is it true (please no fanboys for either side) that PvP has gone carebear in the sense that if you attack someone who isn't a murderer you will lose skillpoints? I am trying to find information on the pvp system but am having some troubles finding up to date information.
I am interested in a full pvp system like Dark Fall, but with a murderer system if done with in town walls etc. In the open world, or away from guards I am hoping that you are not "flagged" as a murderer kinda like how old UO worked if I remember right?
thanks all if you can point me to the links google has not been my friend today
If your a murderer and die, you permanently loose 10% skill points. This happens any where in the world, not just the towns. Yes, you are flagged if your outside of a town and if someone kills you, there goes 10% of all your stats.
The way you spin it says to me you want to make it look bad. The 10% loss can be made back by re skilling your points. A few hours of grinding at best.
there isn't any content in the entire fucking game what the fuck game are you people playing that you're saying its good or that it has potential? better yet, what drugs are taking because you must be on crack to think this game is any good
From what I have read all of the "content" isn't in game right now anyways.
Its a sandbox for a reason. You create your own content. Shadowbane didn't have any content either and it was top of the line pvp. Build cities, defend them and build characters, it worked. Eve is somewhat the same way, hell you should have been there for launch, there wasn't much to do besides mine and rat. Even today EVE is all about what you make it.
If you cant comprehend that then maybe you shouldn't play MO. If you want a thempark mmo there are plenty of others to play.
is it true (please no fanboys for either side) that PvP has gone carebear in the sense that if you attack someone who isn't a murderer you will lose skillpoints? I am trying to find information on the pvp system but am having some troubles finding up to date information.
I am interested in a full pvp system like Dark Fall, but with a murderer system if done with in town walls etc. In the open world, or away from guards I am hoping that you are not "flagged" as a murderer kinda like how old UO worked if I remember right?
thanks all if you can point me to the links google has not been my friend today
If your a murderer and die, you permanently loose 10% skill points. This happens any where in the world, not just the towns. Yes, you are flagged if your outside of a town and if someone kills you, there goes 10% of all your stats.
The way you spin it says to me you want to make it look bad. The 10% loss can be made back by re skilling your points. A few hours of grinding at best.
Again... I used the word "permanent" as that was in the patch notes.
If this games system is anything like UO. And I think I heard and read it somewhere. If you die as a red you suffer 10% stat loss only if you "ressurrect." In the stress test yesterday I noticed alot of thieves and grey cons making the mistake of ressurecting at the priest too early while they were globally grey. Which in turn would only get them slaughtered by the guards if someone would say guards.
Meaning what I used to do in UO if I ever died with my PK murder there was no way I was going to "ressurrect" as a murderer. Suffering a 10% stat loss after I grinded my magic resist 100% was something I wasn't going to do instead, I would just go to town and afk until I became blue and then ressurrect. And I didn't lose any stat loss at all.
Of course depending on your murder count this will take awhile if your deep into your murder count. This game will heavly depend on how GMs watch AFKers and macroing.
is it true (please no fanboys for either side) that PvP has gone carebear in the sense that if you attack someone who isn't a murderer you will lose skillpoints? I am trying to find information on the pvp system but am having some troubles finding up to date information.
I am interested in a full pvp system like Dark Fall, but with a murderer system if done with in town walls etc. In the open world, or away from guards I am hoping that you are not "flagged" as a murderer kinda like how old UO worked if I remember right?
thanks all if you can point me to the links google has not been my friend today
If your a murderer and die, you permanently loose 10% skill points. This happens any where in the world, not just the towns. Yes, you are flagged if your outside of a town and if someone kills you, there goes 10% of all your stats.
The way you spin it says to me you want to make it look bad. The 10% loss can be made back by re skilling your points. A few hours of grinding at best.
Again... I used the word "permanent" as that was in the patch notes.
yes you will loose 10% permanetly but u can retrain it. THATS the different!
try to raise your brainskill in restriction with the reading skill and u will be lucky with all
is it true (please no fanboys for either side) that PvP has gone carebear in the sense that if you attack someone who isn't a murderer you will lose skillpoints? I am trying to find information on the pvp system but am having some troubles finding up to date information.
I am interested in a full pvp system like Dark Fall, but with a murderer system if done with in town walls etc. In the open world, or away from guards I am hoping that you are not "flagged" as a murderer kinda like how old UO worked if I remember right?
thanks all if you can point me to the links google has not been my friend today
If your a murderer and die, you permanently loose 10% skill points. This happens any where in the world, not just the towns. Yes, you are flagged if your outside of a town and if someone kills you, there goes 10% of all your stats.
