Murderers, pvp and aligment.

Have a suggestion or an idea for Life is Feudal: MMO ? Post it here!

myndziuss
 
Posts: 5
Joined: 23 Jul 2012, 14:02

Murderers, pvp and aligment.

Post by myndziuss » 21 Feb 2014, 01:51

Hello, i was reading a bit about the aligment system in the game and TBH at first glance it looks like its made too hard and unnecessary. Losing skill points on every death is pretty ridiculous. In mortal online we learned that even though they did it in a IMO better way (losing stat points) for murderers its still a flawed system, IMO there shouldnt really be a penalty for dieing and instead of punishing the murderers by even higher skill loss upon death, there should rather be a reward for going the opposite way.

If i understand the current system correct, if you die you will lose points in all your skills based on your aligment, and if you are on the bad side you can even lose all of your skillpoints in skills?
---
Actually after reading some of the posts by the developer in this thread > alignment-clarification-t437/page10/

It appears that the system is going to work exactly as i perceived it. Seems like it would completely kill open world pvp and roaming etc. I dont understand why a full loot game would go for such a carebear solution to murderers?


Protunia
Alpha Tester
 
Posts: 351
Joined: 19 Feb 2014, 11:32

Re: Murderers, pvp and aligment.

Post by Protunia » 21 Feb 2014, 02:07

Sounds to me if you plan on being really bad you better find a nice group of baddies to be in.

I think they got it right btw if you look at the whole system of kingdoms, land and control along with the alignment system.

The game seems to me more about grouping, kingdoms, battles and land control rather than being an outlaw running around killing everyone you find. Pkers will not like the system solo that's for sure because they will be flagged hunted and killed. And of course they will lose skills for being a PK.

More or less if you fight for a Kingdom and in battles with your kingdom or in your land area you wont have any problems at all.

If you want to run around ganking people in the wild...well you will pay the price sooner or later for your ill gotten gains.


Seppuku
Alpha Tester
 
Posts: 161
Joined: 04 Feb 2014, 16:29

Re: Murderers, pvp and aligment.

Post by Seppuku » 21 Feb 2014, 03:15

Protunia wrote:Pkers will not like the system solo that's for sure because they will be flagged hunted and killed. And of course they will lose skills for being a PK.


Just seems like a bit of overkill. Why punish someone for wanting to do their own thing when they will already be punished by being flagged, hunted, and killed by roving packs of guilded players?

It seems like you're saying that you don't even want these type of players to be able to enjoy an open world pvp game. Some people like to solo. It already seems disadvantageous enough without overbearing penalties being heaped on top of the gangbang that you'll be on the receiving end of on a daily basis.
Cimmerian Mercenary
Image


Protunia
Alpha Tester
 
Posts: 351
Joined: 19 Feb 2014, 11:32

Re: Murderers, pvp and aligment.

Post by Protunia » 21 Feb 2014, 03:42

Seppuku wrote:
Protunia wrote:Pkers will not like the system solo that's for sure because they will be flagged hunted and killed. And of course they will lose skills for being a PK.


Just seems like a bit of overkill. Why punish someone for wanting to do their own thing when they will already be punished by being flagged, hunted, and killed by roving packs of guilded players?

It seems like you're saying that you don't even want these type of players to be able to enjoy an open world pvp game. Some people like to solo. It already seems disadvantageous enough without overbearing penalties being heaped on top of the gangbang that you'll be on the receiving end of on a daily basis.


It is set up so you can gain + alignment as well..SO really the only way you are going to be losing a lot of skill is if you go all bad all the time and even then you can reverse negative alignment unless you cross -50 and get flagged as a Murderer.
Alignment http://lifeisfeudal.gamepedia.com/Alignment
Alignment represents how good or evil your character is. It is measured on a scale from -1000 to 1000, but the value is more typically between -50 and 50. Alignment affects the amount of skill points lost in case of death.


The choice is yours all the way here to go full red or not.
Last edited by Protunia on 21 Feb 2014, 04:11, edited 3 times in total.


Drakes821
Alpha Tester
 
Posts: 39
Joined: 08 Feb 2014, 19:57

Re: Murderers, pvp and aligment.

