Retreat and surrender

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

Riboy98
Alpha Tester
 
Posts: 37
Joined: 22 Jun 2014, 21:07

Re: Retreat and surrender

Post by Riboy98 » 10 Jul 2014, 10:35

Thokan wrote:
Honzadr wrote:
Proximo wrote:You missed the part where it's a huge waste of game time for whoever is the prisoner. The exact first thing I said in this thread.

so let´s get portal gun, because running is waste of time and generator of materials, because mining is boring,remove hunger bar, because that is just waste of time, build freaking plane, because traveling is annoying
yes, that is how you imagine good medieval simulator?
remove option to take someone as prisoner, even when solution to it is so simple, kill your character and it doesn´t matter if it is death by starvation or by stone in his skull :fool:



Explain to me how logging in and being forced to wait is essential to the game?

It is a game influenced by medieval times. It is not a simulator.


+1
Image


Honzadr
 
Posts: 122
Joined: 23 Jun 2014, 10:27
Location: Moravia(CZ)

Re: Retreat and surrender

Post by Honzadr » 10 Jul 2014, 12:35

Thokan wrote:Explain to me how logging in and being forced to wait is essential to the game?

It is a game influenced by medieval times. It is not a simulator.

did you even read it?
"being forced to wait" i said at least once that there should be option to make suicide *facepalm
what is your point now?
you want to be killed on battlefield immediately, rather than get chance to cause havoc in enemy castle?(if you will escape)
or you thought that prison should be indestructible ?

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

Re: Retreat and surrender

Post by Thokan » 10 Jul 2014, 12:39

Honzadr wrote:
Thokan wrote:Explain to me how logging in and being forced to wait is essential to the game?

It is a game influenced by medieval times. It is not a simulator.

did you even read it?
"being forced to wait" i said at least once that there should be option to make suicide *facepalm
what is your point now?
you want to be killed on battlefield immediately, rather than get chance to cause havoc in enemy castle?(if you will escape)
or you thought that prison should be indestructible ?


Lol, yes. I would rather die and respawn, and continue playing the game.
Image


Paskiboy
 
Posts: 17
Joined: 20 Feb 2014, 19:18

Re: Retreat and surrender

Post by Paskiboy » 10 Jul 2014, 21:54

Siegbert wrote:Much more interesting for me would be if there is any benefit in taking prisoners and if it's possible at all. Surely all you can get from looting an enemy is his personal stuff, but when you imprisonate him you can steal something more precious from him: his time. So in order to get free he would need his guild members to bring over some gold or prisoners of their own.


Now that is something I would NOT like, it would be game breaking and just simply annoying and boring for the player in question, if the prisoner doesn't experience any RP whatsoever and actually is forced to do things by others. It takes away the whole "freedom"-aspect of the game. Somet thing can't simply be implemented, even if they just seem like another cool feature.
Image


Siegbert
Alpha Tester
 
Posts: 1368
Joined: 02 Nov 2013, 15:15
Location: Germany

Re: Retreat and surrender

Post by Siegbert » 11 Jul 2014, 07:33

Paskiboy wrote:
Siegbert wrote:Much more interesting for me would be if there is any benefit in taking prisoners and if it's possible at all. Surely all you can get from looting an enemy is his personal stuff, but when you imprisonate him you can steal something more precious from him: his time. So in order to get free he would need his guild members to bring over some gold or prisoners of their own.


Now that is something I would NOT like, it would be game breaking and just simply annoying and boring for the player in question, if the prisoner doesn't experience any RP whatsoever and actually is forced to do things by others. It takes away the whole "freedom"-aspect of the game. Somet thing can't simply be implemented, even if they just seem like another cool feature.


Yeah, imprisonment takes away the freedom :D
But it adds to the meta game.

I'm not suggesting that you'll be teleported into a prison cell and have no chance of interaction at all...
They way I imagine it is that your captor has to guard you and escort or possibly knock you unconsious for a couple of seconds and carry you to their place.
It would be exciting the whole time since your party can get attacked all the way by your captive's guild members, also he could try to run and get caught by you again.

Of course there would need something to be in there for both parties. In real life you would prefer to get captured rather than get killed because your life is valuable. In a game your life is irrelevant, but your gear and time might be.
I wouldn't suggest that you can be held prisoner forever, but for a couple of hours maybe after which you'll be set free or your ability to pray yourself home will be reactivated again.

