Game is way too carebear now

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Re: Game is way too carebear now

Postby Bob_the_Cat » Mon Jan 09, 2017 10:22 pm

jorb wrote:The red-handed debuff is intended to nerf crimes of opportunity. Before it, it used to be the case that any nub with only a claim could be robbed blind by some dork on the other side of the world out on a stroll, happening across his base, who would then just teleport home and instantly put three hours worth of walking between the nub and any attempt at justice.

Well the biggest issue is that they cant even log out. If I couldnt log out with stolen items that would be totally fine. But having to now sit around for an hour (which an hour is honestly also pretty troll, it doesnt take an hour for someone to walk a safe distance away which you wont catch up to them to ever bring justice if they continue to keep moving) and wait so that you can tele to your hearth so you can afk "log out" is really troll, when I'd much rather just continue my quest. There was no reason to go back to hearth except that now you have to, when you are that far away.

and I'm not trying to log out to escape justice. I'm logging out cuz im 3 hours from my base on a nomadic quest, and need to log out for the night. Ect. That after all is what summoning and nidbanes and stuff are for anyway. The Nidbane could attack them when they log back in.
Last edited by Bob_the_Cat on Mon Jan 09, 2017 10:26 pm, edited 2 times in total.
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Re: Game is way too carebear now

Postby Robben_DuMarsch » Mon Jan 09, 2017 10:23 pm

@Jorb

I agree entirely with the mechanic.
Although we benefited from it greatly, the mechanic as it was destroyed any communal settlement social enough to recruit players.

I also think what we have now is far preferable to the teleportation over walls, and everywhere else, that permeated Haven 1.
As I said earlier, if anything, I'd like to see charter stones further nerfed or disabled, because they are simply acting as the overridingly utilized teleportation devices for those that can maintain multiple stones (botted or otherwise.)
To be fair, though, without such measures most people would rarely travel out on anything but alts.

jorb wrote:I think that a decent settlement should be able to defend itself.


Well, it doesn't seem to me that any decent settlement (or shitty settlement for that matter) needs to bother to protect itself. It's far too much of a pain in the ass for anyone to test its defenses.
New Brodgar survived throughout the entirety of W9, almost half of it with a small trickling of actives, the last few months with only one or two semi-active players.

The game is in a great state right now, but the prospect of a lack of late-game conflict beyond a few combat alts chasing after one another is the only thing I'd change.
Can you explore some additional methods of conflict between groups?

Some additional ability to raid the hinterlands around a settlement, to cause meaningful economic distress that could potentially lead to a throw down?
Some reenvisioning of the siege system to make it accessible to small, medium, and large groups, without the intense time sink that is currently required?
Perhaps one that could demand a series of conflicts, and a number of partial defeats/victories, but one that is far less demanding than the current brimstone siege babysit combination?

This doesn't just benefit the larger groups that typically achieve late-game power, it will also have secondary and tertiary effects that will sweep up the more casual players and make them feel like an important part of the world.
Realm buffs will start to become more important because they will have meaningful effects on your ability to defend your Kingdom's settlements.
Therefore fostering groups within your Kingdom will become a more valuable, and perhaps active goal, for some Kingdoms.
Last edited by Robben_DuMarsch on Mon Jan 09, 2017 10:40 pm, edited 3 times in total.
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Re: Game is way too carebear now

Postby GamingRAM » Mon Jan 09, 2017 10:31 pm

jorb wrote:Fair enough, but doesn't that, in that case, make the visitor debuff more motivated?


I don't fully understand all the PvP stuff, but I do like the visitor debuff thingy. It lets me show off the town :)
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Re: Game is way too carebear now

Postby Ysh » Mon Jan 09, 2017 10:34 pm

Bob_the_Cat wrote:is honestly also pretty troll
Bob_the_Cat wrote:is really troll

How can use creature as adjective?
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Re: Game is way too carebear now

Postby ven » Mon Jan 09, 2017 10:39 pm

Bob_the_Cat wrote:
jorb wrote:The red-handed debuff is intended to nerf crimes of opportunity. Before it, it used to be the case that any nub with only a claim could be robbed blind by some dork on the other side of the world out on a stroll, happening across his base, who would then just teleport home and instantly put three hours worth of walking between the nub and any attempt at justice.

Well the biggest issue is that they cant even log out. If I couldnt log out with stolen items that would be totally fine. But having to now sit around for an hour (which an hour is honestly also pretty troll, it doesnt take an hour for someone to walk a safe distance away which you wont catch up to them to ever bring justice if they continue to keep moving) and wait so that you can tele to your hearth so you can afk "log out" is really troll, when I'd much rather just continue my quest. There was no reason to go back to hearth except that now you have to, when you are that far away.

and I'm not trying to log out to escape justice. I'm logging out cuz im 3 hours from my base on a nomadic quest, and need to log out for the night. Ect. That after all is what summoning and nidbanes and stuff are for anyway. The Nidbane could attack them when they log back in.

Let's say you get what you want. Do you honestly think this would be in the best interests of the game as a whole? Do you understand what that means for new players, markets, open villages, and scenic hermitages like w9's wulf's retreat? Or to community events like the ones Sevilla had?

I mean, in the end it's an utilitarian calculus: what would make more users happy? The ability to grief easily and without meaningful downside, or the fact that griefers must make some effort to commit crimes?
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Re: Game is way too carebear now

Postby jorb » Mon Jan 09, 2017 10:41 pm

The game is in a great state right now

Glad to hear it!

Robben_DuMarsch wrote:Some additional ability to raid the hinterlands around a settlement, to cause meaningful economic distress that could potentially lead to a throw down?
Some reenvisioning of the siege system to make it accessible to small, medium, and large groups, without the intense time sink that is currently required?
Perhaps one that could demand a series of conflicts, and a number of partial defeats/victories, but one that is far less demanding than the current brimstone siege babysit combination?


Taking any and all suggestions!
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Re: Game is way too carebear now

Postby dageir » Mon Jan 09, 2017 10:46 pm

I suggest random forest and grass fires that would wipe out random areas. Would make the game fresher and resets not needed.
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Re: Game is way too carebear now

Postby Potjeh » Mon Jan 09, 2017 10:51 pm

I thought the main reason for visitor was to remove the need for gate alts. You had to use those because you can't open a gate from the outside, which can become quite a problem in multi-layer villages.
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Re: Game is way too carebear now

Postby ven » Mon Jan 09, 2017 11:11 pm

dageir wrote:I suggest random forest and grass fires that would wipe out random areas. Would make the game fresher and resets not needed.

Not sure if you're joking but that's a great suggestion actually. Better save it for a Summer thread on C&I once seasons are a thing.
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Re: Game is way too carebear now

Postby Bob_the_Cat » Mon Jan 09, 2017 11:16 pm

jorb wrote:Taking any and all suggestions!

My first post on page 2 :p

Ysh wrote:
Bob_the_Cat wrote:is honestly also pretty troll
Bob_the_Cat wrote:is really troll

How can use creature as adjective?

With pro skills m8
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