Post by Drakes821 » 21 Feb 2014, 03:48

I don't see how the alignment system is unfair or "carebear" to muderers. All it does is punish people who go around killing others for no reason. 95% of PKers look for fights where they have a huge advantage, they don't look for actual PvP.

The current system keeps the game from turning into a PvP arena, hopefully murderers will be a rare thing (as they should be).

I do hope wars are easy to wage, that way there will still be plenty of PvP going on.

User avatar
Arrakis
 
Posts: 5453
Joined: 25 Oct 2013, 14:11
Location: Space

Re: Murderers, pvp and aligment.

Post by Arrakis » 21 Feb 2014, 11:38

That system may only seem bad and unfair for people who actually have lifetime PKing in their plans, but in general it's logical and perfectly made system that will prevent people from just killing and robbing others all day long, instead they will have to do some actuall, hard work to achieve something, just like everybody else ;)


Sting5
 
Posts: 158
Joined: 14 Nov 2013, 15:42
Location: Lithuania

Re: Murderers, pvp and aligment.

Post by Sting5 » 21 Feb 2014, 14:26

Arrakis09 wrote:That system may only seem bad and unfair for people who actually have lifetime PKing in their plans, but in general it's logical and perfectly made system that will prevent people from just killing and robbing others all day long, instead they will have to do some actual, hard work to achieve something, just like everybody else ;)
:good: Semeper fidelis :beer:

Seems that OP is deciding to go on full rampage in the game, pointlessly smashing every living person in his way :) If not, then the alignment system will be helping, not preventing You from enjoying the game. It's fully designed to make life harsh for gankers, PK'ers and trolls alike. Actually, to PREVENT it in the first place. You don't like the alignment system because it prevents You from killing innocent people pointlessly? Then go find other game, this one is not for You.
QUAERO TOTUS


Seppuku
Alpha Tester
 
Posts: 161
Joined: 04 Feb 2014, 16:29

Re: Murderers, pvp and aligment.

Post by Seppuku » 21 Feb 2014, 15:02

Sting5 wrote:
Arrakis09 wrote:That system may only seem bad and unfair for people who actually have lifetime PKing in their plans, but in general it's logical and perfectly made system that will prevent people from just killing and robbing others all day long, instead they will have to do some actual, hard work to achieve something, just like everybody else ;)
:good: Semeper fidelis :beer:

Seems that OP is deciding to go on full rampage in the game, pointlessly smashing every living person in his way :) If not, then the alignment system will be helping, not preventing You from enjoying the game. It's fully designed to make life harsh for gankers, PK'ers and trolls alike. Actually, to PREVENT it in the first place. You don't like the alignment system because it prevents You from killing innocent people pointlessly? Then go find other game, this one is not for You.


Wow not even pre alpha and already telling people to go play other games because they have a slight difference in opinion than you... GO COMMUNITY!
Cimmerian Mercenary
Image


finalreview
Alpha Tester
 
Posts: 231
Joined: 13 Mar 2012, 05:39

Re: Murderers, pvp and aligment.

Post by finalreview » 21 Feb 2014, 15:47

Full Loot PVP is the advantage of being -50. Players who choose not to are forced to go to war with other realms/kingdoms (guilds) to profit from full loot. If you remove the increased skill loss from negative alignment what is the disadvantage to being -50? Besides being kill on sight by almost everyone. Which isn't really a disadvantage if you actually enjoy PvP.

Also I'm assuming Bobik is going to allow more than one character reds can always have a positive alignment character as well.

User avatar
Thokan
Alpha Tester
 
Posts: 390
Joined: 09 Dec 2013, 15:26
Location: Öland, Sweden. ATS

Re: Murderers, pvp and aligment.

Post by Thokan » 22 Feb 2014, 10:55

Drakes821 wrote:I don't see how the alignment system is unfair or "carebear" to muderers. All it does is punish people who go around killing others for no reason. 95% of PKers look for fights where they have a huge advantage, they don't look for actual PvP.

The current system keeps the game from turning into a PvP arena, hopefully murderers will be a rare thing (as they should be).

I do hope wars are easy to wage, that way there will still be plenty of PvP going on.