It shouldn't be a punishment for you in regards of you being excluded from experiencing the game.
For instance: your party is attacking another guild's settlement all the time no matter how often you get killed. Then a considerable amount of your guild members get captured so the other guild has time to repair their stuff or set up defenses while you can try to organize an escape.

It's not like I'm not talking from experience. I have witnessed a couple of prisoner situations in Mount&Blade mods "Persistent World" and "Persistent Frontier". Granted it's more a roleplay thing there because there really is no consequence of dying other than you'll lose your gear. The maps are really tiny as well.
But it's exciting to be in the situation to having to deal with prisoners and being a prisoner yourself.

Once I've been tricked into stepping into a cell and was immediately sold into slavery until someone came around, "bought" me and gave me back my freedom. Was very entertaining :D


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

Re: Retreat and surrender

Post by Proximo » 26 Jul 2014, 04:20

As a game mechanic, nope. Done so as RP is fine.


Lukepop
Alpha Tester
 
Posts: 198
Joined: 25 May 2014, 12:00

Re: Retreat and surrender

Post by Lukepop » 26 Jul 2014, 06:00

Omg no offense people but this thread is about Retreat and Surrender. Surrender being yielding.

Please it would be nice if you stayed on topic.
Image
Link to Tirmani thread:
the-duchy-of-tirmani-t1291/


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

Re: Retreat and surrender

Post by Proximo » 02 Aug 2014, 20:28

Lukepop wrote:Omg no offense people but this thread is about Retreat and Surrender. Surrender being yielding.

Please it would be nice if you stayed on topic.


People respond to posts made, not our fault the conversation has shifted. Were not ******* robots.
Last edited by Arrakis on 05 Aug 2014, 10:46, edited 1 time in total.
Reason: Censored swearword


Honzadr
 
Posts: 122
Joined: 23 Jun 2014, 10:27
Location: Moravia(CZ)

Re: Retreat and surrender

Post by Honzadr » 04 Aug 2014, 17:44

Proximo wrote:
Lukepop wrote:Omg no offense people but this thread is about Retreat and Surrender. Surrender being yielding.

Please it would be nice if you stayed on topic.


People respond to posts made, not our fault the conversation has shifted. Were not ******* robots.

i agree

i don´t even remember what was the original idea about


Kern
Alpha Tester
 
Posts: 35
Joined: 02 Aug 2014, 19:47

Re: Retreat and surrender

Post by Kern » 09 Aug 2014, 11:44

Sorry to talk again about prisoners, but maybe we can do it with advantages for the winner without waiting for the prisoners.

What if there is a kind of ransom to be payed for prisoners, and the amount of money could be provided by work. The prisoners would have to work for their jailers, until the value of their work is equal to their ransom (determined by social position). The ransom can also be payed by the prisoners faction, which would handle two cases:

- The prisoner is a simple footman, no one will pay for his ransom (and yet we can imagine that a faction can pay for a group of prisoners). Their ransom is small, so they can do work that the jailers doesn't want to do themselves (mining, chop wood...) for a few time. They also can escape, but they take risk for their lives and possibly loss of alignment.

- The prisoner is an officer or lord/king. The faction will have to pay a huge ransom, or some free officers will take their chance to replace their leader and forsake him. Then his ransom will be as low as footman, but he have lost his social position.


InnocentFarmer
Alpha Tester
 
Posts: 71
Joined: 26 Apr 2014, 19:36
Location: Finland

Re: Retreat and surrender

Post by InnocentFarmer » 09 Aug 2014, 19:26

Kern wrote:Sorry to talk again about prisoners, but maybe we can do it with advantages for the winner without waiting for the prisoners.

What if there is a kind of ransom to be payed for prisoners, and the amount of money could be provided by work. The prisoners would have to work for their jailers, until the value of their work is equal to their ransom (determined by social position). The ransom can also be payed by the prisoners faction, which would handle two cases:

- The prisoner is a simple footman, no one will pay for his ransom (and yet we can imagine that a faction can pay for a group of prisoners). Their ransom is small, so they can do work that the jailers doesn't want to do themselves (mining, chop wood...) for a few time. They also can escape, but they take risk for their lives and possibly loss of alignment.

