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Vattic
- Posts: 232
- Joined: Sat May 30, 2009 1:47 am
- Location: United Kingdom
Re: Game Development: Crime & Punishment
I do wonder how long the clues will stay on the ground? Permanently seems unreasonable but a few days, I'm fairly tired myself so lets hope I didn't just miss this detail in the main post :P.
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Blaze
- Posts: 1072
- Joined: Sun May 31, 2009 3:59 am
- Location: Hearth
Re: Game Development: Crime & Punishment
A few things actually:
I'm assuming the ranger's equipment requires the skill "Ranger", what other skills do we need?
The trespassing description needs to be updated. Also, "Struck" in the description has been misspelled "struk".
How long does it take for clues to disappear from the scene? I also suggest a new skill which lets you cover your tracks or tamper the evidence.
As it stands, it seems a bit harsh to have the victim suffer a bigger penalty for beating up a thief.
I'm assuming the ranger's equipment requires the skill "Ranger", what other skills do we need?
The trespassing description needs to be updated. Also, "Struck" in the description has been misspelled "struk".
How long does it take for clues to disappear from the scene? I also suggest a new skill which lets you cover your tracks or tamper the evidence.
As it stands, it seems a bit harsh to have the victim suffer a bigger penalty for beating up a thief.
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loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Game Development: Crime & Punishment
Ah yes, that's true; the meat grinder was moved to the Basic Mechanics.
And yes, clues disappear after a while; as follows:
Trespassing, after one in-game day;
Assault, after two in-game days;
Theft, after four in-game days; and
Murder, after two in-game weeks.
And yes, clues disappear after a while; as follows:
Trespassing, after one in-game day;
Assault, after two in-game days;
Theft, after four in-game days; and
Murder, after two in-game weeks.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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theTrav
- Posts: 3464
- Joined: Fri May 29, 2009 11:25 pm
Re: Game Development: Crime & Punishment
Also, is the plan still to implement shared claims? so a village won't end up with everyone bar one person marked as a klepto?
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RaptorJedi
- Posts: 311
- Joined: Fri May 29, 2009 5:53 pm
Re: Game Development: Crime & Punishment
Okay, are these things only seen by the person who had the crime done to them, like if I murdered someone, will only the person I murdered see it?
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Manbearpig
- Posts: 20
- Joined: Tue Jun 09, 2009 10:18 pm
Re: Game Development: Crime & Punishment
the way to tackle theiving is with locks and lockpicking etc imo, tracking is cool with items(time limit/distance limit?), or see the direction someone went off in from a fight etc, but spawning offline players is just making Full tradition a requierment for theifs.
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Jfloyd
- Posts: 995
- Joined: Tue Jun 09, 2009 3:51 am
Re: Game Development: Crime & Punishment
[quote="Milaha"]I will be moving back to civilized lands tomorrow, my services as a ranger will be available (for a fee of course, right now I am thinking steel for the ranger items). This seems like as good a place as any to post this information for right now. Please PM me if you think you may want to hire my services.
Question for the devs right away. Will killing a thief or other criminal you tracked via the clues make you a murderer as well, or are these "safe" crimes that leave no clues?[/quote]
I'm guessing safe crimes, since we're being given the ability to do it....
Question for the devs right away. Will killing a thief or other criminal you tracked via the clues make you a murderer as well, or are these "safe" crimes that leave no clues?[/quote]
I'm guessing safe crimes, since we're being given the ability to do it....
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loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Game Development: Crime & Punishment
Yes, that is definitely the plan. It's just that there's a bit of UI work that needs to be done for that, which is quite troublesome.theTrav wrote:Also, is the plan still to implement shared claims? so a village won't end up with everyone bar one person marked as a klepto?
Nope; as described in the first post, it is determined simple by a skill comparison between the perpetrator and whoever tries to watch them.RaptorJedi wrote:Okay, are these things only seen by the person who had the crime done to them, like if I murdered someone, will only the person I murdered see it?
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Winter
- Posts: 64
- Joined: Mon Jun 08, 2009 1:10 am
Re: Game Development: Crime & Punishment
Also will you see all the "crimes" your kin/other town members commit? it seems like a normal day in my community will generate tons of crimes. Also will other people be able to see the crimes that were committed towards you?
-edit- fastest topic ever, these questions have just been answered
-edit- fastest topic ever, these questions have just been answered
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Rift
- Posts: 683
- Joined: Mon Jun 01, 2009 1:34 am
Re: Game Development: Crime & Punishment
I'm actually really happy with this, one of the biggest issues for me is finding people who commit crimes.
I think its far more deterrant knowing you might be caught and murdered even while logged off then the claims ever were.
Seems like a good system to me, Commiting crimes has serious concequences, thats what i want.
I think its far more deterrant knowing you might be caught and murdered even while logged off then the claims ever were.
Seems like a good system to me, Commiting crimes has serious concequences, thats what i want.