Full loot

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Docere
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Full loot

Post by Docere » 18 Aug 2014, 10:56

Hi,

I considered full loot pvp to be an intersting feature to add some flair to the game and to make it a lot more dangerous to travel alone.

But yesterday I gave MortalOnline a try because I never played a full loot pvp game and what I saw there really shoked me :)
I played for approximatly 5 hours and then left without any item because I got raped from a guy that gave me 2 hits and dissapeared with ALL my belongings. For me it s not sooo dramatic I gonna play again and try to avoid other players better. But I can understand that it can frustrate and making players just ragequit the game. In the global chat of MO there was also a discussion about this behavior of players and they said that there was nothing a newbie could do other then leave the city qnd avoid being seen :)
Maybe I should add that this all happend in the starter city, i died twice because of monsters and got killed like 6 times by other players and lost all my belongings.
There was also another guy crying that he got killed 7 times by players in the starting area where u learn the basics of the game :shock:

Sorry for this long long intro but now the question that i wanted to ask :)

How is LiF gona handle it?
Will the newbie be on its own right from the start or will there be some sort of protection in the beginner city to avoid such exploit?

Srry again for this long post. :)
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Telakh
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Re: Full loot

Post by Telakh » 18 Aug 2014, 11:07

First of all, players start on a newbie island (no-pvp instanced location) where they can practice their skills, get used to the gameplay mechanics. Whenever they feel confident - they can be transfered to main continent.

Capital city and a small area around are also a no-pvp zone. Beyond that free pvp is active and you are on your own. Nothing prevents you from hiring some player mercenaries to escort you to some map location that you choose.
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Siegbert
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Re: Full loot

Post by Siegbert » 18 Aug 2014, 11:11

I feel you. I can't count the times I got killed by random a-holes in MO :(

Luckily LiF discourages random PKing with its alignment system.

However: I feel that the danger of being killed in the middle of a street adds to the immersion. In MO I always felt pumped when I encountered another player because you couldn't tell how it turned out.

For new players with no mentionworthy belongings its just shitty to be killed all the time but if you're a high-tier player you should look out for yourself. I think LiF encourages that because players will weigh the risk of losing alignment points vs the benefit of a good loot.

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Docere
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Re: Full loot

Post by Docere » 18 Aug 2014, 20:04

Telakh wrote:Capital city and a small area around are also a no-pvp zone. Beyond that free pvp is active and you are on your own. Nothing prevents you from hiring some player mercenaries to escort you to some map location that you choose.


That's really nice I think newcommer should be a little be "protected" at the begining :)

Thanks for the quick response.

Siegbert wrote:I feel that the danger of being killed in the middle of a street adds to the immersion.


Sure it adds but some players just take it too far I think.
People just can't behave properly if given too much freedom :D
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Re: Full loot

Post by Proximo » 18 Aug 2014, 21:35

Your first problem was playing MO. Your second problem is coming to terms with the fact that you will lose everything on your character several times.

You will get used to it over time but the tip I'll give you is always prepare for every scenario no matter how low the chance is.

In a game that has been played for a long time you should go on the forums and join a newbie friendly clan. This way you can have people holding your hand instead of being a deer in the headlights. Full loot pvp games are much easier on new players if you join a clan.


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Re: Full loot

Post by Lukepop » 19 Aug 2014, 06:32

not just a guild but a group. Move in formation. When you're moving away from your safe zone either ride a fast horse OR Move in a group of at least 2 or 3.
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Re: Full loot

Post by Thibtib » 19 Aug 2014, 16:54

Maybe is it possible to play like this:

I'm just a mercenary and my skills are close to 0...
Maybe I can kill every newbies that come from newbie island, take their stuff and keep waiting. If I die, no matter, I do not lose any skill.
I can stock their stuff in a chest in my claimed place.

Annoying and counter-productive, but it should work...


