Life as a bandit

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Woarden
 
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Life as a bandit

Post by Woarden » 25 Nov 2015, 08:32

I know some of you might not like this topic. Probably most people hate bandits and criminals. But as I do like playing a let's say evil character. I've come to a conclusion that this game makes it sadly extremely hard to play one. Perhaps I've not played it enough.

But I'll share some experiences here:

"Life as a bandit"

The moment you see a camp with a monument on it, you know you can't do anything about it. Can't take anything from the chest, can't use the coop/houses. So it doesn't actually matter if you build up walls to defend your camp or not. As long as the monument is up, your stuff is safe. (Judgement hour is implemented in some servers, but most people just log off with full inventory during that time)

Coming back to Judgement hour, it's a time set on the server. So everyone knows when it's happening and can easily defend all monuments and buildings. Being in a small guild of thieves actually won't make a difference in that case. Simply because the odds are against you with numbers.

I had hoped to let's say dig a tunnel to ones keep and be a petty thief that steals from the rich and gives (read sells) to the poor and be the most wanted guy on the server.
Now I have to become a farmer :(

tl,dr
Life as a bandit is hard. Some might agree some not. :sorry:

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Airco
 
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Re: Life as a bandit

Post by Airco » 25 Nov 2015, 09:12

hosting my own server and digging a tunnel under a wall is considerd tactics bye some bhut i personal disallow it and some folks are closed to getting banned becouse of this (they are on there last trial of error at the moment)
totaly unrealistic.

that being sayd i do kinda see your arguement and despite the fact that i utterly hate thiefs i agree thievery life is not easy
perhaps dev could add a climbing wall skill and picklocking skill, whit its required set of tools (rope and hook to climb the wall, and picklocks or how u call it to pick a lock) and the higher the skill the better u can climb the wall's or pick the locks
whit wall's its easy 0-30 only wooden fences or something , 30 wooden wall's, 60 stone wall, 90 castle wall's, 100 +% speed bonus on climbing.
picklocking is bit harder, high quality locks requirer high skill to pick them i would think

this i think should be a solution to the issues we all have dont ya think? :beer:
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Malaky
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Re: Life as a bandit

Post by Malaky » 25 Nov 2015, 09:15

I play not as a bandit but i do agree. Maybe some system dependent on alignment and monument additional stat "loot"?

It could go like that - character can browse containers but will loose little alignment. Taking something from cointainer or breaking into building could give bigger alignment loss. With every hostile action the "loot" counter will go down and when reaching 0 no more hostile action possible. The higher level of monument the more loot points so more can be stolen or more places thief can break into.
Gates will be unafected by it.

Loot points will regenerate a little with every ingame day by constant amount so from small claims can be stolen less but more frequently and from bigger claims more but thief would have to wait longer for loot points to regenerate.
Loot points left would be only possible to be seen by claim members so thief do not know how much can be stolen.

New skill thievery or something could be added to fighting tab. On 30 points break in action would be possible to buildings with skill level chance. On 60 one could get skill to climb wall but his equip slots would be locked for everything except picklocks. This would last for an hour or so so if cought then he could only run or surrender.

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Airco
 
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Re: Life as a bandit

Post by Airco » 25 Nov 2015, 10:20

nice idea malaky
heck at this rate dev wil get a entire new skillset to add :)
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Woarden
 
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Re: Life as a bandit

Post by Woarden » 25 Nov 2015, 12:30

Really nice ideas so far. I would add a dagger skill as well, dealing more damage from behind. Piercing damage type ofcourse and sneaking/crouching.
No need for any concealment. The forestry and grassy terrain actually provide enough already so far.


Bubba
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Re: Life as a bandit

Post by Bubba » 25 Nov 2015, 14:21

Solution (please note last point):

    add Chests with different levels of security from unlocked bark boxes to steel vaults.

    allow players to craft traps for locks with everything ranging from alarms to man-killers.

    allow lock picking at an alignment loss.

    enable a server option for "Thievery"

Give players the ability to govern their world. Give players the means to protect their assets, give players the means to play their character.
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XeenMcKenna
 
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Re: Life as a bandit

Post by XeenMcKenna » 26 Nov 2015, 06:33

I like the idea of a Thievery skill set, able to bypass some monument functions... Never claim, but pick locks and etc.
Image


Woarden
 
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Re: Life as a bandit

Post by Woarden » 02 Dec 2015, 09:44

perhaps a dev or someone could reply here?

