Do not give personal claims 100% safety from damage/looting

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Maurizio
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Re: Do not give personal claims 100% safety from damage/loot

Post by Maurizio » 20 Mar 2014, 14:08

Winston wrote:I would have agreed with you a few months ago, but I've played about a hundred hours of Rust, and I'm just sick sick sick of farming with my teams mates, finally get some gear and C4, log off then come back the next day with huge holes in our walls and all our belongings stolen.

I mean at the begining you're like: "Okay, this is the game. You've done it to others before, it will probably happen again."
But after a while you just get tired of this never ending cycle of robbers robbing robbers. You need some sense of long-term achievement to be able to stay interested in a game.

Being able to siege or put economic pressure on a personal claim ? Sure. But no free pillaging anytime of the day or night, raiding a personal claim should require some level of preparation and logistics.
Less than a city/kingdom siege of course, but it shouldn't be something a solo player can achieve.

Oh and once again, from what we know you won't be able to do much on a personal claim. Maybe build a small house or a workshop but you don't have enough space to be fully self-sufficient.


Well the idea is that LIF can fix the holes of being able to protect your things. So maybe in Rust there is no way to secure your things making it to hard ... I dont think LIF is going to have C4... LIF can do things like have the option to add guards, and then building your walls in a way to make it harder for enemies to raid and loot. Wurm online is a full loot game with all these options, guards, locked chests, walls to protect your claim. It can be done with the right ideas behind it.
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Protunia
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Re: Do not give personal claims 100% safety from damage/loot

Post by Protunia » 20 Mar 2014, 14:30

Oh no :shock: not guards now...... :bad:


Archaegeo
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Re: Do not give personal claims 100% safety from damage/loot

Post by Archaegeo » 20 Mar 2014, 14:38

I think his suggestion might have been that you have defeatable guards vice automagic 100% protection.


Seppuku
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Re: Do not give personal claims 100% safety from damage/loot

Post by Seppuku » 20 Mar 2014, 15:15

AceTheFlame wrote:
Proximo wrote:
Knowing this you would go through more grief then the person(s) your trying to grief.


This is what some are not understanding...The point of griefing is to make someone have a bad day with little to no effort. Camping, safezone blocking, or trickery, just to name a few.

This goes the same for 1 guy with 10 ults or a guild of 10. Yes, there will be a guild that deletes a personal claim, because they don't want it on their land. That will NOT be the most common thing though. Why do that when you can practically force someone to pay you tribute? In the long run you could get all your resources, from that monument, back.

You wouldn't even need to finish the monument. Plop a construction site on someone's doorstep, and demand they pay up. The threat alone could force peasants to pay out of fear.
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Proximo
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Re: Do not give personal claims 100% safety from damage/loot

Post by Proximo » 20 Mar 2014, 20:38

Seppuku wrote:
AceTheFlame wrote:
Proximo wrote:
Knowing this you would go through more grief then the person(s) your trying to grief.


This is what some are not understanding...The point of griefing is to make someone have a bad day with little to no effort. Camping, safezone blocking, or trickery, just to name a few.

This goes the same for 1 guy with 10 ults or a guild of 10. Yes, there will be a guild that deletes a personal claim, because they don't want it on their land. That will NOT be the most common thing though. Why do that when you can practically force someone to pay you tribute? In the long run you could get all your resources, from that monument, back.

You wouldn't even need to finish the monument. Plop a construction site on someone's doorstep, and demand they pay up. The threat alone could force peasants to pay out of fear.


That's not griefing that's feudalism. Pay your taxes and don't look me in the eye peasant.

In all seriousness we cannot protect our houses 24/7. Any ai can be outsmarted by a human. Having guards for every house will be taking server resources away from your smooth world and PvP experience.

I don't know how building outside a claim works yet but if it's not protected I assume it can be destroyed or broken into. If you actually build a wooden wall or something around your house it will probably end up outside your claim.

House raiding in general isn't really a key PvP element and is about as much of a piss off as being stolen from in real life. PvP will be out in the world where you'll be playing, doing day to day things.