- The prisoner is an officer or lord/king. The faction will have to pay a huge ransom, or some free officers will take their chance to replace their leader and forsake him. Then his ransom will be as low as footman, but he have lost his social position.


I'd still regret buying the game if it was like that. No prisoner system at all is what I want from a game like this.


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

Re: Retreat and surrender

Post by Proximo » 09 Aug 2014, 21:45

Kern wrote:Sorry to talk again about prisoners, but maybe we can do it with advantages for the winner without waiting for the prisoners.

What if there is a kind of ransom to be payed for prisoners, and the amount of money could be provided by work. The prisoners would have to work for their jailers, until the value of their work is equal to their ransom (determined by social position). The ransom can also be payed by the prisoners faction, which would handle two cases:

- The prisoner is a simple footman, no one will pay for his ransom (and yet we can imagine that a faction can pay for a group of prisoners). Their ransom is small, so they can do work that the jailers doesn't want to do themselves (mining, chop wood...) for a few time. They also can escape, but they take risk for their lives and possibly loss of alignment.

- The prisoner is an officer or lord/king. The faction will have to pay a huge ransom, or some free officers will take their chance to replace their leader and forsake him. Then his ransom will be as low as footman, but he have lost his social position.


Taking freedom and playtime away from a player who may have limited time to play a week will only hurt the overall game.

You don't need prisoner ransoms to make money off winning a battle even if most of your enemy yielded or surrendered.

1. You gain loot from the dead.
2. You gain authority for winning.
3. If you completely dominate a series of battles you could demand a tribute of resources from your enemy instead of destroying there town.
4. You could also force them to become your vassal under any terms you dictate.
5. If your clan is strong enough you could threaten smaller clans to pay tribute or die.

Micro managing individual player prisoners is way more tedious and a waste of everyone's time.


Kern
Alpha Tester
 
Posts: 35
Joined: 02 Aug 2014, 19:47

Re: Retreat and surrender

Post by Kern » 09 Aug 2014, 23:17

I'm not for this idea, I just wondered about possibilities when we yell. What happens ? Everyone drink hail together once the battle is over and return home singing X) ?


Ramaraunt
 
Posts: 47
Joined: 29 Mar 2014, 16:23

Re: Retreat and surrender

Post by Ramaraunt » 10 Aug 2014, 07:18

I think the best idea in this argument about imprisonment is to make a compromise between the two sides.

If you don't want to deal with all of these shenanigans, you can just suicide and respawn to start over again. This way its optional.

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

Re: Retreat and surrender

Post by Thokan » 10 Aug 2014, 14:59

Prisoner system is just a waste of space for a open world crafting PvP MMO. It's about freedom, not complex, hindering game mechanics/systems.
Image


MachineMedic
Alpha Tester
 
Posts: 116
Joined: 25 Jul 2014, 13:59
Location: USA

Re: Retreat and surrender

Post by MachineMedic » 10 Aug 2014, 15:06

Prisoner system is just a waste of space for a open world crafting PvP MMO. It's about freedom, not complex, hindering game mechanics/systems.


I concur.


Honzadr
 
Posts: 122
Joined: 23 Jun 2014, 10:27
Location: Moravia(CZ)

Re: Retreat and surrender

Post by Honzadr » 10 Aug 2014, 16:02

Proximo wrote:Taking freedom and playtime away from a player who may have limited time to play a week will only hurt the overall game.

You don't need prisoner ransoms to make money off winning a battle even if most of your enemy yielded or surrendered.

1. You gain loot from the dead.
2. You gain authority for winning.
3. If you completely dominate a series of battles you could demand a tribute of resources from your enemy instead of destroying there town.
4. You could also force them to become your vassal under any terms you dictate.
5. If your clan is strong enough you could threaten smaller clans to pay tribute or die.

Micro managing individual player prisoners is way more tedious and a waste of everyone's time.

if you would say this few weeks earlier, i would disagree, but now, I don´t want it either. :no:

User avatar
Flannery
Alpha Tester
 
Posts: 149
Joined: 05 Feb 2014, 08:25
Location: Norway

Re: Retreat and surrender

Post by Flannery » 11 Aug 2014, 09:43

This can easily be put in by YOU as the player ASKING in some OOC (out of character) manner if someone would like to RP getting imprisoned.

