D
Dracu
Guest
I can see nothing wrong with this tbh... This is a good thing for the bandits and should prove their gameplay by alot. The blue playstyle should suffer no difference.
Really simple suggestion. You implement a mechanic where players have a hotkeyable action of "Stand and Deliver!" aiming at a player and activating this requires the target to stop moving and do a /droploot within a short timeframe of 5-10 seconds.
If they do not comply they are flagged to the bandit. They are also flagged if they pick up any of their own loot within a minute of activating it. When a flagged player is killed the bandit still receives a reputation loss with the local faction but cannot receive a murder count. The bandit also receives a reputation loss with the local faction for looting the dropped loot (but not for opening it and deciding not to loot).
The simple premise behind it is this encourages healthy PvP. Banditry IS healthy for a game that promises a brutal PvP-focused world. It provides both PvP content and a challenge for traders which many traders seek and enjoy. There is still some consequence via the reputation system but bandits can still use blue priests and even operate out of the territory of an opposing faction (For instance Khurite bandits raiding Tindremic areas and still living in Khurite blue towns.)
This suggestion would pair very well with a true trade system but also would enhance the game in it's current state with no additional changes.
The core issue is that they removed most red camps and didn't launch the game with Tc liek they needed to. When people can just live out of their guild TC, parcel runs and staying blue is going to stop for 70% of players. And jungle and cave camp should have been made into fully livable red towns. Not been turned into blue priest camps. But this game's direction is crap so they want red to be unplayable even though its a core part of the game, and why half of us play.Being red is harsh. Most players cant be red but the game forces you to go red if you engage in consensual PvP.
Its not that being red is easier, because its not. Its that the rep/murder system is trash and chains down people to willfully hold them selves back in order to stay in town as a blue player.
Really?
Or maybe its impossible to defend your stupid position aimed to avoid responsibility for your actions.
What would this do for people besides conditioning player conflict? People can already steal without killing, by typing or using voip, doing non deadly dmg so the ítem deletion timer doesn't wear off.
I can see nothing wrong with this tbh... This is a good thing for the bandits and should prove their gameplay by alot. The blue playstyle should suffer no difference.
What makes you think that feature will be used, as far as i can think of theres just a handfull of things you could do after getting robbed, in the sense that you can't regear in the wilderness, so it would be almost the same as getting killed, this may benefit naked getting killed in the wilderness which to be honest ain't a big deal in the first place.It makes this dramatically simpler and gives some benefits to them for doing so as opposed to outright murder. Because none of the methods in right now are actually getting used.
Fair point^^What exactly is the blue playstyle? Blue players are free to RPK & loot just like 'bandits', and gain absolutely no advantage from refraining from doing so. In fact, being blue you can act in even more morally bad ways, for example you can bomb otherwise non-RPK players' rep/MK just for defending themselves... This is the inherent flaw to the game, and what ensures any system designed at creating a semblance of order, deterring griefing, or creating a 'lawful vs unlawful' dichotomy to gameplay will fail. It's a bad mechanic that fails at all of its objectives. They have sacrificed parts of the PvP content to ostensibly deter griefing with this system, but the system does next to nothing to deter grief while also making the game less enjoyable for criminals. The mechanics surrounding RPK do not allow for any other playstyle than 'bandit'. There are just bandits that are allowed in cities and can use blue priests because they make deliveries and wait out MC, and bandits who are not allowed because they don't bother. That's the only distinction this game allows for with these mechanics.
For what it's worth, I think this mechanic (Stand and Deliver) is a fun idea, but it does nothing to address this fundamental flaw in the concept of law in the game. Instead, being built atop the broken RPK mechanics, much like bounty hunting, it will always be inherently flawed. The current RPK mechanics fail miserably at any attempt to distinguish law-abider & criminal. We need mechanics that actually serve to delineate just from unjust killings, as currently there is effectively none. People can justly kill someone in some instances and still receive a MC/rep-hit and 4min 'criminal' status, essentially suffering the same consequences that somebody who deliberately griefs noobs periodically outside city-limits endures. As long as they both wait out MCs and keep their standings high, the game makes no distinction between these two actions, let alone between someone who never RPKs even once, and someone who does countless times while using the bunk rep/MC system.
While this would be an interesting mechanic, and might add some flavor to the broken MC/criminal mechanics, it will ultimately still be held back by the underlying mechanical flop that is the RPK system, which clearly fails to meet any of its intended objectives. The MC flag system on its own is bad, but its arbitrary nature is compounded exponentially by the horrendous rep system. There needs to be a better system that encourages PvP and allows for people to RPK freely if they choose, but also makes a meaningful distinctions between serial-RPKers and lawful players, ie. giving lawful players meaningful mechanics to reward them for offering resistance/hunting/intentionally engaging RPKers. If all of the PvP has to fall back on these two arbitrary systems and their tedious consequences, there will never be any meaningful difference between 'outlaw' and 'lawful', and the game will never be approachable.