A clans claim can be destroyed because a town can be a large group of people using up rare or easy to get resources in an area. An individual doesn't really pose a threat to an entire environment or territory "owned" or sought after by a clan.


finalreview
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Re: Do not give personal claims 100% safety from damage/loot

Post by finalreview » 21 Mar 2014, 02:37

Proximo wrote:30 dollars to open an account and 10 dollars per character slot which would be if it's possible to get all 10 on 1 account, 110 dollars (depending on currency). This would be the cheapest way to form a realm and build a monument with alts.

You'll require construction, terraforming, mining, authority and probably more. You have to manually take your processed resources to the location and you may get murdered on the way or while your building and have to restart.

If you get through all that and manage to drop a claim over someones personal they have 24 hours to pack up and move outside the radius of your town monument.

You've effectively obtained at the most a house more likely just a cabin or hut.

Knowing this you would go through more grief then the person(s) your trying to grief.

Having competitive PvP that implements loss and gain is what makes PvP fun. Making the game extremely punishing for people who play specific ways is counter productive.

I know FortheLawls is a Troll and should not be listened to or replied to. This message is for anyone that may be confused.


QFE

I was fired up to make a post then I read this and realized the thread was over. Agree 100%


bowlin12
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Re: Do not give personal claims 100% safety from damage/loot

Post by bowlin12 » 21 Mar 2014, 06:36

I agree with the OP, nowhere should be 100% safe from raiders, thieves, ect.. Now ways to prevent a lone robber or to prevent low loss high gain scenarios with raiding you could do what was previously said in the thread with NPC guards which should have some cost to the player per NPC that is guarding, and the quality of guard could vary depending on some variable that I currently can't think of. It could start as a militia man with a club or pitchfork, then a footman with a pike/halberd. Progression ect.. Another way to deter thieves should be locks, for example Wurm online there is QL locks, and QL lockpicks. If you have a 99ql lock and someone has a 1-60ql lockpick it's not able to be lockpicked. So that means the better locks you have the better of a thief someone will have to be and better material used to forge the equipment the thief needs to break in. Another way would be traps set around the castle, house, ect. Once again with Wurm there was no real way to defend your buildings unless you had guards and even those were dispatched easily, so people would make manholes where someone would fall to their deaths. So I suggest there being a plethora of traps able to be set to deter thieves, mantraps, bear traps, poison traps indoors. (Imagine a thief going into what appears to be the treasury, when in reality it's a chamber filled with shiny items yet every step you take releases poisonous fumes :D ) And then on the other side to make it reasonable would be allowing there to be skills in trap detection, so this would require many points you'd have to spend into becoming a full time thief, which might leave you lacking in fighting skills, making you weak when facing the guards(If implemented). Meaning you'll have to do a full robbery style group up. Strongman, Brains, and Thief. I kinda just puked on this thread, sorry. But yeah, my 2 cent.


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Re: Do not give personal claims 100% safety from damage/loot

Post by Seppuku » 21 Mar 2014, 15:49

Will you be able to destroy gates and doors without declaring war? Will it be a criminal act? Basically the problem I see is that a bandit just needs to make a shed with a door and he has 100% protection? So I'm picturing a bandits claim to just be a bunch of crates with a small shed, and they fill up with your loots and you are helpless to take them unless a clan wants to come live next to the bandits? Is that correct?
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Archaegeo
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Re: Do not give personal claims 100% safety from damage/loot

Post by Archaegeo » 21 Mar 2014, 15:54

Yes, you can kill him but if he dumps stuff on his claim first, even out of crate, you cant touch it.


Seppuku
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Re: Do not give personal claims 100% safety from damage/loot

Post by Seppuku » 21 Mar 2014, 16:38

Archaegeo wrote:Yes, you can kill him but if he dumps stuff on his claim first, even out of crate, you cant touch it.

What if he runs inside of his cabin and shuts the door?
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Archaegeo
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Re: Do not give personal claims 100% safety from damage/loot

Post by Archaegeo » 21 Mar 2014, 17:49

Safe at home.


Proximo
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Re: Do not give personal claims 100% safety from damage/loot

Post by Proximo » 21 Mar 2014, 18:40

Do you guys really want to lose everything you've worked on at anytime? Give a reason why this mechanic would improve the game.