Even after a battle the winning side can do the same - and those from the loosing side who WANTS to will stay and play with you. Those who do not, go do what they want.

Its called RP... No one should be forced to be inprisoned in a game like this - for all the reasons mentioned - and thousands more... :beer:
"The enemy of my enemy - is my friend"

Image

"Tides of War" Pre Alpha Videos
http://www.tidesofwargame.com


Siegbert
Alpha Tester
 
Posts: 1368
Joined: 02 Nov 2013, 15:15
Location: Germany

Re: Retreat and surrender

Post by Siegbert » 11 Aug 2014, 10:23

Flannery wrote:This can easily be put in by YOU as the player ASKING in some OOC (out of character) manner if someone would like to RP getting imprisoned.

Even after a battle the winning side can do the same - and those from the loosing side who WANTS to will stay and play with you. Those who do not, go do what they want.

Its called RP... No one should be forced to be inprisoned in a game like this - for all the reasons mentioned - and thousands more... :beer:



That's acting rather than playing a game.


Ramaraunt
 
Posts: 47
Joined: 29 Mar 2014, 16:23

Re: Retreat and surrender

Post by Ramaraunt » 14 Aug 2014, 04:11

Siegbert wrote:
Flannery wrote:This can easily be put in by YOU as the player ASKING in some OOC (out of character) manner if someone would like to RP getting imprisoned.

Even after a battle the winning side can do the same - and those from the loosing side who WANTS to will stay and play with you. Those who do not, go do what they want.

Its called RP... No one should be forced to be inprisoned in a game like this - for all the reasons mentioned - and thousands more... :beer:



That's acting rather than playing a game.


Pretty much. I'd rather it was designed so you could suicide to get out of imprisonment, but if you are imprisoned enemies can actually lock you in cages, hook you to shackles, etc. If someone is okay with roleplaying as a prisoner, I don't think the game shouldn't discourage it.


Lukepop
Alpha Tester
 
Posts: 198
Joined: 25 May 2014, 12:00

Re: Retreat and surrender

Post by Lukepop » 14 Aug 2014, 07:32

If you did surrender you wouldn't lose skillpoints and might get your gear as well.
Image
Link to Tirmani thread:
the-duchy-of-tirmani-t1291/


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

Re: Retreat and surrender

Post by Proximo » 16 Aug 2014, 00:51

Lukepop wrote:If you did surrender you wouldn't lose skillpoints and might get your gear as well.


That's what the yield button does.


Lukepop
Alpha Tester
 
Posts: 198
Joined: 25 May 2014, 12:00

Re: Retreat and surrender

Post by Lukepop » 16 Aug 2014, 04:22

no. You can lose skill points from yielding and definitely lose gear.
Image
Link to Tirmani thread:
the-duchy-of-tirmani-t1291/


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

Re: Retreat and surrender

Post by Proximo » 16 Aug 2014, 22:07

Lukepop wrote:no. You can lose skill points from yielding and definitely lose gear.


Incorrect, you only lose something if they kill you after you yield which is death causing your loss and not yielding.


Lukepop
Alpha Tester
 
Posts: 198
Joined: 25 May 2014, 12:00

Re: Retreat and surrender

Post by Lukepop » 16 Aug 2014, 23:01

If they knock you out you probably lose all or most of gear cause they'll steal it.
Image
Link to Tirmani thread:
the-duchy-of-tirmani-t1291/


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

Re: Retreat and surrender

Post by Proximo » 18 Aug 2014, 21:39

Lukepop wrote:If they knock you out you probably lose all or most of gear cause they'll steal it.


Exactly.


Lukepop
Alpha Tester
 
Posts: 198
Joined: 25 May 2014, 12:00

Re: Retreat and surrender

Post by Lukepop » 19 Aug 2014, 06:26

Not sure I understand but it seems like the same point I was trying to make. K?
Image
Link to Tirmani thread:
the-duchy-of-tirmani-t1291/

User avatar
Flannery
Alpha Tester
 
Posts: 149
Joined: 05 Feb 2014, 08:25
Location: Norway

Re: Retreat and surrender

Post by Flannery » 19 Aug 2014, 11:27

Siegbert wrote:
Flannery wrote:This can easily be put in by YOU as the player ASKING in some OOC (out of character) manner if someone would like to RP getting imprisoned.