"Murderers" kindof implies people who kill people at random. As it punishes such people I would say is kindof unfair to said group.

Engaging in a advantaged fight or not, is still PvP. Your personal views on what "actual PvP" is hardly relevant.

What would be wrong with turning the game into a huge PvP arena? Why shouldnt there be "murderers"/PvPers in a open world PvP game?

You got your safe haven of your own claim. It is well too carebear to demand the rest of the world to be safe aswell.

Arrakis09 wrote:That system may only seem bad and unfair for people who actually have lifetime PKing in their plans, but in general it's logical and perfectly made system that will prevent people from just killing and robbing others all day long, instead they will have to do some actuall, hard work to achieve something, just like everybody else ;)


How is such a choice of gameplay-style not a valid form of PvP? It is gameplay as demanding and tolling as any else.

What is the point of creating a game with full loot open world PvP if you are going to hate PvPers?

There is no need for this kindof anti-PvP stance. There are plenty of mechanics for ya'll ingame to not be rezcamped. There is no need for this fear of PvP.


finalreview wrote:Also I'm assuming Bobik is going to allow more than one character reds can always have a positive alignment character as well.


With this harsh system towards Open world PvPers it would be a strange reasoning to limit people to one character. All to punishing.

As we are discussing the price of having multiple characters and there is no mention at all about limiting accounts to one character, I'd say it is a given.
Image


finalreview
Alpha Tester
 
Posts: 231
Joined: 13 Mar 2012, 05:39

Re: Murderers, pvp and aligment.

Post by finalreview » 22 Feb 2014, 11:34

Thokan wrote:You got your safe haven of your own claim. It is well too carebear to demand the rest of the world to be safe aswell.

You are not safe anywhere, except for behind well built walls. Which I believe can be destroyed on your personal claim without a siege. (Main NPC city is a safe zone as well)

Thokan wrote:What is the point of creating a game with full loot open world PvP if you are going to hate PvPers?
There is no need for this kindof anti-PvP stance. There are plenty of mechanics for ya'll ingame to not be rezcamped. There is no need for this fear of PvP.


There is no fear of PvP, there is a fear of an imbalanced ratio of -50 alignment players to positive players. Also I don't know why you are referring to negative alignment players as PvPers...

Thokan wrote:With this harsh system towards Open world PvPers it would be a strange reasoning to limit people to one character. All to punishing.
As we are discussing the price of having multiple characters and there is no mention at all about limiting accounts to one character, I'd say it is a given.


Have you read the poll thread? There are several pages of the argument no alts vs alts.

User avatar
Thokan
Alpha Tester
 
Posts: 390
Joined: 09 Dec 2013, 15:26
Location: Öland, Sweden. ATS

Re: Murderers, pvp and aligment.

Post by Thokan » 22 Feb 2014, 12:06

finalreview wrote:You are not safe anywhere, except for behind well built walls. Which I believe can be destroyed on your personal claim without a siege. (Main NPC city is a safe zone as well)


The details are sure etchy. But from the wiki-quote "All movable and unmovable objects within that type of claim are protected from any damage" I can only gather that once you got walls up you are safe from raiding.

http://lifeisfeudal.gamepedia.com/Claim

finalreview wrote:There is no fear of PvP, there is a fear of an imbalanced ratio of -50 alignment players to positive players. Also I don't know why you are referring to negative alignment players as PvPers...


The penalties of being negatively aligned well balances the risk of having too many murderers. If there is such a thing.

I am of the personal opinion that the alignment system is even too harsh, but I would like to see it in function before advocating anything else. All pro that PvP freedom contra risk/reward and shizzle ya know.

Seems to be a schism towards the gameplay-style that would be negative alignment. I'm just advocating that it is a gameplay-style like everything else and an equal part of the game. There is no finer kind of PvP. Just PvP.

finalreview wrote:Have you read the poll thread? There are several pages of the argument no alts vs alts.


A clear minority voiced for limited characters.

I am curious about Bobiks take on it.
Image


Protunia
Alpha Tester
 
Posts: 351
Joined: 19 Feb 2014, 11:32

Re: Murderers, pvp and aligment.