All MMO's have banks, untouchable gear storage so that the player is not utterly destroyed and quits. Many MMORPG players want unique and customizable personal homes that they can decorate. The personal claim system takes care of both of these features and it is not instanced and gives the player complete freedom of where and what he builds.

The individual does not have stone walls or a large playerbase to defend his home. The individual is not affiliated with any group. A lonewolf is at risk of loss at anytime in the open world to the highest degree of risk.

I cannot think of how not having banking improves a game with limited, non renewable resources and open PvP.


Archaegeo
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Re: Do not give personal claims 100% safety from damage/loot

Post by Archaegeo » 21 Mar 2014, 19:07

Its just funny how you want 100% safe personal claims, unless 10+ people want to take it from you <grin> then it goes to 0% safe.


Protunia
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Re: Do not give personal claims 100% safety from damage/loot

Post by Protunia » 21 Mar 2014, 19:30

Archaegeo wrote:Its just funny how you want 100% safe personal claims, unless 10+ people want to take it from you <grin> then it goes to 0% safe.


That's where land control comes in....and you already know the deal about why they dont go 100% attackable small claims.

As far as making another smaller group option we'll see how that goes, but based on the ruleset I have seen don't count on it.

The game as I have said is Land Control, Kingdom, and Politics through Guilds.

Yes there are other fringe elements within the game, but the overall design is to get people to group together for large scale combat and wars.


bowlin12
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Re: Do not give personal claims 100% safety from damage/loot

Post by bowlin12 » 21 Mar 2014, 20:35

Why should settlements be safe from small groups and only lootable by other settlements/groups? If nothing I suggested sounded feasible then make a plundering skill and determining on your skill is how much you can take from people's places. Maybe a max of 10-25% on max skill every 24hrs. Or just make it like darkfall so at certain times your place can be raided and it notifies you or your alliance of being raided and it takes 20 minutes to finish the raid .


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Re: Do not give personal claims 100% safety from damage/loot

Post by Proximo » 21 Mar 2014, 20:42

Archaegeo wrote:Its just funny how you want 100% safe personal claims, unless 10+ people want to take it from you <grin> then it goes to 0% safe.


Your making multiple threads because you think the topic is funny. I ask for reason and explanation as to why you want what you want. If you cannot form your thoughts into words I will not take anything you say in the future seriously.

Protunia wrote:
Archaegeo wrote:Its just funny how you want 100% safe personal claims, unless 10+ people want to take it from you <grin> then it goes to 0% safe.


That's where land control comes in....and you already know the deal about why they dont go 100% attackable small claims.

As far as making another smaller group option we'll see how that goes, but based on the ruleset I have seen don't count on it.

The game as I have said is Land Control, Kingdom, and Politics through Guilds.

Yes there are other fringe elements within the game, but the overall design is to get people to group together for large scale combat and wars.


This has been a one sided discussion since the beginning and I suggest we cease discussion. There side has literally been "Make monuments destructible at anytime! Oh wait that might not be fair just make everything destructible."

He argues with no point just that he wants it. Wipe the smirk out of your every post it makes you look more stupid then you sound Arch.


Archaegeo
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Re: Do not give personal claims 100% safety from damage/loot

Post by Archaegeo » 21 Mar 2014, 21:14

Look Prox,

First, if you cant discuss things without using personal insults then you have lost already, not that this is a win/lose situation

Second, I told Bobik Id let the Realm thing rest and I have. I only respond when people keep going on about it.

That's aside, this thread is not and has not been about Realm mechanics. It was 100% about suggesting that personal claims not have automagic safety for the pure reason that gankers will abuse the mechanic, shrug, we have seen it happen many times when such a mechanic exists.

So, this is not about realms, it is about personal claim being 100% safe. Bobik has said it will not change, so I am content to let it drop. This was a suggestion in the suggestion forum.

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Re: Do not give personal claims 100% safety from damage/loot

Post by Saxxon » 21 Mar 2014, 21:23

This discussion can continue when we have tested these mechanics and have actual data to discuss. Making a duplicate topic related to this discussion will get deleted and the poster will earn a warning.

End of line...

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