Even after a battle the winning side can do the same - and those from the loosing side who WANTS to will stay and play with you. Those who do not, go do what they want.

Its called RP... No one should be forced to be inprisoned in a game like this - for all the reasons mentioned - and thousands more... :beer:



That's acting rather than playing a game.


Well here I was thinking thats exactly what RP is.... I must have been mistaking completely *duh*

Last I checked this is a full loot mmo"RPG"....

Of course Its acting! Just as you as a fighter act as a bloodthirsty warrior when you PvP. Its just that you have combat animasjons that aid you in visualizing it ;-)

To actually have a mechanism built into a mmorpg where you can unwillingly be taken hostage and kept against your will is a game for a few people who are power sick who feed on depriving other people of their freedom to play the game as they choose to.

I could go along with a lawenforced system where you can get jail time and so on for breaking the rules - but thats as far such a system should ever go for a mainstream game.

You would turn a game which is within a popular niche - and turn it into something that would only offer something that a very low percentage of such a population would want.

Last I checked the devs need to get people to play LiF:YO for the MMO to ever become a reality... This would greatly lower the chances for that to ever happen!
"The enemy of my enemy - is my friend"

Image

"Tides of War" Pre Alpha Videos
http://www.tidesofwargame.com


Siegbert
Alpha Tester
 
Posts: 1368
Joined: 02 Nov 2013, 15:15
Location: Germany

Re: Retreat and surrender

Post by Siegbert » 19 Aug 2014, 12:00

Flannery wrote:
Siegbert wrote:That's acting rather than playing a game.


Well here I was thinking thats exactly what RP is.... I must have been mistaking completely *duh*

Last I checked this is a full loot mmo"RPG"....

Of course Its acting! Just as you as a fighter act as a bloodthirsty warrior when you PvP. Its just that you have combat animasjons that aid you in visualizing it ;-)


It should rather be about you immersing yourself in a role but you play for real. You don't act as if you're losing a fight and you shouldn't act as if you're being held captive. It should really happen to you while you're maintaining your "role".
I have no interest in staging a play while online gaming.

User avatar
Flannery
Alpha Tester
 
Posts: 149
Joined: 05 Feb 2014, 08:25
Location: Norway

Re: Retreat and surrender

Post by Flannery » 19 Aug 2014, 19:47

Siegbert wrote:
Flannery wrote:
Siegbert wrote:That's acting rather than playing a game.


Well here I was thinking thats exactly what RP is.... I must have been mistaking completely *duh*

Last I checked this is a full loot mmo"RPG"....

Of course Its acting! Just as you as a fighter act as a bloodthirsty warrior when you PvP. Its just that you have combat animasjons that aid you in visualizing it ;-)


It should rather be about you immersing yourself in a role but you play for real. You don't act as if you're losing a fight and you shouldn't act as if you're being held captive. It should really happen to you while you're maintaining your "role".
I have no interest in staging a play while online gaming.


A game is there first of all to give you the ability to actually loose yourself from the daily turmoils of the Real World. A place to be something else, and not a slave to the reality you normally live in.

So you want it to be a built in mechanism that enables you to decide and dictate what I am doing with my precious little free time, and make me a slave to your game style?

Nu-uh... that's not a game, mate... that's a fetish...

One thing is to be a part of something that makes you a pawn in a greater kingdom strategy, whether you are a worker, explorer, tradesman or warrior - or simply a lone hermit making a living from what he or she can - and having to keep with the rules and others that depend on you.

It is a completely different thing to actually expect that everyone should welcome the thought of logging in and use their precocious time sitting in someone others custody - and do nothing...

If that should be allowed - it is just as deranged a feature as it would be allowing a mechanic that makes it possible to rape the women after you have razed/conquered a village or town...

Again - What you are suggesting is something for a few. First of all you have to be "into it" and second you need to be of the type of player who can set aside at least a few hours to play when ever they are logging on - or else what would be the point?

I see no positive aspect of putting such a system into a game at all - and it adds nothing but fun for a very, very few - and frustration and rage quitting for most others.

If the game is to flourish and survive in the long run - non of this should ever happen.
"The enemy of my enemy - is my friend"

Image

"Tides of War" Pre Alpha Videos
http://www.tidesofwargame.com

Return to Suggestions and Ideas