Post by Protunia » 22 Feb 2014, 14:15

In the sandbox MMORPG Life is Feudal players will dread death, PKrs (player killers) especially due to skills loss, death penalties and the full loot system. The amount of skill loss is random but is heavily influenced by a players alignment. For example; positive alignment will reduce penalties to almost negligible amounts while negative alignment will increase the penalties.


You have a choice to use the alignment system to stay above -50. If you are just going to run around killing people you find weaker or solo and not be involved in the Kingdom's and Battles the game is about, then yeah I'd say you are more or less going to push away some players from the game than bring people together for Kingdom Warfare which the game is built around.

I like this System of Perma Red's if the player chooses to go there and pass -50. And yes you might even see a Large Group of PKer's in the game.

The choice is theirs to go that way and make the game harder for themselves rather than use the games mechanics of War to their benefit.

FFA PKing without any penalties or limitations will lead to less players in the game period and less overall fun for all players except those who want to run around PKing folks......

Even with Penalties there will be Full Reds who do just fine because they are Power Gamers who play endlessly and can raise skills very quickly.

I think you need to start thinking about how fast Skilling is before complaining about PKing is too hard btw.


Seppuku
Alpha Tester
 
Posts: 161
Joined: 04 Feb 2014, 16:29

Re: Murderers, pvp and aligment.

Post by Seppuku » 22 Feb 2014, 15:36

I can tell you right now that how the system is set up. I will do my best to exploit the Karma system, and keep my alignment up. I will still kill at will, but I will find a work around, by using alts, or by having my guild mates help me boost my karma and reputation through whatever means I can find. I assure you that I will not be the only one taking this approach. So in the end does it really help the game, or is it just a time sink for people who want to abuse the system?

I can say the same that your overzealous pk penalty system will drive players away from the game. Who wants to play a full loot pvp game where you are punished severely for playing a bandit? In a world that has limited to no NPC I would think that the company would encourage players acting as bandits to keep the game from becoming another hoarding/building game like Xsyon became. They had a good idea for pvp, but then people cried about it on the forums so they started to cater to the non pvp crowd and now the game is dead except for a few people who love to play in freebuild mode.

I have heard that skilling up should be relatively fast, and it should be no problem for power gamers to be reds, but is that the only type of person you want to be a red?
Cimmerian Mercenary
Image


Protunia
Alpha Tester
 
Posts: 351
Joined: 19 Feb 2014, 11:32

Re: Murderers, pvp and aligment.

Post by Protunia » 22 Feb 2014, 16:47

Seppuku wrote:I can tell you right now that how the system is set up. I will do my best to exploit the Karma system, and keep my alignment up. I will still kill at will, but I will find a work around, by using alts, or by having my guild mates help me boost my karma and reputation through whatever means I can find. I assure you that I will not be the only one taking this approach. So in the end does it really help the game, or is it just a time sink for people who want to abuse the system?

I can say the same that your overzealous pk penalty system will drive players away from the game. Who wants to play a full loot pvp game where you are punished severely for playing a bandit? In a world that has limited to no NPC I would think that the company would encourage players acting as bandits to keep the game from becoming another hoarding/building game like Xsyon became. They had a good idea for pvp, but then people cried about it on the forums so they started to cater to the non pvp crowd and now the game is dead except for a few people who love to play in freebuild mode.

I have heard that skilling up should be relatively fast, and it should be no problem for power gamers to be reds, but is that the only type of person you want to be a red?



You understand then there can be Blues who kill people too then great. :)

This system Reminds me of Lineage more than whats that game you said??? Xyson? Looked it up and seemed not about Kingdom Battles and more about crafting, quests, and social stuff. Could not even find much about alignment system from blue to red either..

LiF limits the PKing without just cause with the alignment system and actually gives you ways to soft PK "knock out" to get loot with out getting a full PK hit.

Also remember this is not a Evil vs Good type of game where you have two sides only against each other. This game will have many Kingdoms who rise and fall and have battles to prove their power in the lands they control.

There will be than enough ways to PvP in battles without having to PK and lose any Alignment at all.

In other words it just makes you think about PKing a little more and if its going to be worth it to kill this noob in the forest or wait for something a little better with higher Qlty Loot.

