in things like auto-logoff or auto-hearth bots from legacy clients.
Bob_the_Cat wrote:Like I said earlier, if tracking was actually good, and criminals had increased statloss it would be easier for "do gooders" to make them pay the price.
Bob_the_Cat wrote:
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