Murderers, pvp and aligment.

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Valdin
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Re: Murderers, pvp and aligment.

Post by Valdin » 23 Feb 2014, 16:50

Here is another post about personal claims. Pretty much as long as you pay your upkeep to keep your claim active and do enough to protect yourself then your claim will your 'save haven'

Bobik wrote:
Yes, that is true. If you let someone inside your claim walls perimeter or your claim simply have no walls or house where you can hide in - you will be killed and looted. Sorry, your claim is not an entirely 100% safe zone. It is just your walls that can not be destroyed, while your claim is active, so if you're behind those walls - you're relatively safe.

About tunnel under claim. There will be no mechanisms to prevent that. BUT there is a mechanism that prohibit you to make any terraforming actions on the surface of someone's claim. So you will be able to build a tunnel UNDER someone's claim, but you won't be able to dig OUT on the surface of someones claim. So there is still no way for you to get inside that claim other then just through the open door, gate or wicket.

make-only-one-area-with-pvp-and-full-loot-t488/page40/?hilit=claims


Now you will have to come out of your claim sometime if you want to survive really. You will need resources and other items


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Re: Murderers, pvp and aligment.

Post by Proximo » 23 Feb 2014, 23:06

Protunia wrote:
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.



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.


Answer to something that wasn't a question. Hmmm your quote trying to teach me is infact reinforcing what I said and you just quoted me saying.

I think i've talked on this subject in many threads. Your personal claim is not safe. Being safe until certain circumstances are filled like war or realm overlap means (oh my god no way) that it's not safe.

The only exception of a indestructible claim as you obviously just found out because you quoted it is the claim around the NPC city.


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Re: Murderers, pvp and aligment.

Post by Seppuku » 23 Feb 2014, 23:14

Being able to inspect an persons inventory would go a long way into making the Red player feel more welcome to the game. I for one don't like a system that could trick any aspiring bandit into letting you pass by just going on your trade route naked.

Even if you don't have the ability to pick pocket, or simply take an item from a player, being able to see what they are carrying would be an invaluable skill for those who wish to play as bandits.
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Drakes821
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Re: Murderers, pvp and aligment.

Post by Drakes821 » 24 Feb 2014, 00:48

Seppuku wrote:Being able to inspect an persons inventory would go a long way into making the Red player feel more welcome to the game. I for one don't like a system that could trick any aspiring bandit into letting you pass by just going on your trade route naked.

Even if you don't have the ability to pick pocket, or simply take an item from a player, being able to see what they are carrying would be an invaluable skill for those who wish to play as bandits.


That's not a bad idea.

Maybe they could add that to the yield skill? When you yield anyone can come and take what they want from your inventory (though they will still get negative karma points for looting).


finalreview
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Re: Murderers, pvp and aligment.

Post by finalreview » 24 Feb 2014, 07:24

Proximo wrote:Answer to something that wasn't a question. Hmmm your quote trying to teach me is infact reinforcing what I said and you just quoted me saying.

I think i've talked on this subject in many threads. Your personal claim is not safe. Being safe until certain circumstances are filled like war or realm overlap means (oh my god no way) that it's not safe.

The only exception of a indestructible claim as you obviously just found out because you quoted it is the claim around the NPC city.

I believe he is refering to this:

Proximo wrote: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.


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Re: Murderers, pvp and aligment.

Post by MangiaCadaveri » 24 Feb 2014, 09:48

Maybe devs could remove alignment system and introduce permadeath :D
Actually in Middle age the bandits were hunted and exectued, so it sounds fair isn't it?
I'm pretty sure the "freePk" players will enjoy it!
Or maybe not cos they like to play in a game were they don't pay any consequences for their actions.
Personally i like a game where i have to fear death and if i choose to be a pk i must fear the "law" and be very coutions in my raid/kills and stuff.
I hope lif will go in this way and not into a carnival for little children

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Re: Murderers, pvp and aligment.