The way you spin it says to me you want to make it look bad. The 10% loss can be made back by re skilling your points. A few hours of grinding at best.
Again... I used the word "permanent" as that was in the patch notes.
yes you will loose 10% permanetly but u can retrain it. THATS the different!
try to raise your brainskill in restriction with the reading skill and u will be lucky with all
I know what permanent means. Stop trying to flame me, I was telling the guy what the PATCH NOTES said. If your that pissed, you need help.
It's funny how carebear most of these pk wanabees turn out to be.. "oh nos if i die because i suck balls i will loose stats whaaaaa i'm giong back to [insert care bear open pvp game here]". Murder and rampage have consequences in real life and so they should in a game trying to give an immersive experience. If they didn't then it would just be one big random gank fest and every body would be red and I wouldn't feel special.
is it true (please no fanboys for either side) that PvP has gone carebear in the sense that if you attack someone who isn't a murderer you will lose skillpoints? I am trying to find information on the pvp system but am having some troubles finding up to date information.
I am interested in a full pvp system like Dark Fall, but with a murderer system if done with in town walls etc. In the open world, or away from guards I am hoping that you are not "flagged" as a murderer kinda like how old UO worked if I remember right?
thanks all if you can point me to the links google has not been my friend today
If your a murderer and die, you permanently loose 10% skill points. This happens any where in the world, not just the towns. Yes, you are flagged if your outside of a town and if someone kills you, there goes 10% of all your stats.
This is incomplete and misleading.
The true way the system works is:
Each time you attack a neutral (blue player) you become grey (globally allowed) for arround 10 min.
If you kill a neutral player you get +1 to your murder counter.
Each of those tockens last for 5 game hours.
This means if you kill 1 neutral guy after 5 hours of not atacking any neutral guys you will have your murder counter back to 0.
However if you get that counter to 5 then you become red.
You can either wait 5 hours without attacking any neutral player to get back to 4 and become blue again or you can keep killing ppl. No one stops you.
However if you get killed while being red you loose 10% of your skill points.
What this system prevents is mindless killing of neutral players in short ammount of time aka griefing.
Which is a system UO had.......gotta hate it but love it at the same time, but good players dont get killed (back in the day)
If this games system is anything like UO. And I think I heard and read it somewhere. If you die as a red you suffer 10% stat loss only if you "ressurrect." In the stress test yesterday I noticed alot of thieves and grey cons making the mistake of ressurecting at the priest too early while they were globally grey. Which in turn would only get them slaughtered by the guards if someone would say guards. Meaning what I used to do in UO if I ever died with my PK murder there was no way I was going to "ressurrect" as a murderer. Suffering a 10% stat loss after I grinded my magic resist 100% was something I wasn't going to do instead, I would just go to town and afk until I became blue and then ressurrect. And I didn't lose any stat loss at all. Of course depending on your murder count this will take awhile if your deep into your murder count. This game will heavly depend on how GMs watch AFKers and macroing.
Yeah exactly.
The statloss occurs when you resurect not when you die.
Originally posted by adrala Originally posted by rygar218 If this games system is anything like UO. And I think I heard and read it somewhere. If you die as a red you suffer 10% stat loss only if you "ressurrect." In the stress test yesterday I noticed alot of thieves and grey cons making the mistake of ressurecting at the priest too early while they were globally grey. Which in turn would only get them slaughtered by the guards if someone would say guards. Meaning what I used to do in UO if I ever died with my PK murder there was no way I was going to "ressurrect" as a murderer. Suffering a 10% stat loss after I grinded my magic resist 100% was something I wasn't going to do instead, I would just go to town and afk until I became blue and then ressurrect. And I didn't lose any stat loss at all. Of course depending on your murder count this will take awhile if your deep into your murder count. This game will heavly depend on how GMs watch AFKers and macroing.
Yeah exactly. The statloss occurs when you resurect not when you die. Thus what you say will be possible in MO.The unfortunate thing is they tried to adopt all of UO's design philosophies without thinking about the fallout and long term design of their own game. I am a fan of statloss, I've made notion of that before, but now having played MO and realizing how the PvP goes, I think statloss is a terrible idea.
Why? Because it's going to be *very* easy to grief people into statloss. Just run in their swing path, and boom -- you will flag them grey, and with the horrible problems with flagging and murder counts (some people are up over 100 already), people are going to go over the limit FAST.
Honestly, they were better leaving it out. It worked in UO because everything was auto targetted, so you couldn't "miss" the other player, or grief somebody by running into their spell. Then again though, most of the game is poorly designed and this type of thing that I support in theory, just shows why there is really no good management of the game, and the design of the game is inherently flawed. You'll see, either they will take out the statloss or redo their attack structure to support it. Right now though, it's just grief central.