I have almost nothing good to say about the mechanics surrounding RPK, re: flagging/rep/MK. This is a huge issue as this is an integral mechanic that affects almost every aspect of the game, at least indirectly. It's the keystone mechanic and it's completely broken, and apparently not being addressed. It seems like they half fleshed out their idea, it didn't work, so they just left it in a broken state and moved on to other things. I'd love to see this game succeed critically & popularly, and this absolute mess of a mechanic is what will prevent it from doing so.
TL;DR:
The current mechanics surrounding PvP/RPK/MC/flagging/rep are so miserably implemented that I can't imagine anything dogpiled on top of it being worthwhile. The current system completely fails at arbitrating just killings from murder, and the only consequence it even offers in the rare instance that it does is to make the person have to grind rep or wait out a timer, or suffer the loss of access to local towns and blue spawnpoints... This is an indefensibly bad system. It just makes the game more boring for hardcore PvPers, and does nothing to actually protect PvErs or new players. This system needs to be overhauled. Almost anything is better than this. This should be top priority.
What exactly is the blue playstyle? Blue players are free to RPK & loot just like 'bandits', and gain absolutely no advantage from refraining from doing so. In fact, being blue you can act in even more morally bad ways, for example you can bomb otherwise non-RPK players' rep/MK just for defending themselves... This is the inherent flaw to the game, and what ensures any system designed at creating a semblance of order, deterring griefing, or creating a 'lawful vs unlawful' dichotomy to gameplay will fail. It's a bad mechanic that fails at all of its objectives. They have sacrificed parts of the PvP content to ostensibly deter griefing with this system, but the system does next to nothing to deter grief while also making the game less enjoyable for criminals. The mechanics surrounding RPK do not allow for any other playstyle than 'bandit'. There are just bandits that are allowed in cities and can use blue priests because they make deliveries and wait out MC, and bandits who are not allowed because they don't bother. That's the only distinction this game allows for with these mechanics.
For what it's worth, I think this mechanic (Stand and Deliver) is a fun idea, but it does nothing to address this fundamental flaw in the concept of law in the game. Instead, being built atop the broken RPK mechanics, much like bounty hunting, it will always be inherently flawed. The current RPK mechanics fail miserably at any attempt to distinguish law-abider & criminal. We need mechanics that actually serve to delineate just from unjust killings, as currently there is effectively none. People can justly kill someone in some instances and still receive a MC/rep-hit and 4min 'criminal' status, essentially suffering the same consequences that somebody who deliberately griefs noobs periodically outside city-limits endures. As long as they both wait out MCs and keep their standings high, the game makes no distinction between these two actions, let alone between someone who never RPKs even once, and someone who does countless times while using the bunk rep/MC system.
While this would be an interesting mechanic, and might add some flavor to the broken MC/criminal mechanics, it will ultimately still be held back by the underlying mechanical flop that is the RPK system, which clearly fails to meet any of its intended objectives. The MC flag system on its own is bad, but its arbitrary nature is compounded exponentially by the horrendous rep system. There needs to be a better system that encourages PvP and allows for people to RPK freely if they choose, but also makes a meaningful distinctions between serial-RPKers and lawful players, ie. giving lawful players meaningful mechanics to reward them for offering resistance/hunting/intentionally engaging RPKers. If all of the PvP has to fall back on these two arbitrary systems and their tedious consequences, there will never be any meaningful difference between 'outlaw' and 'lawful', and the game will never be approachable.
I have almost nothing good to say about the mechanics surrounding RPK, re: flagging/rep/MK. This is a huge issue as this is an integral mechanic that affects almost every aspect of the game, at least indirectly. It's the keystone mechanic and it's completely broken, and apparently not being addressed. It seems like they half fleshed out their idea, it didn't work, so they just left it in a broken state and moved on to other things. I'd love to see this game succeed critically & popularly, and this absolute mess of a mechanic is what will prevent it from doing so.
TL;DR:
The current mechanics surrounding PvP/RPK/MC/flagging/rep are so miserably implemented that I can't imagine anything dogpiled on top of it being worthwhile. The current system completely fails at arbitrating just killings from murder, and the only consequence it even offers in the rare instance that it does is to make the person have to grind rep or wait out a timer, or suffer the loss of access to local towns and blue spawnpoints... This is an indefensibly bad system. It just makes the game more boring for hardcore PvPers, and does nothing to actually protect PvErs or new players. This system needs to be overhauled. Almost anything is better than this. This should be top priority.