Post by Kdchan » 24 Feb 2014, 11:51

myndziuss wrote:I dont understand why a full loot game would go for such a carebear solution to murderers?


You are so wrong in many levels

LIF is not a pvp arena.
If you want no penalties for pkers and pvp everywhere go play Darkfall, a big quake fest where there is no alignment, everyone but yout guild is a kill on sign.
A stupid system where kill someone has no meaning.

LIF is a true sandbox, a true risk vs reward game, if you murder neutral or you same faction pplayers you will be penalized, and more you kill more you get penalties.
Is a great system because be a murderer, aka a red player meaning you want a different playstyle, you want a bad alignment and consequences.

Everything you do should have consequences expecially with a full loot system where everyone is involved.

I want a game where be blue and be red mean something, not only clan warfare, i want a game where you meet blue players and you can trade or party with them, and where red players are hunted. i want a game where be blue or red has a huge meaning and impact.

Pvp is only one of the main features of a true sandbox non the only feature, like in UO, because everyone, from hardcore to carebears, to merchants to explorers, have to be viable in the same open world without be forced to pvp or be scary to get killed by the first neutral player he meet.

Tl;dr, if you want a pvp arena with no penalties and no alignment you are in the wrong place and you should play Darkfall.

Hope Bobik and devs stay close to the sandbox vision, to the risk vs reward align system, leave in penalties to red pkers, and don't listen to these fragger nerds, people like these don't belong to sandboxes but to fps games.
Don't RUIN LIF like Darkfall do with the 2.0 release, an already fail game where life and death mean ZERO and pvp in the only activity to do.


ps: And no, i'm not a carebear, i like sandbox full loot games but i want rules and all playstyles to coexist, i want to see non pvp merchant guilds, pirate on the seas, lonewolves, pve players, pvp players, criminals, all in the same big open world.
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Re: Murderers, pvp and aligment.

Post by Ulfas » 24 Feb 2014, 14:15

the alignment system is great as it has been conceived and proposed, it is fair to punish the outlaws, this is my opinion


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Re: Murderers, pvp and aligment.

Post by Sting5 » 24 Feb 2014, 14:27

Kdchan wrote:
myndziuss wrote:I dont understand why a full loot game would go for such a carebear solution to murderers?


You are so wrong in many levels

LIF is not a pvp arena.
If you want no penalties for pkers and pvp everywhere go play Darkfall, a big quake fest where there is no alignment, everyone but yout guild is a kill on sign.
A stupid system where kill someone has no meaning.

LIF is a true sandbox, a true risk vs reward game, if you murder neutral or you same faction pplayers you will be penalized, and more you kill more you get penalties.
Is a great system because be a murderer, aka a red player meaning you want a different playstyle, you want a bad alignment and consequences.

Everything you do should have consequences expecially with a full loot system where everyone is involved.

I want a game where be blue and be red mean something, not only clan warfare, i want a game where you meet blue players and you can trade or party with them, and where red players are hunted. i want a game where be blue or red has a huge meaning and impact.

Pvp is only one of the main features of a true sandbox non the only feature, like in UO, because everyone, from hardcore to carebears, to merchants to explorers, have to be viable in the same open world without be forced to pvp or be scary to get killed by the first neutral player he meet.

Tl;dr, if you want a pvp arena with no penalties and no alignment you are in the wrong place and you should play Darkfall.

Hope Bobik and devs stay close to the sandbox vision, to the risk vs reward align system, leave in penalties to red pkers, and don't listen to these fragger nerds, people like these don't belong to sandboxes but to fps games.
Don't RUIN LIF like Darkfall do with the 2.0 release, an already fail game where life and death mean ZERO and pvp in the only activity to do.


ps: And no, i'm not a carebear, i like sandbox full loot games but i want rules and all playstyles to coexist, i want to see non pvp merchant guilds, pirate on the seas, lonewolves, pve players, pvp players, criminals, all in the same big open world.
AMEN :beer: by reading some previous posts of some guys I'm surprised how naturally they defend their rights to be bandits. Bandits are parasites. They feed on results of honest player's work. I totally don't understand why this should be tolerated, or yet, even promoted? Crime doesn't pay, it never did, nor should it here. And alignment system takes care it stays that way.
QUAERO TOTUS


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Re: Murderers, pvp and aligment.

