The point of Nidbanes was to allow the little guy...?

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The point of Nidbanes was to allow the little guy...?

Postby Ronin30 » Tue Feb 23, 2016 4:51 pm

some form of retaliation against the larger botting/rage rushing factions, but oh wait, localized resource. The little guy doesn't control them. (Maybe he has one - woop de doo)
Considering people had rage in a few hours this world, #gameoficicles, I don't see the reason of not even helping the little feller along in that aspect.
You may find one resource, and what, send one nidbane? Like that will do anything. If you didn't like the nidbane idea, just remove it, because as it stands, it's only going to benefit the larger groups.

All throughout my travels I meet poor hermits/ small groups on their 2nd,3rd character etc with stories of daily assaults from groups of rage rushers and they currently can't do a damn thing about it.
Hell, you could rush vandalism with enough #gameoficicles before wall soak on a palisade is finished, easily. And that's if you were on the ball and had tanning tubs dropped right after launch.
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Re: The point of Nidbanes was to allow the little guy...?

Postby VDZ » Tue Feb 23, 2016 5:59 pm

Newbie-crafted Nidbanes were never remotely useful.

More important is that it's a low-effort way of chasing down criminals. Near the end of world 8 Venetian Emporium was selling Nidbanes; pay enough and you can make whoever wronged you pay for their crimes. As a weak hermit, it felt very reassuring that I could retaliate if necessary by trading for a Nidbane of much higher quality than I could craft myself.
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Re: The point of Nidbanes was to allow the little guy...?

Postby Kaios » Tue Feb 23, 2016 6:09 pm

VDZ wrote:Newbie-crafted Nidbanes were never remotely useful.


probably because at the time they were introduced players already had good gear and good stats, they would be quite useful at this stage of the game if they weren't locked behind one of those resources
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Re: The point of Nidbanes was to allow the little guy...?

Postby Amanda44 » Tue Feb 23, 2016 6:40 pm

Kaios wrote:
VDZ wrote:Newbie-crafted Nidbanes were never remotely useful.


probably because at the time they were introduced players already had good gear and good stats, they would be quite useful at this stage of the game if they weren't locked behind one of those resources

Exactly!
Ridiculous to have them tied into the new resources.

Incidentally, I met one poor guy today who had claimed one of the clay pits, just a lone guy, had built a house and various things around it and the whole place was littered with trespass and theft scents, I was going to take a pic but got talking and forgot. Not worth building around at all tbh, tried to tell him but he didn't speak english so not sure if he understood. :(
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Re: The point of Nidbanes was to allow the little guy...?

Postby LadyV » Tue Feb 23, 2016 6:52 pm

Amanda44 wrote:
Kaios wrote:
VDZ wrote:Newbie-crafted Nidbanes were never remotely useful.


probably because at the time they were introduced players already had good gear and good stats, they would be quite useful at this stage of the game if they weren't locked behind one of those resources

Exactly!
Ridiculous to have them tied into the new resources.

Incidentally, I met one poor guy today who had claimed one of the clay pits, just a lone guy, had built a house and various things around it and the whole place was littered with trespass and theft scents, I was going to take a pic but got talking and forgot. Not worth building around at all tbh, tried to tell him but he didn't speak english so not sure if he understood. :(


Well when you make powerful resources and make them obvious to anyone regardless of perception and explore you create greed points that only serve to hurt gameplay and friendly interaction. They are not out of hand if you do major balancing steps but as it is now the whole system is broken.
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Re: The point of Nidbanes was to allow the little guy...?

Postby DaniAngione » Tue Feb 23, 2016 7:23 pm

LadyV wrote:Well when you make powerful resources and make them obvious to anyone regardless of perception and explore you create greed points that only serve to hurt gameplay and friendly interaction. They are not out of hand if you do major balancing steps but as it is now the whole system is broken.


Not to mention that with the things starting fully loaded to the brim with resources (like salt and ice thing) we got day-1 griefers and murderers...

On a smaller map.

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Re: The point of Nidbanes was to allow the little guy...?

Postby rye130 » Tue Feb 23, 2016 7:27 pm

LadyV wrote:Well when you make powerful resources and make them obvious to anyone regardless of perception and explore you create greed points that only serve to hurt gameplay and friendly interaction. They are not out of hand if you do major balancing steps but as it is now the whole system is broken.


I feel like a lot of people are making huge assertions about the system without really knowing enough about its effects yet. They serve as points of contention obviously, but saying that the only hurt gameplay and friendly interaction is wrong. I'm sure there will be plenty of diplomacy/trading of these resources once the world settles in more. The seems to be balanced decently because of their abysmal respawn rate so the only real problem was the fact they started full (which I believe jorb/loftar already realize was a mistake). Let the world play out longer and I think we'll see that they don't really imbalance or break the game all that much.
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Re: The point of Nidbanes was to allow the little guy...?

Postby Garfy » Tue Feb 23, 2016 7:29 pm

It's a bit absurd we could get 8000lp an hour curios and instantly study everything in large quantities within minutes of the world starting. But now they respawn so slowly you're lucky to get one every few days.

Should have made it so all resource nodes started empty and just spawned more naturally over time like they normally do. Too late to do much about it now, but giving people the ability to get rage, trespass, vandalism and theft within 1-2 days of the world starting was a pretty dumb move.
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Re: The point of Nidbanes was to allow the little guy...?

Postby loftar » Tue Feb 23, 2016 7:30 pm

rye130 wrote:I'm sure there will be plenty of diplomacy/trading of these resources once the world settles in more. The seems to be balanced decently because of their abysmal respawn rate so the only real problem was the fact they started full (which I believe jorb/loftar already realize was a mistake). Let the world play out longer and I think we'll see that they don't really imbalance or break the game all that much.

This is what I'd like to believe too.

As for their starting off full, I agree that it was probably a mistake to some extent, but I'm not sure to what extent. I think some of them, like claypits or headwaters, didn't hurt at all spawning at full capacity, while ice spires could probably have been held back. It seems reasonable that different nodes could have started at different levels, rather than them all starting off empty. Not entirely sure what levels would be reasonable.
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Re: The point of Nidbanes was to allow the little guy...?

Postby banok » Tue Feb 23, 2016 7:31 pm

If they at least scare PKers into burying bodies, then they fufill some function. Not saying they do, saying they should.
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