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Re: Full loot

Post by Siegbert » 19 Aug 2014, 17:11

You won't be able to kill anyone with negative skills, I would guess. And once your alignment hits -50 your character has no chance to recover at any time so you'll need a new one which you must pay real money for.
So not the wisest move :P


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Re: Full loot

Post by Thibtib » 19 Aug 2014, 17:14

Siegbert wrote:You won't be able to kill anyone with negative skills, I would guess


Really ?


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Re: Full loot

Post by Siegbert » 19 Aug 2014, 17:46

Well, you couldn't weild real weapons to begin with or wear heavy armor. So you would attack noobs with primitive tools only if you could craft them at all.

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Bobik
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Re: Full loot

Post by Bobik » 20 Aug 2014, 07:51

Thibtib wrote:
Siegbert wrote:You won't be able to kill anyone with negative skills, I would guess


Really ?


Newbies coming from newbie island will have more combat skill than your 0 level character. And as Siegbert noticed you will not be able to wear ANY armor at all, since you will have 0 in armor prerequisite skills. So basically that will be an even fight or even a disadvantageous fight for you.

Also, any passing by positive alignment char would be happy to gank an evil character since he will receive no alignment penalty for that. It will be actually fun ganking naked underarmed PK wannabe with a properly leveled armed or maybe even mounted char. I bet you will end up being hunted rather than hunting for someone.

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Baelgor
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Re: Full loot

Post by Baelgor » 20 Aug 2014, 11:59

Bobik wrote:Also, any passing by positive alignment char would be happy to gank an evil character since he will receive no alignment penalty for that. It will be actually fun ganking naked underarmed PK wannabe with a properly leveled armed or maybe even mounted char. I bet you will end up being hunted rather than hunting for someone.


+1 :D This sounds pretty funny.


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Re: Full loot

Post by Warmonger » 22 Aug 2014, 15:24

Sounds good about the PK system but the game shouldn't contain a heavy grind to finish a character, that's arbitrary and not fun at all. Instead the game should have penalties but it shouldn't take weeks or days to finish your characters skills out.


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Re: Full loot

Post by Gpm » 04 Sep 2014, 10:14

Hello,

I just discovered your project and it's interesting, but I have a couple points to raise if you don't want to end with an empty game.

First of all by describing it as "Free PvP", you scare away a lot of players because it sounds like it doesn't have any consequence to kill each other.
Also this kind of catchline "free pvp", "hardcore" this, "hardcore" that will attract a very large and unhealthy proportion of predators who will push your game to its limits to play only by killing and stealing. You emphasize the extreme conditions and not on the awesome possibilities.

Secondly, your precise system is flawed. Not that there is a perfect way to implement it, but there are already loopholes that mean that the player who tries to gather resource and build something in your game (it's positive) only has to lose from the system and the predator will almost always win.
An example according to the presented details of gameplay atm : it is easy to raise skills to 90, the skill penalty only occurs on death. I create two accounts, one honest guy to store stuff, one PK to kill and loot. I kill everyone I can, and as I'll be specialized in PvP by interest, I will kill a lot of people with my 90 skill points, notably those more interested in building a world. I store the loot and if my PK dies, if its skills are too low I delete it and create a new character.
And I could do the same thing with only one account for pure griefing. After all that's who the description of the game will attract : griefers.
This is only one example that immediately struck me, but be sure that the predators will use all their creativity to find better ways. Don't underestimate them.

Thirdly, I read in this thread the same old argument that Richard Garriott back then thought it would work : player justice, player escorts, etc. It doesn't work because those with the will to use PvP to protect the innocents are less numerous, are often less experienced in PvP (they just have good will) and most of the time are... not available.

Gathering these points, it looks like your game is made by those predators who made Trammel happen, trying to go back to a kind of "pre-Renaissance Ultima Online" but not understanding fully what went wrong. Or I'd say : not wanting to understand fully.
You're stepping in a niche market where other people just like you tried the same already and failed (Mortal Online, Darfall Online...) so you better have strong arguments to prove you're going a different direction. And by different direction, that's not in the details. Otherwise your game will be killed in the egg.


