Nightdawg wrote:I said "I want
Nightdawg wrote:I want
Nightdawg wrote:I *need*
Nightdawg wrote:I wish
Nightdawg wrote:You keep ignoring those facts.
Look.
Every feature that gets added costs development time, which means that same time cannot be spent on something more useful. Therefore it is important that features work and have their intended effect, rather than simply existing because it seemed like a good idea without anybody actually really using the mechanic or content (the game already has plenty of that).
This feature is worthless unless the victim decides to go along with it, therefore its usefulness hinges on the the likelihood of the victims stopping on request and consenting to having their shit stolen. What I am arguing is, regardless of what benefits it would theoretically bring to you, victims are unlikely to behave in such a way that you get the opportunity to use this feature often. Unless people actually stop and let you take their stuff, developing this feature is wasted effort.
Halbertz wrote:VDZ wrote:If someone in combat gear appears on your screen and tells you to stop running or they'll KO you, anyone with half a brain starts running immediately as they're probably still going to KO you if you stay still.
I can't change your opinion on that, but Nightdawg has a point. In this world there were
several occasions, where I just want to ask random noob something and it escalates (not always) in violence.
Which is precisely my point. There already exist theoretical peaceful interactions you can have with sprucecaps while in combat gear, but in practice they don't occur until the sprucecap is cornered because they run away and you can only get them to stop by chasing and cornering or KOing them. How does adding another theoretical peaceful interaction remedy this issue? The sprucecap will still run away, you'll still chase them down, and all that changes is that by the end of it (typically that means after KOing them) you have one more option.
The addition of this feature would not make sprucecaps less likely to run.SnuggleSnail wrote:VDZ wrote:I never said everyone has half a brain, but thanks for proving my point that doing what your attacker tells you to do is a really, really dumb idea >90% of the time.
There have easily been >100 times somebody has given me something after I aggro them and I let them go because of it. If I aggroed you 100 times I'm pretty sure you'd die like 80 times, and get KOed 20 times. Maybe trying to talk is actually the big brain option for you.
You just posted this:
SnuggleSnail wrote:

You can hardly tell me running is the wrong choice when people like you pull shit like that.
Nightdawg wrote:I wish the 95% of the sprucecaps that avoid the forum would actually be vocal too, because the current 5% are clearly doing the worst possible things to them by arguing against crap that would help them, every single time.
I do agree that it would be better to have more representation of underrepresented player groups, but you can't just say a silent majority supports your claims without evidence.
Anyways, we're going in circles, so let me suggest an alternative instead: If the problem is "I want to know if the sprucecap has anything worth stealing before I KO them", why not instead add a mechanic that allows you to somehow view a hearthling's inventory (without their consent, and without being able to take anything from it)
like Mulamishne hinted at earlier? It could be a minor criminal act requiring you to touch the player, or perhaps a combat move (maybe even a maneuver?) that people could use to scout out mugging targets, giving away their intent without immediately committing to knocking out the victim and stealing their shit? If the problem you want to solve is that you don't want to go through the whole mugging process just to see if they have anything worth stealing, this should work without their consent, and even if they try to run. Furthermore, finding their inventory devoid of valuables might actually encourage muggers to drop combat (so as to not waste time) and let their target get away. This should work given the intentions of both parties, and should be beneficial to both parties (with the exception of those regularly walking around with pearls in their inventories, but in that case you're just asking for it).