You can only gain back 1 alignment per day max so going -30 is going to set you back a months alignment. You still wont be Red and flagged, but people will know you have a bad reputation.

It would actually be better to save up Alignment for a month then go pick a few nice fat targets to loot if that floats your boat.


Drakes821
Alpha Tester
 
Posts: 39
Joined: 08 Feb 2014, 19:57

Re: Murderers, pvp and aligment.

Post by Drakes821 » 22 Feb 2014, 16:51

Thokan wrote:"Murderers" kindof implies people who kill people at random. As it punishes such people I would say is kindof unfair to said group.

Engaging in a advantaged fight or not, is still PvP. Your personal views on what "actual PvP" is hardly relevant.

What would be wrong with turning the game into a huge PvP arena? Why shouldnt there be "murderers"/PvPers in a open world PvP game?

You got your safe haven of your own claim. It is well too carebear to demand the rest of the world to be safe aswell.

"What would be wrong with turing the game into a huge PvP arena?" Are you serious!?! This is a sandbox MMORPG...not Chivalry. Everyone shouldn't be running around chopping each other's head's off, there needs to be some type of order for their to be a health population and for the game to support different styles of play.

Also how would this make the rest of the world safe? You realize you can still be a PKer...you'll just get punished harsher at death.

PS- Since when are land claims safe havens?

Seppuku wrote:I can tell you right now that how the system is set up. I will do my best to exploit the Karma system, and keep my alignment up. I will still kill at will, but I will find a work around, by using alts, or by having my guild mates help me boost my karma and reputation through whatever means I can find. I assure you that I will not be the only one taking this approach. So in the end does it really help the game, or is it just a time sink for people who want to abuse the system?

I can say the same that your overzealous pk penalty system will drive players away from the game. Who wants to play a full loot pvp game where you are punished severely for playing a bandit? In a world that has limited to no NPC I would think that the company would encourage players acting as bandits to keep the game from becoming another hoarding/building game like Xsyon became. They had a good idea for pvp, but then people cried about it on the forums so they started to cater to the non pvp crowd and now the game is dead except for a few people who love to play in freebuild mode.

I have heard that skilling up should be relatively fast, and it should be no problem for power gamers to be reds, but is that the only type of person you want to be a red?

I'm not really sure how you plan to exploit the system...the only way to gain karma is by a praying skill and it's only usable once every real life day for a max of +1 alignment.

Also I think you are a bit disillusion about the effects of PKers on games.

PKing is the easiest and most profitable thing to do in these games, if you encourage it all you'll end up with is a huge PvP arena like MO or Darkfall where every person you run into is a going to kill you.

LiF is attempting to encourage players to actually join guilds and get involved in PvP where battles are against your enemies and your fighting for stuff like land and castles.

A system like this also helps support other play styles like crafters, gatherers, adventurers, etc because they don't have to worry about getting ganked every 5 minutes.

I'm sure the alignment system isn't perfect, but I think the devs have the right idea. As the alpha starts up and progresses hopefully we'll have time to test these features and figure out what is best for the game.

User avatar
Thokan
Alpha Tester
 
Posts: 390
Joined: 09 Dec 2013, 15:26
Location: Öland, Sweden. ATS

Re: Murderers, pvp and aligment.

Post by Thokan » 22 Feb 2014, 17:21

Drakes821 wrote:
Thokan wrote:"Murderers" kindof implies people who kill people at random. As it punishes such people I would say is kindof unfair to said group.

Engaging in a advantaged fight or not, is still PvP. Your personal views on what "actual PvP" is hardly relevant.

What would be wrong with turning the game into a huge PvP arena? Why shouldnt there be "murderers"/PvPers in a open world PvP game?

You got your safe haven of your own claim. It is well too carebear to demand the rest of the world to be safe aswell.

"What would be wrong with turing the game into a huge PvP arena?" Are you serious!?! This is a sandbox MMORPG...not Chivalry. Everyone shouldn't be running around chopping each other's head's off, there needs to be some type of order for their to be a health population and for the game to support different styles of play.

Also how would this make the rest of the world safe? You realize you can still be a PKer...you'll just get punished harsher at death.

PS- Since when are land claims safe havens?