Would like to know if in the (near) future are any plans for it? If not in LIF:YO but maybe in the larger scale MMO.


Templar
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Re: Life as a bandit

Post by Templar » 07 Dec 2015, 22:56

Do you know how wealthy bandits would become and how many people would just rage quit if claims did not exist? Especially with new players?

It takes forever to get anything of worth in this game. At least on the server I am on.

Could you imagine? 46 rope in my warehouse currently. This is a lot to me. I had to plow, fertilize and sow many tiles to get these. Not to mention waiting for the flax to grow. ONly once did I ever get that 12 per tile harvest too.

For a bandit to easily undo that in a second by either killing me or opening up my warehouse when I'm not there is bs.

Man just because of this it should be hard to be a bandit.

Thank God for claims.

If this game wasn't so damn time consuming to get things done then yeah I'd agree with you.

But then maybe you should have the freedom to be a bastard if you want to with many methods. Life is Feudal and all that.

Also walls. If there is some ability to climb them eventually then it should involve some major skillage. Like some serious skill investment . A wall climber can't be a pro leet warrior knight in plate also.

What is the point of even building the wall if some guy can just climb the damn thing?
Last edited by Templar on 09 Dec 2015, 17:19, edited 2 times in total.


Asimov
 
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Re: Life as a bandit

Post by Asimov » 09 Dec 2015, 09:37

I do agree the game is not a bandit game. the allignement system does not help either.

On our server we have 3x2 judgement hour, and from they crying i have to listen to as Admin, i am sure bandits have a great time


Maskaraid
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Re: Life as a bandit

Post by Maskaraid » 22 Jun 2016, 16:46

Ok so it occurs to me that no one here understands the difference between being a thief and a bandit, and honestly how easy both of them are.

Thief - Non-violent theft
Simply put you only need to convince others that you're there to join them or help out, once in the claim simply take what you want and leave. Sure you could get caught but that's the difference between a good and a bad thief. This is the easiest way to get tons of stuff without having to worry about combat, for the most part.

Bandit - Violent Theft
Now this is arguably less profitable then being a thief but it's just as easy, simply wait outside of someones gate with a maul (non killing bandit) or a blade with poisons(killing bandit) then hit your target. Sure people might try to stop you but they should have the right to do so. Also it's so easy during JH to take whatever you want from a claim. Do the claim members grab stuff and log out? Perhaps, but simply destroy their monument and wait for them to log back in if you're that much of a stickler for loot.


TL:DR
Being a thief and/or bandit is quite easy fun, and rewarding. Don't let others tell you otherwise.




Although...
adding a picklock skill or wall climbing skills would be dope, certainly make my job even easier.


Trenix
 
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Re: Life as a bandit

Post by Trenix » 26 Jun 2016, 02:34

Stealing can only go so far before it forces people to play 24/7 just to protect their hard earned goods from intruders. I played two servers with judgment hour on it. One was 3 times a week for a few hours while the other was only once a week for a few hours. With that, I hated both regardless of the duration of judgment hour. I enjoyed defending my base and my loot, but I prefer enjoying my actual life over a game.

There were times where I couldn't hang out because I needed to defend my base during judgment hour, knowing I was going to be attacked. It simply wasn't worth it and it burnt me out which is why I was absent from the game for quite awhile. I can't speak for everyone, but for me, when I'm forced to play a game, it makes me not want to play it.

I mean adding an option to thievery is whatever to me, I'd avoid it just like I avoid judgment hour. However chaos and mayhem never lasts in servers so it seems pretty pointless. If people know they'll be looted and are unable to defend their base at certain periods of time, then why would they bother building up? It'd be best to just be a bandit and once everyone is and there is no bases to loot. That's when the server dies.

I've seen it happen already. All the bandits had tiny camps and got their loot from a base which was a trade post. The bandits ran around bullying other bases until they gave up and quit. At one point the bandits attacked the trade post, not sure if it was because there weren't many bases to loot from or what, and the trade post got angry and also quit. With no trade post or any live bases, the server died.

Banditry is too powerful if left unchecked. Remember that you're playing a game and in reality you'd think twice about stealing someone's things because for just stealing, you could get hung. What's the worst you can get here? Get a penalty which isn't even very punishing.

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