I guess the guard distribution is just of. In one plac ein tindrem there are 9 guards in a corner and between some houses there is no guard in a 100 meter radius. I think the distribution of them is broken.
I'm not trying to come off as a self proclaimed "leet peeveepee" player. But I've played in a lot of guilds with really skilled players, and I find I'm also a pretty skilled player generally speaking.
More often then not, higher skilled players typically kill everyone due to a habit instilled in them from MO1.
Right now players have no way to 'rob' others, or to take loot without killing. Some would argue this kind of mechanic is stupid and you should have to KILL someone say they are punished for wanting their items. But I say fuck that.
You shouldn't be able to FORCEFULLY rob someone, the player should have a toggle where he temporarily 'surrenders' and his loot is available to be taken.
The second reason higher skilled players kill everyone is because in reality they're not highly skilled and suck ass and can't manage a real fight with players that would absolutely slam their heads in.
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You can tell them to /droploot, so yeah you actually CAN rob people without killing them.
Why dont you just be better at PvP?
3 PvPers just holding all the town up is a player problem not a rep propblem.
Nah this is supposed to be a player driven game, shouldn't have NPCs play the game for you. Its not that hard to fight 3 people when you have 20 in town.
Why dont you just be better at PvP?
3 PvPers just holding all the town up is a player problem not a rep propblem.
Another way to look at graveyard pvp is guild recruitment.
Imagine a prominent guild standing guard at the graveyard with 20+ mounted fighters just chilling out while new players hunt the undead. Their presence alone would probably deter all but the most determined rpkers who also have the numbers on their side to match. This would provide relative safety and the guild would essentially be advertising and promoting their guild all at once, in a more practical and effective way than recruiting on the forums or random yells in town ever could.
New players seeing the guild standing guard would be more likely to strike up conversation and thank the guild or even join them for protecting them. If a fight does break out between two large armies then it would give new players time to run back to town, help out the guild protecting them, or just marvel at the spectacle of two armies fighting it out. Which is partly the selling point of this game, the sight of dozens of players engaged in mortal combat is sure to draw the crowd, whether in-game or on YouTube.
If the rpkers somehow manage to defeat the defending guild army, it would also send a signal to new players that the rpkers are a superior force and that may entice them to join the defending guild to bolster the numbers and become part of the guard. Or join the rpkers, "If you can't beat them, join them" as the saying goes.
Either way, the outcome would be far different than having a bunch of new players getting ganked by a few well-geared rpkers without a significant force to defend them and then leaving the game, followed by a trip to the Steam reviews to vent their frustration. At least with this large-scale pvp experience, even if they do leave they will do so remembering what an experience that was, and may even encourage them to return in future.
Why not have melee guards (basic guards) patrolling roads out from towns during the day, and then no patrols during the night? Best of both worlds /shrug
If a guard didnt see it, it didnt happen bro.If it should be completely player driven, do you think there should be guards at all?
Or would you also prefer to make everything up to the players?
Also do you think you should get rid of a murder count and rep system?
They just need a alternative like scoundrel camps near townsWhile I would agree that the area normally would not need protection, I think they should really consider bumping up security around release time.
There has been a buttload of accounts sold during the testing phase. So there are already hundreds (if not thousands) of players that will already have access even without selling a single new account.
So, we really should expect a lot of players to be flooding in at release.
Some of these players may not even plan to sub after their free time. So what will they really have to lose by being asshats?
Again I feel the area should be open for pvp normally. However, release will be far from normal circumstances
where such things could become far more prevalent.
So I think it probably be a good idea to try and tone these types of things down while there is so many people flooding the game at once.
Awesome guild marketing xDAnother way to look at graveyard pvp is guild recruitment.
Imagine a prominent guild standing guard at the graveyard with 20+ mounted fighters just chilling out while new players hunt the undead. Their presence alone would probably deter all but the most determined rpkers who also have the numbers on their side to match. This would provide relative safety and the guild would essentially be advertising and promoting their guild all at once, in a more practical and effective way than recruiting on the forums or random yells in town ever could.
New players seeing the guild standing guard would be more likely to strike up conversation and thank the guild or even join them for protecting them. If a fight does break out between two large armies then it would give new players time to run back to town, help out the guild protecting them, or just marvel at the spectacle of two armies fighting it out. Which is partly the selling point of this game, the sight of dozens of players engaged in mortal combat is sure to draw the crowd, whether in-game or on YouTube.
If the rpkers somehow manage to defeat the defending guild army, it would also send a signal to new players that the rpkers are a superior force and that may entice them to join the defending guild to bolster the numbers and become part of the guard. Or join the rpkers, "If you can't beat them, join them" as the saying goes.
Either way, the outcome would be far different than having a bunch of new players getting ganked by a few well-geared rpkers without a significant force to defend them and then leaving the game, followed by a trip to the Steam reviews to vent their frustration. At least with this large-scale pvp experience, even if they do leave they will do so remembering what an experience that was, and may even encourage them to return in future.
That doesnt fix the placeholder like rep system that doesnt do anything besides remove town priest ressurection as long as you do your tasks thoughLearning how to PvP is one alternative.
They just need a alternative like scoundrel camps near towns