If you are flagged Red (6 or more murders I believe) and die, you will lose skill points/attribute points. These can be regained in a little bit of training.
Now, I wouldn't necessarily call this carebear... as more than likely if you enjoy killing people, you will likely scare people away... they will likely not be hunting you down unless you truly piss some people off.
It does mean that Guarded towns will not take too kindly to your presence, but you will likely have free-reign over the rest of the world.
There is at least 1 town without guards, and if I remember right there was a discussion about benefits to being Red... So keep your eye on that.
One thing to note: Every murder requires a time period before it disappears. I believe it's something like 6 hours... though it could be 20. After that time period, you lose 1 murder count and you start the 20 hour counter again.
So if you killed 7 people, waited 19 hours, killed 1 more, you would have 8 murder counts with a new timer of 20 hours.
If this games system is anything like UO. And I think I heard and read it somewhere. If you die as a red you suffer 10% stat loss only if you "ressurrect." In the stress test yesterday I noticed alot of thieves and grey cons making the mistake of ressurecting at the priest too early while they were globally grey. Which in turn would only get them slaughtered by the guards if someone would say guards.
Meaning what I used to do in UO if I ever died with my PK murder there was no way I was going to "ressurrect" as a murderer. Suffering a 10% stat loss after I grinded my magic resist 100% was something I wasn't going to do instead, I would just go to town and afk until I became blue and then ressurrect. And I didn't lose any stat loss at all.
Of course depending on your murder count this will take awhile if your deep into your murder count. This game will heavly depend on how GMs watch AFKers and macroing.
Yeah exactly.
The statloss occurs when you resurect not when you die.
Thus what you say will be possible in MO. The unfortunate thing is they tried to adopt all of UO's design philosophies without thinking about the fallout and long term design of their own game. I am a fan of statloss, I've made notion of that before, but now having played MO and realizing how the PvP goes, I think statloss is a terrible idea.
Why? Because it's going to be *very* easy to grief people into statloss. Just run in their swing path, and boom -- you will flag them grey, and with the horrible problems with flagging and murder counts (some people are up over 100 already), people are going to go over the limit FAST.
Honestly, they were better leaving it out. It worked in UO because everything was auto targetted, so you couldn't "miss" the other player, or grief somebody by running into their spell. Then again though, most of the game is poorly designed and this type of thing that I support in theory, just shows why there is really no good management of the game, and the design of the game is inherently flawed. You'll see, either they will take out the statloss or redo their attack structure to support it. Right now though, it's just grief central.
Apparently, auto-target, tab-target, or anything of the like is also considered "carebear" by today's PvP community. That's one reason why Darkfall is so hardcore, right? Even companies who try to make these games - games that we all claim we want - can't please anyone.
I honestly think companies think of this type of stuff when they develop game systems. Unless they're truly as incompetent as you claim (which I doubt, but we'll see).
Originally posted by Comnitus Apparently, auto-target, tab-target, or anything of the like is also considered "carebear" by today's PvP community. That's one reason why Darkfall is so hardcore, right? Even companies who try to make these games - games that we all claim we want - can't please anyone. I honestly think companies think of this type of stuff when they develop game systems. Unless they're truly as incompetent as you claim (which I doubt, but we'll see).
Well I guess I'll have to differ to the folks who believe that -- I'm personally not one of them. Auto target could be hardcore, because it's difficult to "aim" in a third person view without it. I mean, I'm sure you can, but it seems a bit silly. In a first person view having an auto target seems to remove the point of having a first person view.
I think some companies think of this stuff when they develop games, and some do not. Management plays a huge role in shipping a product on time and with the right features for launch. Enough features to keep a customer, not enough to take too much time or money. With the collective experience in SV which amounts to zero shipped titles, and from what I see they are doing, I think they have it wrong. But hey, I could be wrong too -- time will tell.
But as it stands right now, the game is in my opinion, very poorly designed and will have continual problems with a lot of the systems that have gone in.
Apparently, auto-target, tab-target, or anything of the like is also considered "carebear" by today's PvP community. That's one reason why Darkfall is so hardcore, right? Even companies who try to make these games - games that we all claim we want - can't please anyone. I honestly think companies think of this type of stuff when they develop game systems. Unless they're truly as incompetent as you claim (which I doubt, but we'll see).
Auto-target/tab target isn't "carebear" or whatever, but it certainly is antiquated and will hopefully be used in games less and less in the future. Once you go no auto-targetting, you never come back.