Post by Seppuku » 24 Feb 2014, 16:16

MangiaCadaveri wrote:Maybe devs could remove alignment system and introduce permadeath :D
Actually in Middle age the bandits were hunted and exectued, so it sounds fair isn't it?
I'm pretty sure the "freePk" players will enjoy it!
Or maybe not cos they like to play in a game were they don't pay any consequences for their actions.
Personally i like a game where i have to fear death and if i choose to be a pk i must fear the "law" and be very coutions in my raid/kills and stuff.
I hope lif will go in this way and not into a carnival for little children


If permadeath is for everyone then I see no reason this wouldn't work. I don't believe hard coded justice systems even work in these games. There is always a work around to reputation systems, and the ones who just want to kill for the thrill of it WILL find it.
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Seppuku
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Re: Murderers, pvp and aligment.

Post by Seppuku » 24 Feb 2014, 16:18

Sting5 wrote:
Kdchan wrote:
myndziuss wrote:I dont understand why a full loot game would go for such a carebear solution to murderers?


You are so wrong in many levels

LIF is not a pvp arena.
If you want no penalties for pkers and pvp everywhere go play Darkfall, a big quake fest where there is no alignment, everyone but yout guild is a kill on sign.
A stupid system where kill someone has no meaning.

LIF is a true sandbox, a true risk vs reward game, if you murder neutral or you same faction pplayers you will be penalized, and more you kill more you get penalties.
Is a great system because be a murderer, aka a red player meaning you want a different playstyle, you want a bad alignment and consequences.

Everything you do should have consequences expecially with a full loot system where everyone is involved.

I want a game where be blue and be red mean something, not only clan warfare, i want a game where you meet blue players and you can trade or party with them, and where red players are hunted. i want a game where be blue or red has a huge meaning and impact.

Pvp is only one of the main features of a true sandbox non the only feature, like in UO, because everyone, from hardcore to carebears, to merchants to explorers, have to be viable in the same open world without be forced to pvp or be scary to get killed by the first neutral player he meet.

Tl;dr, if you want a pvp arena with no penalties and no alignment you are in the wrong place and you should play Darkfall.

Hope Bobik and devs stay close to the sandbox vision, to the risk vs reward align system, leave in penalties to red pkers, and don't listen to these fragger nerds, people like these don't belong to sandboxes but to fps games.
Don't RUIN LIF like Darkfall do with the 2.0 release, an already fail game where life and death mean ZERO and pvp in the only activity to do.


ps: And no, i'm not a carebear, i like sandbox full loot games but i want rules and all playstyles to coexist, i want to see non pvp merchant guilds, pirate on the seas, lonewolves, pve players, pvp players, criminals, all in the same big open world.
AMEN :beer: by reading some previous posts of some guys I'm surprised how naturally they defend their rights to be bandits. Bandits are parasites. They feed on results of honest player's work. I totally don't understand why this should be tolerated, or yet, even promoted? Crime doesn't pay, it never did, nor should it here. And alignment system takes care it stays that way.


Because you don't get to dictate the "Right" way to play to someone... Why is this so hard for you to understand? Just because you don't think it's a legitimate playstyle doesn't mean that it's not.

You personal opinion of what is "Legitimate PVP" is worthless. Everyone has an opinion and an asshole, and they both usually stink.
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SaresITA89
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Re: Murderers, pvp and aligment.