You are leaving out selling points from that genre description. You forgot both Open World and PvP, not to mention crafting.

Then good, all is well. I just dont understand the overall mentality of trying to limit and hinder PK PvPing at all costs. Besides, the escalating punishment for reds seems prehand a bit harsh, but we shall see.

Since the personal claim protects you. Since then.
Image


finalreview
Alpha Tester
 
Posts: 231
Joined: 13 Mar 2012, 05:39

Re: Murderers, pvp and aligment.

Post by finalreview » 22 Feb 2014, 18:27

Thokan wrote:Since the personal claim protects you. Since then.


My fault, did a quick forum search for "personal claim" and found this at the top before I posted. As for when, Jan 28, 2014 when Bobik posted in the important poll thread. He might of said before that but that's the easiest early post I can find.

Proximo wrote:10. Clan claims cannot be damaged until officially sieged but personal claims can be.


finalreview
Alpha Tester
 
Posts: 231
Joined: 13 Mar 2012, 05:39

Re: Murderers, pvp and aligment.

Post by finalreview » 22 Feb 2014, 18:42

Thokan wrote:Seems to be a schism towards the gameplay-style that would be negative alignment. I'm just advocating that it is a gameplay-style like everything else and an equal part of the game. There is no finer kind of PvP. Just PvP.


Without increased skills loss you get:

Positive Alignment

Positives: Good reputation with other players
Negatives: Can't kill and fully loot any player they want. KoS to enemy kingdoms and all negative players.

Negative Alignment

Positives: Can kill and fully loot any player they want.
Negatives: KoS by everyone.


By this logic why would any player not be -50? As soon as the majority of players are -50 you can go ahead and change the one positive for +alignment to good reputation with the minority of players who are +. This is a realism sandbox if I'm not mistaken, and a video game. Try being a PKer in RL and see how far you get before you run into consequences for your actions. There has to be some sort of risk involved in being a criminal. Maybe you would like 100% sandbox and allow positive alignment to be able to knock reds unconscious and jail them for long periods of time. Or maybe permadeath?


Protunia
Alpha Tester
 
Posts: 351
Joined: 19 Feb 2014, 11:32

Re: Murderers, pvp and aligment.

Post by Protunia » 22 Feb 2014, 18:56

Personal Claims are a smart Idea because they allow new players to come into the game and establish themselves with some reasonable sense of safety.

Yes they will still have to travel around at times and risk getting wack a moled by some PK who is just trying to get his daily Quota. But they can always run to safety if near by and sometimes survive without losing skills.

Just to be clear here I have no sympathy what so ever for those players whos only goal is to gank new players trying to come into the game. Those types of players have been the bane of many a good game and I have watched as players have come and left without seeing even a part of a game because some PK ran through killing new players at will just to stretch their Epeen.

The Personal Land Claim system is a head of the curve and sees this problem coming before it even starts to be a problem and costs the game customers and Kingdoms players.

The PKer mentality has only it self to blame for any and all pre restrictions and penalties that a game puts in before its released. In this case the limiting of the amount of PKing you can run around doing with the alignment system is there to ensure that all kinds of players who enjoy different kinds of PvP can play the game.

It Does NOT stop you from PKing at all, but only limits the amount of PKing you can do before you are flagged as a Full Red and can be hunted down with out mercy.

And yes there are some of Us who enjoy the Anti-PK killing side of the things very much. :) So if you must lose your self endlessly in the ways of the PKer just remember there will be those of us coming for you as well in the end we just have to wait for you to show your true Color....Red.

The Choice is yours here Red or Blue? I choose Blue! :D


Drakes821
Alpha Tester
 
Posts: 39
Joined: 08 Feb 2014, 19:57

Re: Murderers, pvp and aligment.

Post by Drakes821 » 22 Feb 2014, 22:35

Thokan wrote:You are leaving out selling points from that genre description. You forgot both Open World and PvP, not to mention crafting.

Then good, all is well. I just dont understand the overall mentality of trying to limit and hinder PK PvPing at all costs. Besides, the escalating punishment for reds seems prehand a bit harsh, but we shall see.

Since the personal claim protects you. Since then.

I'm not sure what you meant by saying I'm "leaving" that stuff out, but I fully support open world PvP and crafting.