"Mr. Rothstein, your people never will understand... the way it works out here. You're all just our guests. But you act like you're at home. Let me tell you something, partner. You ain't home. But that's where we're gonna send you if it harelips the governor." - Pat Webb
Apparently, auto-target, tab-target, or anything of the like is also considered "carebear" by today's PvP community. That's one reason why Darkfall is so hardcore, right? Even companies who try to make these games - games that we all claim we want - can't please anyone. I honestly think companies think of this type of stuff when they develop game systems. Unless they're truly as incompetent as you claim (which I doubt, but we'll see).
Auto-target/tab target isn't "carebear" or whatever, but it certainly is antiquated and will hopefully be used in games less and less in the future. Once you go no auto-targetting, you never come back.
Tab target, instances, classes & leveling need to go the way of the dino-bird. Skill based is where it's at. Never again will I play an MMO that funnels me into certain areas and prevents me playing with fellow guild mates because they are an incompatible class, not high enough level or do not meet a certain prerequisite.
Originally posted by Ruyn Originally posted by Cecropia Originally posted by Comnitus Apparently, auto-target, tab-target, or anything of the like is also considered "carebear" by today's PvP community. That's one reason why Darkfall is so hardcore, right? Even companies who try to make these games - games that we all claim we want - can't please anyone. I honestly think companies think of this type of stuff when they develop game systems. Unless they're truly as incompetent as you claim (which I doubt, but we'll see).
Auto-target/tab target isn't "carebear" or whatever, but it certainly is antiquated and will hopefully be used in games less and less in the future. Once you go no auto-targetting, you never come back.
Tab target, instances, classes & leveling need to go the way of the dino-bird. Skill based is where it's at. Never again will I play an MMO that funnels me into certain areas and prevents me playing with fellow guild mates because they are an incompatible class, not high enough level or do not meet a certain prerequisite. Tab targetting works well in third person games, especially if they are top level view like UO. Not everything is going to wind up being a FPV
It's funny how carebear most of these pk wanabees turn out to be.. "oh nos if i die because i suck balls i will loose stats whaaaaa i'm giong back to [insert care bear open pvp game here]". Murder and rampage have consequences in real life and so they should in a game trying to give an immersive experience. If they didn't then it would just be one big random gank fest and every body would be red and I wouldn't feel special.
You sound angry guy. Calm down. Way to play the "real life" card though in a video game. So lets use "real life". In real life if I was out in the middle of the forest with no one around for miles and I kill someone, I wouldn't have a "murderer flag" put on me. I want realism.
Realism to me = If I murder someone with out someone else seeing me, I get away with it. If I murder someone near a town full of people, or guards, or even a few people in the barren areas of the world I get labeled a murderer. And the funny thing is you are so quick to try and be an e-thug calling me a wanna be pk you didn't even ask.
NO I am not a PK but with that said I DO enjoy the extra "thrill" of being hunted. I feel like adding a system where someone gets penalized for open world non policed terrain pvp is going to prevent a lot of possible encounters where that does happen. I do want a system where I won't get penalized if someone is being a dirt bag and screwing with me I can kill him, even if he didn't attack first to make a point. As long as I am not in a policed area I don't see why I should be tagged. In closing, you shouldn't need to feel special in a video game. If you are looking for acceptance that way you are going to find your life to be pretty shallow and drab.
I seem to hit a nerve by saying care bear with some of you guys when I wasn't rude or offensive in anyway. I was just looking for some information I couldn't find, and when I was told how the system works I said too bad not what I was looking for and wished ya the best.. Not like I am hoping MO will fail, but holy moley some of you people need to chill out.
The people that are trying to make the world worse never take a day off , why should I. Light up the darkness Bob Marley
Apparently, auto-target, tab-target, or anything of the like is also considered "carebear" by today's PvP community. That's one reason why Darkfall is so hardcore, right? Even companies who try to make these games - games that we all claim we want - can't please anyone. I honestly think companies think of this type of stuff when they develop game systems. Unless they're truly as incompetent as you claim (which I doubt, but we'll see).
Auto-target/tab target isn't "carebear" or whatever, but it certainly is antiquated and will hopefully be used in games less and less in the future. Once you go no auto-targetting, you never come back.
Tab target, instances, classes & leveling need to go the way of the dino-bird. Skill based is where it's at. Never again will I play an MMO that funnels me into certain areas and prevents me playing with fellow guild mates because they are an incompatible class, not high enough level or do not meet a certain prerequisite.
Thanks for proving my point, not realizing that Hercules presented a very plausible situation in which some kind of reliable targeting would be handy. I want to shoot at this person, whether I manually aim at him or not, not the guy who jumps in front of him so I get "grey".