Post by SaresITA89 » 24 Feb 2014, 18:45

nope.
I don't want a DF 3.0


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Re: Murderers, pvp and aligment.

Post by Seppuku » 24 Feb 2014, 20:19

SaresITA89 wrote:nope.
I don't want a DF 3.0

I can watch your sig all day long.
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Drakes821
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Re: Murderers, pvp and aligment.

Post by Drakes821 » 25 Feb 2014, 02:43

Seppuku wrote:Because you don't get to dictate the "Right" way to play to someone... Why is this so hard for you to understand? Just because you don't think it's a legitimate playstyle doesn't mean that it's not.

You personal opinion of what is "Legitimate PVP" is worthless. Everyone has an opinion and an asshole, and they both usually stink.

The good thing about the alignment system is it doesn't stop people form being bandits or PKers, it just brings much needed consequences to the playstyle.


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Re: Murderers, pvp and aligment.

Post by Sting5 » 25 Feb 2014, 05:28

Seppuku wrote:Because you don't get to dictate the "Right" way to play to someone... Why is this so hard for you to understand? Just because you don't think it's a legitimate playstyle doesn't mean that it's not.

You personal opinion of what is "Legitimate PVP" is worthless. Everyone has an opinion and an asshole, and they both usually stink.
Dear Seppuku, I just really hope that You will get PK'ed and robbed all the time so You can enjoy the ways of Your playstyle. I hope for karma to happen.
QUAERO TOTUS


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Re: Murderers, pvp and aligment.

Post by Proximo » 26 Feb 2014, 11:37

Despite popular belief Feudalism was governed by law. It may not have been good or bad but every kingdom and city and village had laws. If you murdered someone illegally you were considered an outlaw. The only real exceptions to law would be in warfare but mostly only for those who made the laws ie Lords. I'm sure some soldiers were hanged for rape or killing civilians IF there Lord ordered them not to or something.

In a video game where alot of people just don't care if something should be a certain way well it needs to be enforced. Enforced in the mechanics otherwise it won't be followed.

Just look at how the political structure went in DF when everyone discovered becoming red meant nothing. Racial alliances dissolved or they stuck around only because they had thought it meant something when they started. DF had the harshest new player experience ever since you had to join a clan to learn the game or die repeatedly trying.

LiF existing rules makes it better for newbies and lonewolves. This should help the community grow instead of slowly bleed off.

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Re: Murderers, pvp and aligment.

Post by Elindor » 26 Feb 2014, 17:03

Thread is TLDR but my one observation is this...

Gankers/Griefers/Murderers seem to come to forums of games like this and express that the alignment system is too harsh and that they are going to be ganged up on and life is gonna be so hard for them.

And yet, so far in games - this is never the case.

So far in full loot PVP games it has been the random PKers who have had the numbers, had the upper hand through grinding out levels/gear, etc - while anyone else is just running around TRYING to get their hands on something to fight back.

Hopefully this game's systems DO work to make random PK a serious choice and not just "hey, there's a dude, let's kill him" like in MO and most other games (and then of course "lets loot his stuff, we dont need it cause its crap compared to ours so we'll just trash it so he cant have it either LOL we're cool")

And some have said this game is more about kingdom wars than a 5man roving the woods looking for noobs to kill - and I agree....and hopefully because of that it will be a better, more populated game.

How many people play MO now? 12?

:D

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Re: Murderers, pvp and aligment.

Post by Baphomet » 27 Feb 2014, 03:35

MO was way different, i just hope you will be able to adopt different religious beliefs so there will be war over religion.
About the alignment for murderers i can not tell if the system would work since i did not experience the game and i'm unaware of how hard is to get skills back up and such, i hope you guys will find a balanced way to do it and i hope you will REALLY think about it a lot since ive seen so many mistakes on this being made by other games.
PVP can be PVP even without killing the enemy, something like darkfall had to finish off an opponent but if that is the case murderer penality should be something more "social" other than time consuming.
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Re: Murderers, pvp and aligment.