Like I said earlier I like how the alignment system handles PKers but I think it will have a problem with supporting small scale PvP and roaming parties. For example if me and a couple of friends want to roam around looking for a good fight we basically will have to find PKers who are red since we will get penalized for attacking other groups of fighter who are not criminals. Players who aren't in a guild will basically not be able to lawfully PvP and I see that as a problem. I have some ideas on how to fix that but I don't want to derail the thread.

My point is I'm all for roaming open world PvP. The trick will be to make an alignment system that lets people PvP but punishes actual PKers (ie people who just slaughter new players and miners/gathers by the dozens).

Also about personal claims being safe, correct me if I'm wrong but you can still be killed on them right? In the wiki it just states your objects are safe, it says nothing about your character.


Proximo
Alpha Tester
 
Posts: 461
Joined: 31 Dec 2013, 01:22
Location: Among the Shadows

Re: Murderers, pvp and aligment.

Post by Proximo » 23 Feb 2014, 11:49

Murder has to be punished like this or everyone will be red. Everyone being red means NEW players will have a hell of a time getting beaten down 24/7.

Theres a difference between killing a merchant for his silks and gold and massacring an entire village. The effects these events can have on a games community are important.

The game will satiate your blood lust with war and a few murders as it should be. Losing loot and skillpoints isn't the biggest hit you can take. Buildings and assets will be what you seek to protect so you can keep playing.


finalreview
Alpha Tester
 
Posts: 231
Joined: 13 Mar 2012, 05:39

Re: Murderers, pvp and aligment.

Post by finalreview » 23 Feb 2014, 12:49

Drakes821 wrote:Also about personal claims being safe, correct me if I'm wrong but you can still be killed on them right? In the wiki it just states your objects are safe, it says nothing about your character.


Unless things have changed, only places you are safe is capital npc city and starter island. I thought originally that you could destroy objects on personal claims which would allow you to break through walls. So as long as you have tall enough walls that are secure you are safe.

I think I like this system for long term storage. I was trying to figure out how I would protect my most valuable items. Who wants to lose 100% of their wealth when their city is lost in a siege? However I am afraid at what the landscape will end up looking like between kingdom lands? Open fields filled with 100 in-game cell wall squares with a large house inside? I'm not sure exactly how much room 100 cells are but if it is enough for walls I hope its only small wooden ones.


Proximo
Alpha Tester
 
Posts: 461
Joined: 31 Dec 2013, 01:22
Location: Among the Shadows

Re: Murderers, pvp and aligment.

Post by Proximo » 23 Feb 2014, 15:15

100 cell wall still has to have a gate so that's just a waste of land.

Who wants to lose 100% of there wealth in a siege? Nobody... uh oh Life is Feudal!!! hahaaaaaaaaaa god that cracks me up.


finalreview
Alpha Tester
 
Posts: 231
Joined: 13 Mar 2012, 05:39

Re: Murderers, pvp and aligment.

Post by finalreview » 23 Feb 2014, 15:25

I'm not sure it would be a waste of land. Would you be armored and ready for a fight 100% of the time you are on your personal claim? Unless your house has an unbreakable door, which would be the perfect fix to my problem.

Also by wealth I meant currency and small items of high wealth.


Seppuku
Alpha Tester
 
Posts: 161
Joined: 04 Feb 2014, 16:29

Re: Murderers, pvp and aligment.

Post by Seppuku » 23 Feb 2014, 15:40

Yes PK's who kill new players are asshats we all get that.

Highwaymen in this game will come up to a person and demand they pay him or drop their wares, and the person will tell them they better kill him for it. Knowing full well that the harsh pk system will deter him.

Will there be a way to physically rob someone without knocking them out?

In Mortal I was Brigand, and I gave myself the snoop skill at a very low level and I would just walk up to someone and very roughly start rummaging through their pockets. This was very effective in telling new players apart from nude ones hauling loads of precious materials.

Will there be some sort of way to pick our marks without it being a guessing game?
Cimmerian Mercenary
Image


Proximo
Alpha Tester
 
Posts: 461
Joined: 31 Dec 2013, 01:22
Location: Among the Shadows

Re: Murderers, pvp and aligment.