And what does the rest of that have to do with targeting?
Realism to me = If I murder someone with out someone else seeing me, I get away with it. If I murder someone near a town full of people, or guards, or even a few people in the barren areas of the world I get labeled a murderer.
Possibly. However, in real life, even if someone doesn't see you it is possible to link a murder to you depending on what evidence you inadvertently leave behind. A friend of mine does DNA analysis (among other things) for the Boston Police and it's amazing some of the things they can do with that alone. Not to mention some of the sleuthing they do.
Given a fantasy game one could easily make up a mechanic where "A wizard" talks to spirits or goes back in time at the spot or whatever else one wants to make up. sci fi? reanimates the portions of the brain to access the last moments or perhaps nano cameras that patrol the area and record what is going on.
Long and the short of it there really isn't much that can't be reasonably explained if one wants to play the realism card in one of these games.
Since these games are not reality and since they inclusion of game mechanics in order for player's decisions to have gravity is important I don't see any reason why a player shouldn't have to make a decision on his behavior. At least in the context of the pk'er.
Like Skyrim? Need more content? Try my Skyrim mod "Godfred's Tomb."
Realism to me = If I murder someone with out someone else seeing me, I get away with it. If I murder someone near a town full of people, or guards, or even a few people in the barren areas of the world I get labeled a murderer.
Possibly. However, in real life, even if someone doesn't see you it is possible to link a murder to you depending on what evidence you inadvertently leave behind. A friend of mine does DNA analysis (among other things) for the Boston Police and it's amazing some of the things they can do with that alone. Not to mention some of the sleuthing they do.
Given a fantasy game one could easily make up a mechanic where "A wizard" talks to spirits or goes back in time at the spot or whatever else one wants to make up. sci fi? reanimates the portions of the brain to access the last moments or perhaps nano cameras that patrol the area and record what is going on.
Long and the short of it there really isn't much that can't be reasonably explained if one wants to play the realism card in one of these games.
Since these games are not reality and since they inclusion of game mechanics in order for player's decisions to have gravity is important I don't see any reason why a player shouldn't have to make a decision on his behavior. At least in the context of the pk'er.
In real life, even if I kill someone in a town, or around other people I can still get away with it also. I was trying to compromise the situation since nothing can be 100% realistic But I agree with you, which is why I don't bad mouth MO I was just asking how the system worked so I can make an informed decision on if Ill play it or not.
Ill prolly just stick to eve until something similar comes around in a fantasy setting that isn't DF.
The people that are trying to make the world worse never take a day off , why should I. Light up the darkness Bob Marley
is it true (please no fanboys for either side) that PvP has gone carebear in the sense that if you attack someone who isn't a murderer you will lose skillpoints? I am trying to find information on the pvp system but am having some troubles finding up to date information.
I am interested in a full pvp system like Dark Fall, but with a murderer system if done with in town walls etc. In the open world, or away from guards I am hoping that you are not "flagged" as a murderer kinda like how old UO worked if I remember right?
thanks all if you can point me to the links google has not been my friend today
If your a murderer and die, you permanently loose 10% skill points. This happens any where in the world, not just the towns. Yes, you are flagged if your outside of a town and if someone kills you, there goes 10% of all your stats.
This is incomplete and misleading.
The true way the system works is:
Each time you attack a neutral (blue player) you become grey (globally allowed) for arround 10 min.
If you kill a neutral player you get +1 to your murder counter.
Each of those tockens last for 5 game hours.
This means if you kill 1 neutral guy after 5 hours of not atacking any neutral guys you will have your murder counter back to 0.
However if you get that counter to 5 then you become red.
You can either wait 5 hours without attacking any neutral player to get back to 4 and become blue again or you can keep killing ppl. No one stops you.
However if you get killed while being red you loose 10% of your skill points.
What this system prevents is mindless killing of neutral players in short ammount of time aka griefing.
The only thing you forgot to mention is that it totally doesn't work properly and is laden with bugs and problems. You know, the way you can attack somebody from out of town to inside town, then they attack you and THEY go grey? LOL.
I actually like the system, because it is stolen 100% from UO. Too bad they couldn't implement it properly.
Comments
If your a murderer and die, you permanently loose 10% skill points. This happens any where in the world, not just the towns. Yes, you are flagged if your outside of a town and if someone kills you, there goes 10% of all your stats.
The way you spin it says to me you want to make it look bad. The 10% loss can be made back by re skilling your points. A few hours of grinding at best.
From what I have read all of the "content" isn't in game right now anyways.