But enough with the criticisms. Here are some ideas that can be explored.

In Lineage 2, you could drop an item (precious in this grind/farm game) on death and were more likely to do so when you were a PK. They changed it so only PKs could drop an item. It removed the lowbie killing, but in the end it also removed the few lone wolves PKs attacking the big alliances on their XP spots, because it was too costy for them. However, it made sense in this game because PK could still be used to solve isolated conflicts between players while declared clan wars would allow declared enemies to kill themselves everywhere without penalty. Hardcore PvPers could freely go PvP against real PvPers, not PvE victims. So not-so-good PvPers could stay out of the big wars and be happy too.
I haven't played after GoD, another change of the PK rules, but apparently it made PK stay red forever so people have high level PKs that they use to kill everyone. Probably the same problem as in Ultima Online where you more or less become "team red".


In Puzzle Pirates, you can be engaged in combat against another player on your trade routes, but there are also NPCs trying to attack you so it's not very different and in the end you just prepare yourself to defend your cargo. But if PvPers are attacking too many low skilled players, an extremely powerful NPC ship appears and destroy them.
Towns are safe and the game in general has a happy mood, giving all the room the non-PvPers need while the PvPers will prefer the blockade events (sinkable of course) to have fun.


In Age of Wulin, there's a jailing system coupled to a bounty. While the bounty system was abused in Ultima Online, in this game what's interesting is the jail. If you PK, the player you killed can put a bounty and for a few minutes another player who registered as a justiciar can kill the PK to send him to jail and get the bounty. The time in jail is longer if the bounty is higher (within a limit) and the registered justiciar can't place a bounty when he's PKed. If the PK gets killed by NPCs (guards notably) he's send to jail too. The time in jail must be spend while logged and varies depending on the bad karma cumulated on successive PKs. If the killing count is too high, it can't go down and when dead the PK is send to jail to be beheaded on the next morning, meaning he can't play until then and will have a 24h (logged) debuff on resurrection.
In consequence there is a room for PKs, and it can still be a problem but it is mainly due to people farming evil points for another part of the game. But there is a reaction, not only from guildmates, and there's an incentive to do so.
It's also used in a more twisted way to prevent someone from an enemy guild to take part to a PvP event (script stealing, guild wars over a territory...) by trying to provoke him to kill an alt that will place a bounty so the justiciar character jumps on him while he's weak and jail him. It can be avoided but it is an example of how players can be creative to twist a system.
After a patch, players could drop an item on death if under a given quality, which is not necessarily a good idea.
But generally the mood of the game is that anything can happen in the Jianghu, there are lots of PvP activities where the PK penalties are lifted or not. But as you don't lose your stuff, you only lose your pride (and for some people it infuriates them). Also I'd say the full PvP is presented in a really more positive way. It is more "Will you become a legendary master of kung fu?" than "Will you lose all your stuff right at logging?"

There is also EvE Online's system of security, very protecting in lowbie areas and absent in highly rewarding areas. The idea "higher risks/higher rewards" seems to work better than in Ultima Online where it's just a gimmick to advertise Felucca. But I don't know as much as the other games.

And I won't talk much about Ultima Online, which PK/loot system was very experimental, changed several times and was not working properly. Full loot, stat loss or not, blessed items, insurance system, separation in Felucca/Trammel... one would need to comment every state of the game.


In conclusion, I took the time to be the more constructive I could to give you the keys to make things better than the other games. I didn't take that time for free bashing. There are similar games to which I just shrugged away because it was going nowhere. This one has some interesting features. Now what I may suggest is to present the game in a more positive way, more mature, so people who are interested by the other features of your game aren't scared away just by those words "free pvp" thinking "oh wow that's not for me".
Focus on what players can do everyday to have fun in your game, combat or non-combat activities, and highlight the ways players can protect themselves from the frustration of losing what they took time to get. And find a system that protects these players better. It won't happen by itself. And whether you accept the risk or not doesn't change it's damn frustrating to randomly lose your stuff to an obnoxious guy passing by because sometimes you can go where you want without a problem and sometimes you get attacked every step, everytime you try to do something.
Because "oh... might as well log off" may mean a lost player.