Post by Seppuku » 27 Feb 2014, 16:18

Sting5 wrote:
Seppuku wrote:Because you don't get to dictate the "Right" way to play to someone... Why is this so hard for you to understand? Just because you don't think it's a legitimate playstyle doesn't mean that it's not.

You personal opinion of what is "Legitimate PVP" is worthless. Everyone has an opinion and an asshole, and they both usually stink.
Dear Seppuku, I just really hope that You will get PK'ed and robbed all the time so You can enjoy the ways of Your playstyle. I hope for karma to happen.


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Saxxon
 
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Re: Murderers, pvp and aligment.

Post by Saxxon » 09 Mar 2014, 21:53

Just allow me to take bandits/murderers heads and a stick and craft it where I can stick it in the ground for all to see. I love the system as it is designed.

Wanna gank?

Knuckle up...


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Re: Murderers, pvp and aligment.

Post by myndziuss » 10 Mar 2014, 15:40

Read halfway through the second page and can already see the carebear trashlings from i dont know wtf kind of games that are creating this community. Lol, dont worry ppl will find ways to exploit the clearly pvp/pk penalizing mechanics and still kill you. I dont usually kill random newbies running around but if i find someone that i think has something that would benefit me i want to be able to kill him(if he isnt skilled enough to defend himself and his stuff then he shouldnt be running around with it all alone) without having some retarded skill loss upon getting zerged by his 30 friends 5 minutes later. Anyways even if any kind of penalty system existed in the game it should only be applicable if there are any witnesses that can see your crime.

As ive already seen someone say in this thread, wtf is the point of making an open world full loot sandbox if your going to penalize the fuck out of actually trying to pursue the full loot mechanic. People should realise that they can get their stuff taken away from them any time that they leave the safezones and be prepared for it and not have the devs add in mechanics to make the whole world a huge safezone.

Also i lol at people who try and apply lineage 2's pvp to this. In L2 if you attacked someone and they hit you back then you would not get any kind of karma points no matter what, only if you killed the person without him hitting you back would you get any kind of penalty. IMO this is an amazing system since it hinders the killing of random newbies and people that want to pvp and fight back get to do it without retarded penalties.


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Re: Murderers, pvp and aligment.

Post by Drakes821 » 10 Mar 2014, 16:09

myndziuss wrote:Read halfway through the second page and can already see the carebear trashlings from i dont know wtf kind of games that are creating this community. Lol, dont worry ppl will find ways to exploit the clearly pvp/pk penalizing mechanics and still kill you. I dont usually kill random newbies running around but if i find someone that i think has something that would benefit me i want to be able to kill him(if he isnt skilled enough to defend himself and his stuff then he shouldnt be running around with it all alone) without having some retarded skill loss upon getting zerged by his 30 friends 5 minutes later. Anyways even if any kind of penalty system existed in the game it should only be applicable if there are any witnesses that can see your crime.

As ive already seen someone say in this thread, wtf is the point of making an open world full loot sandbox if your going to penalize the fuck out of actually trying to pursue the full loot mechanic. People should realise that they can get their stuff taken away from them any time that they leave the safezones and be prepared for it and not have the devs add in mechanics to make the whole world a huge safezone.

Also i lol at people who try and apply lineage 2's pvp to this. In L2 if you attacked someone and they hit you back then you would not get any kind of karma points no matter what, only if you killed the person without him hitting you back would you get any kind of penalty. IMO this is an amazing system since it hinders the killing of random newbies and people that want to pvp and fight back get to do it without retarded penalties.

So you call everyone else a "carebear trashlings" yet complain can't kill anyone you want and take their stuff without consequences...the irony.

Bottom line is just because a game is full loot doesn't mean it has to be a deathmatch arena. If you want more of an explanation there are some good post in this thread so read through it, most arguments have been brought up and discussed already.

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