Its a sandbox for a reason. You create your own content. Shadowbane didn't have any content either and it was top of the line pvp. Build cities, defend them and build characters, it worked. Eve is somewhat the same way, hell you should have been there for launch, there wasn't much to do besides mine and rat. Even today EVE is all about what you make it.
If you cant comprehend that then maybe you shouldn't play MO. If you want a thempark mmo there are plenty of others to play.
If your a murderer and die, you permanently loose 10% skill points. This happens any where in the world, not just the towns. Yes, you are flagged if your outside of a town and if someone kills you, there goes 10% of all your stats.
The way you spin it says to me you want to make it look bad. The 10% loss can be made back by re skilling your points. A few hours of grinding at best.
Again... I used the word "permanent" as that was in the patch notes.
If this games system is anything like UO. And I think I heard and read it somewhere. If you die as a red you suffer 10% stat loss only if you "ressurrect." In the stress test yesterday I noticed alot of thieves and grey cons making the mistake of ressurecting at the priest too early while they were globally grey. Which in turn would only get them slaughtered by the guards if someone would say guards.
Meaning what I used to do in UO if I ever died with my PK murder there was no way I was going to "ressurrect" as a murderer. Suffering a 10% stat loss after I grinded my magic resist 100% was something I wasn't going to do instead, I would just go to town and afk until I became blue and then ressurrect. And I didn't lose any stat loss at all.
Of course depending on your murder count this will take awhile if your deep into your murder count. This game will heavly depend on how GMs watch AFKers and macroing.
If your a murderer and die, you permanently loose 10% skill points. This happens any where in the world, not just the towns. Yes, you are flagged if your outside of a town and if someone kills you, there goes 10% of all your stats.
The way you spin it says to me you want to make it look bad. The 10% loss can be made back by re skilling your points. A few hours of grinding at best.
Again... I used the word "permanent" as that was in the patch notes.
yes you will loose 10% permanetly but u can retrain it. THATS the different!
try to raise your brainskill in restriction with the reading skill and u will be lucky with all
If your a murderer and die, you permanently loose 10% skill points. This happens any where in the world, not just the towns. Yes, you are flagged if your outside of a town and if someone kills you, there goes 10% of all your stats.
The way you spin it says to me you want to make it look bad. The 10% loss can be made back by re skilling your points. A few hours of grinding at best.
Again... I used the word "permanent" as that was in the patch notes.
yes you will loose 10% permanetly but u can retrain it. THATS the different!
try to raise your brainskill in restriction with the reading skill and u will be lucky with all
I know what permanent means. Stop trying to flame me, I was telling the guy what the PATCH NOTES said. If your that pissed, you need help.
It's funny how carebear most of these pk wanabees turn out to be.. "oh nos if i die because i suck balls i will loose stats whaaaaa i'm giong back to [insert care bear open pvp game here]". Murder and rampage have consequences in real life and so they should in a game trying to give an immersive experience. If they didn't then it would just be one big random gank fest and every body would be red and I wouldn't feel special.
If your a murderer and die, you permanently loose 10% skill points. This happens any where in the world, not just the towns. Yes, you are flagged if your outside of a town and if someone kills you, there goes 10% of all your stats.
This is incomplete and misleading.
The true way the system works is:
Each time you attack a neutral (blue player) you become grey (globally allowed) for arround 10 min.
If you kill a neutral player you get +1 to your murder counter.
Each of those tockens last for 5 game hours.
This means if you kill 1 neutral guy after 5 hours of not atacking any neutral guys you will have your murder counter back to 0.
However if you get that counter to 5 then you become red.
You can either wait 5 hours without attacking any neutral player to get back to 4 and become blue again or you can keep killing ppl. No one stops you.
However if you get killed while being red you loose 10% of your skill points.
What this system prevents is mindless killing of neutral players in short ammount of time aka griefing.
Which is a system UO had.......gotta hate it but love it at the same time, but good players dont get killed (back in the day)
I play all ghame
Yeah exactly.
The statloss occurs when you resurect not when you die.
Thus what you say will be possible in MO.
The statloss occurs when you resurect not when you die.
Thus what you say will be possible in MO.
The unfortunate thing is they tried to adopt all of UO's design philosophies without thinking about the fallout and long term design of their own game. I am a fan of statloss, I've made notion of that before, but now having played MO and realizing how the PvP goes, I think statloss is a terrible idea.
Why? Because it's going to be *very* easy to grief people into statloss. Just run in their swing path, and boom -- you will flag them grey, and with the horrible problems with flagging and murder counts (some people are up over 100 already), people are going to go over the limit FAST.