Good luck!


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Re: Full loot

Post by Siegbert » 04 Sep 2014, 10:42

Dude... I'm not reading that wall of text :shock:


Telakh
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Re: Full loot

Post by Telakh » 04 Sep 2014, 11:02

Gpm wrote:*wall of text I've actually read*
First of all - you should have checked FAQ to see most of your concernes and questions answered there.
Second - this is a sandbox game, not a themepark. The market is full of poor-skill MMOs that require no gaming skills to play, just a single-button mouse is sufficient. This game is different.
Third - players's property is protected well enough by claim system. There is nothing 100% safe in the game.

There will be no NPCs here, and there is no need of silly mechanisms to control players' aggression against hamsters and hermits.
This is the game for players' communities. Feodal game. Tough game. And personaly, I'd like it to be exatly this kind.

UO pvp system was great. And since you haven't played games with character permadeath, there is no point of whining about full loot.
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Tantal
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Re: Full loot

Post by Tantal » 04 Sep 2014, 11:14

I read it :angel:

Unfortunately the only thing I can say is: I have not enough experience with other games, I am not familiar enough with their problems and solution.

I am not a hardcore-PVP kill-em-all guy, more a crafter. And up to now I am confident that LiF will give me the possibility to play it my way. Because I believe the best way to happyness in this game is a nice guild, which provides the enviroment for your way of playing.
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Belphegor
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Re: Full loot

Post by Belphegor » 04 Sep 2014, 13:32

read the first part.. you said the system is flawed but it seems like you haven't even bothered to check it out? with the alignment system, once your douche-bag level reaches -50 it won't go back up and you'll lose a lot of skillpoints every time you die + other people won't lose alignment for killing you.. the MMO is free but it costs money to create an account for the MMO so creating characters just for a few hours of trolling is not an option unless you are rich..

(well.. i think thats how it works..)

in other words, you can troll and grief occasionally but do it all the time and your character will become useless pretty quick :)


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Re: Full loot

Post by Daniloy » 05 Sep 2014, 00:26

Thats how life works,

if you tarnish your reputation you cant escape unless you pay actual money to make a new character.Being a dick for the sake of being a dick doesnt work well in life and neither should it in LIF.

LIF is also about community. Attack a villager and his entire community will defend him , if you prove a menace the local lord and his army will make sure to stop you.


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Re: Full loot

Post by Rhade » 05 Sep 2014, 01:39

I disagree with the wall of text's premise. You don't want to take away the ability to allow players to engage in PvP by punishing them so heavily that it becomes extremely scarce. These games need to allow PvP to happen without everyone being so afraid to engage that it becomes a PvE super happy farm time simulator with everyone holding hands.

You should be able to PvP openly and without requiring a roleplayed-out justification to do so.
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Gpm
 
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Re: Full loot

Post by Gpm » 08 Sep 2014, 14:53

@Telakh:
I understand that you may be defensive, but be careful, you're sounding like you're full of it and you don't give any argument when you're just tossing the overused gimmicks "it's feudal" "it's a sandbox, not a theme park"...

Now about :
Telakh wrote:There will be no NPCs here, and there is no need of silly mechanisms to control players' aggression against hamsters and hermits.


Well, I actually read the FAQ and this isn't so clear :

FAQ wrote:Question: Will wars/pvp be fought mostly over the control of areas with better/rarer resources, rather than just for lols or e-peen? I really hope you stick to EVE idea of areas of very high risk/reward and safe areas with lower rewards, so that pvp is constant in certain areas of map. spending hours looking for pvp in darkfall was number 1 reason to quit the game for me.