Post by Proximo » 23 Feb 2014, 15:59

finalreview wrote:I'm not sure it would be a waste of land. Would you be armored and ready for a fight 100% of the time you are on your personal claim? Unless your house has an unbreakable door, which would be the perfect fix to my problem.

Also by wealth I meant currency and small items of high wealth.


What's the advantage of having a wall 100 blocks thick vs a normal wall? The way you worded it makes me think like a stacked wall that would take forever to break down.

If you meant a long wall like the wall of china then that would still be a waste. As history shows us a wall like that is impossible to fully man even for china.

Only on the central realm claim are your buildings protected until sieged. If you build a personal fort/castle I'm pritty sure it can be destroyed at any time. Walls will be expensive in the first place so maintaining vast outer fortifications would be very hard.

Seppuku wrote:Yes PK's who kill new players are asshats we all get that.

Highwaymen in this game will come up to a person and demand they pay him or drop their wares, and the person will tell them they better kill him for it. Knowing full well that the harsh pk system will deter him.

Will there be a way to physically rob someone without knocking them out?


Please no pick pocketing that shit was just annoying. The pk system will deter the wannabie pkers but don't think the really hardcore pkers won't show up at some point. There will be players who pk at will and put tons of hours into the game so that they can counter the loss of a few deaths. You just won't have to deal with it as a normal thing any joe shmoe can do.


finalreview
Alpha Tester
 
Posts: 231
Joined: 13 Mar 2012, 05:39

Re: Murderers, pvp and aligment.

Post by finalreview » 23 Feb 2014, 16:05

Maybe you should make a thread in the suggestions section. I would LOVE your idea to be implemented. Would be some what hard to do though, if I knew I had valuables on me I would just run. No sense in telling the brigand you won't pay. He has to be ready to slay you if you deny anyway.


finalreview
Alpha Tester
 
Posts: 231
Joined: 13 Mar 2012, 05:39

Re: Murderers, pvp and aligment.

Post by finalreview » 23 Feb 2014, 16:15

Proximo wrote:What's the advantage of having a wall 100 blocks thick vs a normal wall? The way you worded it makes me think like a stacked wall that would take forever to break down.

If you meant a long wall like the wall of china then that would still be a waste. As history shows us a wall like that is impossible to fully man even for china.

Only on the central realm claim are your buildings protected until sieged. If you build a personal fort/castle I'm pritty sure it can be destroyed at any time. Walls will be expensive in the first place so maintaining vast outer fortifications would be very hard.


I meant a wall surrounding your 100 cell personal claim with a gate. I'm not sure how large 100 cells are but it would be vastly cheaper to maintain a wall that size then a realm claim. Also according to the wiki your personal claim objects are protected from damage(which I assume means walls), and I haven't found anything saying you can siege them.

Seppuku is talking about a feature where you can inspect a players inventory. Not steal from the player. Which adds to realism, unless people walk around naked IRL with currency and items in their bum.

Edit: Didn't notice the "Will there be a way to physically rob someone without knocking them out?" question. I'm almost positive Bobik wouldn't add such a feature.


Protunia
Alpha Tester
 
Posts: 351
Joined: 19 Feb 2014, 11:32

Re: Murderers, pvp and aligment.

Post by Protunia » 23 Feb 2014, 16:34

finalreview wrote:
Proximo wrote:What's the

Only on the central realm claim are your buildings protected until sieged. If you build a personal fort/castle I'm pritty sure it can be destroyed at any time.


Also according to the wiki your personal claim objects are protected from damage(which I assume means walls), and I haven't found anything saying you can siege them.


hello-all-very-new-comer-question-t519/?hilit=personal%20claim#p4652

1. You private claim is invulnerable to any damage, unless it is removed. And it can be only removed by a Lord of a Country that possess that land. So if that guild is friendly to you - you're safe, until some war starts.
2. You can spent some $$ to rent a claim around Central NPC city - that will result in an ABSOLUTELY invulnerable claim, that no one can affect in any way.


There is your answer and what has been said in round about ways many times...Personal Claims cannot be touched unless a Kingdom expands over them.

Return to Suggestions and Ideas