Honestly, they were better leaving it out. It worked in UO because everything was auto targetted, so you couldn't "miss" the other player, or grief somebody by running into their spell. Then again though, most of the game is poorly designed and this type of thing that I support in theory, just shows why there is really no good management of the game, and the design of the game is inherently flawed. You'll see, either they will take out the statloss or redo their attack structure to support it. Right now though, it's just grief central.
Aye,
If you are flagged Red (6 or more murders I believe) and die, you will lose skill points/attribute points. These can be regained in a little bit of training.
Now, I wouldn't necessarily call this carebear... as more than likely if you enjoy killing people, you will likely scare people away... they will likely not be hunting you down unless you truly piss some people off.
It does mean that Guarded towns will not take too kindly to your presence, but you will likely have free-reign over the rest of the world.
There is at least 1 town without guards, and if I remember right there was a discussion about benefits to being Red... So keep your eye on that.
One thing to note: Every murder requires a time period before it disappears. I believe it's something like 6 hours... though it could be 20. After that time period, you lose 1 murder count and you start the 20 hour counter again.
So if you killed 7 people, waited 19 hours, killed 1 more, you would have 8 murder counts with a new timer of 20 hours.
Yeah exactly.
The statloss occurs when you resurect not when you die.
Thus what you say will be possible in MO.
The unfortunate thing is they tried to adopt all of UO's design philosophies without thinking about the fallout and long term design of their own game. I am a fan of statloss, I've made notion of that before, but now having played MO and realizing how the PvP goes, I think statloss is a terrible idea.
Why? Because it's going to be *very* easy to grief people into statloss. Just run in their swing path, and boom -- you will flag them grey, and with the horrible problems with flagging and murder counts (some people are up over 100 already), people are going to go over the limit FAST.
Honestly, they were better leaving it out. It worked in UO because everything was auto targetted, so you couldn't "miss" the other player, or grief somebody by running into their spell. Then again though, most of the game is poorly designed and this type of thing that I support in theory, just shows why there is really no good management of the game, and the design of the game is inherently flawed. You'll see, either they will take out the statloss or redo their attack structure to support it. Right now though, it's just grief central.
Apparently, auto-target, tab-target, or anything of the like is also considered "carebear" by today's PvP community. That's one reason why Darkfall is so hardcore, right? Even companies who try to make these games - games that we all claim we want - can't please anyone.
I honestly think companies think of this type of stuff when they develop game systems. Unless they're truly as incompetent as you claim (which I doubt, but we'll see).
I think some companies think of this stuff when they develop games, and some do not. Management plays a huge role in shipping a product on time and with the right features for launch. Enough features to keep a customer, not enough to take too much time or money. With the collective experience in SV which amounts to zero shipped titles, and from what I see they are doing, I think they have it wrong. But hey, I could be wrong too -- time will tell.
But as it stands right now, the game is in my opinion, very poorly designed and will have continual problems with a lot of the systems that have gone in.
Auto-target/tab target isn't "carebear" or whatever, but it certainly is antiquated and will hopefully be used in games less and less in the future. Once you go no auto-targetting, you never come back.
"Mr. Rothstein, your people never will understand... the way it works out here. You're all just our guests. But you act like you're at home. Let me tell you something, partner. You ain't home. But that's where we're gonna send you if it harelips the governor." - Pat Webb
Auto-target/tab target isn't "carebear" or whatever, but it certainly is antiquated and will hopefully be used in games less and less in the future. Once you go no auto-targetting, you never come back.
Tab target, instances, classes & leveling need to go the way of the dino-bird. Skill based is where it's at. Never again will I play an MMO that funnels me into certain areas and prevents me playing with fellow guild mates because they are an incompatible class, not high enough level or do not meet a certain prerequisite.
Tab target, instances, classes & leveling need to go the way of the dino-bird. Skill based is where it's at. Never again will I play an MMO that funnels me into certain areas and prevents me playing with fellow guild mates because they are an incompatible class, not high enough level or do not meet a certain prerequisite.
Tab targetting works well in third person games, especially if they are top level view like UO. Not everything is going to wind up being a FPV
You sound angry guy. Calm down. Way to play the "real life" card though in a video game. So lets use "real life". In real life if I was out in the middle of the forest with no one around for miles and I kill someone, I wouldn't have a "murderer flag" put on me. I want realism.
Realism to me = If I murder someone with out someone else seeing me, I get away with it. If I murder someone near a town full of people, or guards, or even a few people in the barren areas of the world I get labeled a murderer. And the funny thing is you are so quick to try and be an e-thug calling me a wanna be pk you didn't even ask.