Answer: We're on the same page here, about PvP, EvE security status zones and such. I'm pretty much sure, that there will be plenty of reasons to wage territorial wars and minor neighbor raids.


It seems that EvE Online is actually seen as a source of inspiration. EvE's system of security zones is basically the intervention of NPCs to defend players. So, will there be a similar system or was the answer just evasive circumventing of the question?

Also :
FAQ wrote:Question: Will there be something equivalent to guards or zap towers (from darkfall, I didn't like the player city towers.) in NPC or player cities?

Answer: Currently we plan something like vengeful ghosts that will be attacking criminals or players that are hostile towards the kingdom, that had built that church.


Now...
Telakh wrote:UO pvp system was great.

As I said in my first message : which one? There's been several.

And finally, talking about permadeath is just logical fallacy. It won't make LiF good just by knowing it could be worse.




@Tantal:
Thank you for sharing your enthousiasm, I hope you will find your hapiness in this game. There are really interesting features even for a non-hardcore-PvPer. My opinion is that this game needs to attract more people like you rather than repel them by a scary communication.




@Belphegor:
You can't discard my argument, which is based on previous experiences compared to the theory that is presented on the website, by telling me I should try it. First of all the website should convince me to try it, I shouldn't feel forced to try it to confirm my fears. Secondly you aren't sure yourself : "well.. i think thats how it works.."

There's a poll about paying for each character of an account to get out of newbie island. It means there will be several characters by account. If the solution of paying only once is chosen, it will cost only two accounts to do what I explain. It's not being rich, it's just committing to the playstyle. Multi-accounts are very common in MMORPGs. If the second solution is chosen, we can still do it, but it will come to the question of the real future of a "perma-red" character.

You say it'll become useless in the end, but :
Bobik wrote:3. Players cannot “ruin” or “gimp” their characters. You may always retrain your stats and skills (read more about Skill Cap and Stat Cap on our Wiki) and there will be no special racial abilities whatsoever.

Note that if your character go perma-red, it will have no other goal than PK. That's pretty much locking it in a behavior that you're trying to subdue.




@Daniloy:
Those are wishful thinking that have been proven not happening in other games. Unless there are very few players on this game and everybody knows each other, it'll be "attack a villager and enjoy his loot". Nothing more will happen. Revenge will be exceptional and will be avoided by the attacker(s).




@Rhade:
I totally agree that harsh punishment is counter-productive. But here we are in a self-contradicting system. The key is what you consider as scarce and what you consider as abusive. The current system is punishing. That means there's a behavior that they want to discourage. So there's a kind of PvP encounter that we don't want to happen too often. I say there's a problem in the system that will make it need constant readjustments to be sure it really discourage that behavior, but that it doesn't remove it. It's really hard to do so through game designs.
My opinion is that it is necessary to re-center on what kind of PvP you want to see, and which one is low value, problem bearing, and only add a theorical sense of pseudo-freedom.

Typically, if you go and get some resources, it's great to have them at risk. But while you will do everything you can at the moment to take the less risks possible, the bandits will do the same. And if when you compare what's at stake on both side, one side has far more on the pile, there's a problem.
To compare what's as stake, you may reduce every resource (gathered, equipment, skill points) to the time spent to get them. Then you can adjust the bandits possible punishment so it's at the height of the full loot of the gatherer. It will look fair on the paper, but as human we always use all our creativity to find an easier way to obtain what we want. The consequence of such system is that bandits will adjust their choice of prey on the weakest targets. It may be a group of PKers assaulting isolated low skill miners for example.
Then you must compare what's to win. That's a big issue. If a PvP encounter occurs, what's to win for both? The bandits may earn the gatherer's loot: resources and equipment. If the gatherer wants to have a chance, he'll indeed have to put combat equipment at stake too. The gatherer may only earn the bandits' equipment, as skill loss is pure loss of the time spent. Basically, if PvP occurs, the advantage is already on the bandits side. So the interest of the gatherer isn't to learn how to defend himself, it's to avoid the fight. So he might as well not take any combat equipment and just play cat and mouse.

