Are they using a traditional color ranking system? ie. Grey > White > Green > Blue > Purple > ??
White, Light Green, Green, Light Blue, Blue
Are they using a traditional color ranking system? ie. Grey > White > Green > Blue > Purple > ??
When I need to buy stuff from the NPC, ressurect my horse, craft something (you can only build refining craft stations on the 3rd continent apparently). Also when I need to plant a good amount of ressources, seems to me there's a lot less people on the other contients so more safe spots for my crops~Once you have your house on the third continent, what part of the gameplay drives you toward going back on the main continent and exploring the rest of the third continent ?
Depends on how much ressources you need. You could have a bit of everything at your house, but you would only get small quantities, and you usually need lots of ressources to craft anything. Except if you're reallyyyy patient and don't mind waiting a full week to craft for something you could have crafted in one day by risking in the open world.Also, can your house get self sufficient ? i mean like having the ressource you need around your house, or do you have to roam the continent to gather ressource to craft better gear or whatever ?
Well I guess right now, not so much. Except if your territory is close to ressources like the water needed for akium trees. But that's still work in progress, there will probably be more incentive later on.And finally, what are the incentive to fight over territory beside prestige.
When I need to buy stuff from the NPC, ressurect my horse, craft something (you can only build refining craft stations on the 3rd continent apparently). Also when I need to plant a good amount of ressources, seems to me there's a lot less people on the other contients so more safe spots for my crops~
Depends on how much ressources you need. You could have a bit of everything at your house, but you would only get small quantities, and you usually need lots of ressources to craft anything. Except if you're reallyyyy patient and don't mind waiting a full week to craft for something you could have crafted in one day by risking in the open world.
Well I guess right now, not so much. Except if your territory is close to ressources like the water needed for akium trees. But that's still work in progress, there will probably be more incentive later on.
I want a firm penalty that discouriges ganking of players, own faction and oppsosite faction, maybe thats carebearish of me but i have no respect for people that go around getting their rocks off killing people that are much lower level than they.
Why play an open world PvP then? I hate getting ganked but thats part of the excitement of an open world PvP. while i do like the idea of reprecussions say you kill someone of the same faction within city limits, you should suffer, ie have a bounty placed on you. but if you kill someone of the opposite faction in your city you should be rewarded for killing a spy! And on 3rd continent its FFA!!!!!
My only problem with Gankers is that all too often they are just cowards looking for an easy kill. They are more than willing to farm newbies and people vastly below their level, but run like rats at the sight of any real challenge. IF they hunt like level people and such then fine, kill and gank all you want.Why play an open world PvP then? I hate getting ganked but thats part of the excitement of an open world PvP. while i do like the idea of reprecussions say you kill someone of the same faction within city limits, you should suffer, ie have a bounty placed on you. but if you kill someone of the opposite faction in your city you should be rewarded for killing a spy! And on 3rd continent its FFA!!!!!
You have neither a idea what you are talking about nor about what is being discussed here. If you would have actually read this thread you would have realized that every reasonable person that wants death penalties wants a lot harder penalties for gankers.
But thanks for your pointless input about a topic you have no idea of. It was really helpful. *caught*
I just love the fact that you're civilized. There are plenty of hard-headed types here who would never budge or give an opposing view a moment's notice.This is a long-standing debate that has been going on for decades. Some interesting thoughts on both sides of the matter can be found HERE and HERE (the top half).
Personally, I am all for open PvP FFA (with perhaps a few safe zones such as npc cities). I feel meaningful risk forces blues to band together and enhances the community of the game, reinforcing the interdependence between players and alliances of guilds, ultimately spawning emergent play. A bit more about this is included in the second half of THIS INSIGHTFUL ESSAY from Koster's blog and THIS decent write up about the appeal of UO pre-trammel (though that author botches a couple of facts/details).
Even though I support PvP FFA and feel that PK's bring something important to a game, I understand how "PvP'ing" often turns into needless griefing and can destroy the community and game world/experience. It's a very delicate balance, quite similar to ecology and predator-prey models, but what is unfortunate is that many reds are simply *NOT* smart hunters and they don't understand that you have to let your prey survive and proliferate to guarantee a continual hunt. Griefing and tormenting people to the point that the prey/carebears/noob's ragequit can turn the game into a ghost town and ultimately limits the chances for profitable and fun PvP/PK'ing...
So, to address the actual topic of the OP, there should be penalties for dying beyond the debuff and the timesink of having to walk back to the spot of the battle (or a new hunting ground). I think, at the very least, AA should embrace something like what GW2 is supposedly going to do: after X number of deaths, armor/weapons degrade and require repair. Not only would this provide a costly consequence for repeated deaths, but it would reinforce the economy-side of the game. I can still remember how in UO the very act of fighting (even PvE) would reduce the effectiveness and condition of armor/weapons (potentially resulting in them breaking, if I remember correctly). It made access to a PC blacksmith a necessity and you got to know your local smithies (and many of them would get skill gains for repairing your gear). I used to like to tip them for their service, as well, even though they normally gave me my money back.![]()
Also, I think it would be reasonable for the PK to get some percentage of the money that their prey was carrying when they died (10%? 50%? 100%?), with a very low chance of looting an actual peace of gear or random inventory item from the dead player's body.... That said, I did like the earlier suggestion (can't remember by whom) that higher level players who kill lowbies would not be able to get any loot from their "victory."
IMO, the pro-"real death penalty" camp are correct that a meaningful consequence is needed if only because risk yields rewards. It's just a matter of balancing between the two camps and having some kind of mechanism in place to check griefing (which is very hard to do, admittedly). UO struggled with it (and their "solution" of a reputation system didn't work, and the eventual creation of Trammel essentially destroyed the game). Still, the Dundee write up on Raph's blog points to the reality that there are other solutions to this problem than what we are typically used to seeing. What's more, these solutions could work if the game's dev are willing to work at the problem (and not just try to find an easy one-size-fits-all solution that are commonplace in today's MMORPG's). I, for one, still remember the great thrill of helping other blues take out one of those murderous reds (but I don't forget the hard knocks and lack of fun that is the result of being continually griefed by players who view the game as little more than a hunting ground for ganking up-and-comers).
I'm not sure if this was a useful post, but I hope it contributes something to the discussion
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