NO I am not a PK but with that said I DO enjoy the extra "thrill" of being hunted. I feel like adding a system where someone gets penalized for open world non policed terrain pvp is going to prevent a lot of possible encounters where that does happen. I do want a system where I won't get penalized if someone is being a dirt bag and screwing with me I can kill him, even if he didn't attack first to make a point. As long as I am not in a policed area I don't see why I should be tagged. In closing, you shouldn't need to feel special in a video game. If you are looking for acceptance that way you are going to find your life to be pretty shallow and drab.
I seem to hit a nerve by saying care bear with some of you guys when I wasn't rude or offensive in anyway. I was just looking for some information I couldn't find, and when I was told how the system works I said too bad not what I was looking for and wished ya the best.. Not like I am hoping MO will fail, but holy moley some of you people need to chill out.
The people that are trying to make the world worse never take a day off , why should I. Light up the darkness Bob Marley
Auto-target/tab target isn't "carebear" or whatever, but it certainly is antiquated and will hopefully be used in games less and less in the future. Once you go no auto-targetting, you never come back.
Tab target, instances, classes & leveling need to go the way of the dino-bird. Skill based is where it's at. Never again will I play an MMO that funnels me into certain areas and prevents me playing with fellow guild mates because they are an incompatible class, not high enough level or do not meet a certain prerequisite.
Thanks for proving my point, not realizing that Hercules presented a very plausible situation in which some kind of reliable targeting would be handy. I want to shoot at this person, whether I manually aim at him or not, not the guy who jumps in front of him so I get "grey".
And what does the rest of that have to do with targeting?
Possibly. However, in real life, even if someone doesn't see you it is possible to link a murder to you depending on what evidence you inadvertently leave behind. A friend of mine does DNA analysis (among other things) for the Boston Police and it's amazing some of the things they can do with that alone. Not to mention some of the sleuthing they do.
Given a fantasy game one could easily make up a mechanic where "A wizard" talks to spirits or goes back in time at the spot or whatever else one wants to make up. sci fi? reanimates the portions of the brain to access the last moments or perhaps nano cameras that patrol the area and record what is going on.
Long and the short of it there really isn't much that can't be reasonably explained if one wants to play the realism card in one of these games.
Since these games are not reality and since they inclusion of game mechanics in order for player's decisions to have gravity is important I don't see any reason why a player shouldn't have to make a decision on his behavior. At least in the context of the pk'er.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
Possibly. However, in real life, even if someone doesn't see you it is possible to link a murder to you depending on what evidence you inadvertently leave behind. A friend of mine does DNA analysis (among other things) for the Boston Police and it's amazing some of the things they can do with that alone. Not to mention some of the sleuthing they do.
Given a fantasy game one could easily make up a mechanic where "A wizard" talks to spirits or goes back in time at the spot or whatever else one wants to make up. sci fi? reanimates the portions of the brain to access the last moments or perhaps nano cameras that patrol the area and record what is going on.
Long and the short of it there really isn't much that can't be reasonably explained if one wants to play the realism card in one of these games.
Since these games are not reality and since they inclusion of game mechanics in order for player's decisions to have gravity is important I don't see any reason why a player shouldn't have to make a decision on his behavior. At least in the context of the pk'er.
In real life, even if I kill someone in a town, or around other people I can still get away with it also. I was trying to compromise the situation since nothing can be 100% realistic But I agree with you, which is why I don't bad mouth MO I was just asking how the system worked so I can make an informed decision on if Ill play it or not.
Ill prolly just stick to eve until something similar comes around in a fantasy setting that isn't DF.
The people that are trying to make the world worse never take a day off , why should I. Light up the darkness Bob Marley
If your a murderer and die, you permanently loose 10% skill points. This happens any where in the world, not just the towns. Yes, you are flagged if your outside of a town and if someone kills you, there goes 10% of all your stats.
This is incomplete and misleading.
The true way the system works is:
Each time you attack a neutral (blue player) you become grey (globally allowed) for arround 10 min.
If you kill a neutral player you get +1 to your murder counter.
Each of those tockens last for 5 game hours.
This means if you kill 1 neutral guy after 5 hours of not atacking any neutral guys you will have your murder counter back to 0.
However if you get that counter to 5 then you become red.
You can either wait 5 hours without attacking any neutral player to get back to 4 and become blue again or you can keep killing ppl. No one stops you.
However if you get killed while being red you loose 10% of your skill points.
What this system prevents is mindless killing of neutral players in short ammount of time aka griefing.
The only thing you forgot to mention is that it totally doesn't work properly and is laden with bugs and problems. You know, the way you can attack somebody from out of town to inside town, then they attack you and THEY go grey? LOL.
I actually like the system, because it is stolen 100% from UO. Too bad they couldn't implement it properly.
it will be fixed