What are the consequences? It's not real combat PvP based on skill anymore, it's another sub-game of PvP : tracking and hiding. With a different system than full loot, the gatherer may be able to take his combat equipment and give a real fight to the attacker. Maybe that's more what you want, even if you didn't see it that way. Basically it may be something like the aggressor will drop one to several pieces of equipment on death while the victim can't drop worn equipment, just the content of the bag (the gathered resources). You remove or reduce the stat loss, and the competition will be in a real fight, not just a hide & seek game.
What kind of PvP do you want to see?

And maybe I wasn't clear enough, but full loot will hit new players harder than veterans. Veterans will know how to deal with it, have spare equipment etc, while new players are more likely to have nothing left after being fully looted. In terms of player retention, it isn't wise. You can play tough, "life is feudal" etc, but if there's not enough player, the mass PvP will be ridiculous, and the whole game will feel empty.


And a little bonus from the FAQ...
Spoiler


Thank you for reading. If you disagree, remember that nothing is personal, that I just care about the game. It's not about what I'd like in the game, but what the game should consider having in order to... survive. MMORPG's market is feudal. ;)

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Re: Full loot

Post by Hobo_Grandpa » 17 Sep 2014, 04:16

Gpm wrote:
Telakh wrote:UO pvp system was great.

As I said in my first message : which one? There's been several.


...


Note that if your character go perma-red, it will have no other goal than PK. That's pretty much locking it in a behavior that you're trying to subdue.




From my reading thusfar, think pre-trammal UO PVP. Reds, dread lords, & Chaos Shrine days.

-50 alignment, you're a red. You're going to suffer serious stat and skill loss on death.

So sure, PKs will be there just like in UO pre-t2a. But there will also be a ton of anti-PKs. Think Brit Crossroads fights in UO.

The anti-PKs have a clear advantage within the mechanics. Those reds go down, they will stay down until they work their skills back up. And they will have to be working those skills back up hiding in the corner of the map, because anyone spots them, they are going to die again and be set back even further.

I really doubt it'll be a system that's going to reward PK behavior.

That said, yes, just like in UO there will be people who's sole playstyle is PK and that's great. It's realistic. They are going to have to work twice as hard as everyone else to be that badass murderer they want to be. And they deserve to be a badass murderer if they manage to remain skilled and alive. Same goes for guilds based around this. Just like in pre-t2a UO, I can guarentee you there will be large "good" guilds whose sole mission in this game will be to hunt those "reds" and reverse grief them. Just like the folks in UO who built houses near the chaos shrine to constantly do combat with the resurrecting reds.

Frankly, it excites the hell out of me to see another video game, this day in age, willing to buck the WoW carebear model and get back to hardcore roots like this. Video games need a kick in the pants and to have some difficulty in them and risk vs reward back on the table.
Sometimes reading forums or global chat is like reading a book called "Baby's First Game Test". Does no one understand the concept of early access alpha testing? I swear, 'some people's children...'

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Bobik
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Re: Full loot

Post by Bobik » 17 Sep 2014, 07:26

@Hobo_Grandpa
I'm glad that we're on the same page on that topic ;) :good:


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Re: Full loot

Post by Telakh » 17 Sep 2014, 08:28

+1
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Flannery
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Re: Full loot

Post by Flannery » 17 Sep 2014, 11:01

@Hobo_Grandpa

That sir, was well put!

I have total faith in the LiF system.
Yes there is, and should be room for all play styles - and LiF has managed to create a system that gives you consequenses to your actions.

You will be able to cause grief - but it will have consequenses to your freedom in the game, and you will not be able to grief non-stop. Just as a merchant, or even a farmer will need to take measures to safeguard his, her assets.
"The enemy of my enemy - is my friend"

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