PvP Insight/Heads UP

Announcements of major changes to Salem.

Re: PvP Insight/Heads UP

Postby Heffernan » Wed Dec 03, 2014 5:34 pm

Judaism wrote:
summertime wrote:If the town is similar in strength: then just destroy their farming fields with salt; given that you can only get max 1% aether increase on a field per harvest, this will cause insane damage to them.


The point is that they try to balance the system, so that raiding actually will be worthwhile, it never been


viewtopic.php?f=20&t=11433

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Re: PvP Insight/Heads UP

Postby agentlemanloser » Wed Dec 03, 2014 5:51 pm

JC, I'm sensing a tiny bit of ambiguity in the TbC mechanics discussion. This might have been clarified, but the language might not have been as explicit as I like. So, let me run through my understanding of the mechanic, and you can tell me if I have it clear.

A player acquires a scent, tracks to the perpetrator's base. Said player lays down a TbC field over the criminal's homestead. A countdown ensues, the length of which depending on the evidence used to construct the TbC. The wary criminal can then log on, see that a TbC has been dropped and run, establishing a new homestead somewhere down the road, thus evading the summon when the countdown ends. The criminal thus has a finite window of fleeing time. If the criminal fails to flee and establish a new home, he or she can be summoned. Once summoned, the criminal can not establish a new homestead, meaning that running once summoned is pointless.

If this is accurate, then the mechanic makes sense to me. My confusion is at what point the player becomes lean-to locked. The wording made it seem as if the player became lean-to locked as soon as the TbC was placed, regardless of timer or summon status. If that were the case, the mechanic would make no sense at all, since running would be impossible (unless one just happened to be logged on when the summoning happened, and even then it would be unlikely due to other issues). If the TbC lean-to locks immediately, then there would be little need for a timer, save perhaps to allow the criminal prep time.

I trust the first summary is accurate?
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Re: PvP Insight/Heads UP

Postby AmmaBoss » Wed Dec 03, 2014 7:09 pm

Would not be hard to stop a character from porting out there goods.
Would be very easy actually.
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Re: PvP Insight/Heads UP

Postby tweenprinc3ss » Wed Dec 03, 2014 7:24 pm

agentlemanloser wrote:The wary criminal can then log on, see that a TbC has been dropped and run, establishing a new homestead somewhere down the road, thus evading the summon when the countdown ends.


tweenprinc3ss wrote:I do not quite understand this. Seems to me the options are, Get summoned and fight at the trial, or run and get summoned and fight at the trial. As I see it there is 1 option, get summoned and fight at the trial.


JohnCarver wrote:Indeed, It is important to realize that at one point in development the act of getting summoned to the Trial simply 'killed' the criminal. It is more of a novelty that you have the opportunity to fight or 'run' after the summon and isn't all that important to me in the grand scope of the system. The 'real' intention here is that criminals either A) are in a gang that can reasonably put up a fight against whatever 'mob' of people has formed to go after them. At which point it comes down to if players can 'sneak' one of these in, and how vigilant that gang is. or B) The solo murderer who cannot win in open combat against his enemies is in a near constant state of running around changing leantos, hiding in the wilderness, and generally becoming as difficult to 'continue' to track as possible. B is certainly a depressing thought for the criminal on the run, but so is somebody who is murdering innocent players who doesn't have the 'power' to back up his action when Justice shows up at his doorstep.


It seems that, once you are TbC'd, you can not change your homestead. So it sounds to me like, You can run, for awhile, but eventually you will be summoned to fight. It is unclear to me if running becomes viable at the end of the TbC. Maybe if you could evade whatever forces arrive to the TbC, until it is over, possibly multiple times, you may be able to avoid the more gruesome consequences.
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Re: PvP Insight/Heads UP

Postby Sinnerman » Wed Dec 03, 2014 7:40 pm

AmmaBoss wrote:Would not be hard to stop a character from porting out there goods.
Would be very easy actually.


If you and your teammates enough forces to wait 24 hours to prevent export and then still wasting time on the siege of the town, then yes, its "very easy".

summertime wrote:6 people 4 hours each, doable.


You are probably the type of person who has never participated in raids.
Why do you not considering, when 4 defenders can attack one raider when he guards? I'd prefer have 4 people with 50 biles, than 1 with 200.

Yes wrote:But wasn't it easier before? Or I am missing something.

Answer here
Judaism wrote:Yes, you are true about that. But bear in mind that raiding has became like 10 times more risky.


Maybe you can break the wall but cannot capture the town. What that mean?
That mean: you leave evidence and wasted you time for nothing.
And die in the next day because peaceful farmer can always kill grifer without tedious hours of work.

Thor wrote:Aaaaaaaaaaand now it's officially dead game.


This.

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Blood will be shed
Lives will be lost
People will be devastated

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Re: PvP Insight/Heads UP

Postby AmmaBoss » Wed Dec 03, 2014 8:04 pm

Sinnerman wrote:
AmmaBoss wrote:Would not be hard to stop a character from porting out there goods.
Would be very easy actually.


If you and your teammates enough forces to wait 24 hours to prevent export and then still wasting time on the siege of the town, then yes, its "very easy".

summertime wrote:6 people 4 hours each, doable.


You are probably the type of person who has never participated in raids.
Why do you not considering, when 4 defenders can attack one raider when he guards? I'd prefer have 4 people with 50 biles, than 1 with 200.

Yes wrote:But wasn't it easier before? Or I am missing something.

Answer here
Judaism wrote:Yes, you are true about that. But bear in mind that raiding has became like 10 times more risky.


Maybe you can break the wall but cannot capture the town. What that mean?
That mean: you leave evidence and wasted you time for nothing.
And die in the next day because peaceful farmer can always kill grifer without tedious hours of work.

Thor wrote:Aaaaaaaaaaand now it's officially dead game.


This.

Captain James

Some would have to guard a trial for 8 hours to kill you.
Also you use 4 pc claims and extend in lines and put a fence on them to block of 95% of the areas from alts ;)then you can make some gates by the unclaim areas so they would have to come destory it with a high level character. I think items should not Despawns on waste claim areas tho.
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Re: PvP Insight/Heads UP

Postby Realak » Wed Dec 03, 2014 8:07 pm

tARDED
Oops. I Dropped My Doritos. ¦]
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Re: PvP Insight/Heads UP

Postby tweenprinc3ss » Wed Dec 03, 2014 8:10 pm

It's my thought that the intention here is to create a fairly stable, fairly low crime, main server. Providence. Where people have their main characters, large towns, characters with biles in the 100's, or even higher. The crime system changes, witches, a lot of the changes are pushing players to have to rely on joining a larger faction if they want to participate in any kind of raiding or pvp on Providence. For those who want more action, Expeditions will be smaller worlds, with a finite time frame in which players are forced to compete against each other towards some goal. People will not have time to fortress up and get their characters the same high biles allowed on Providence, as time will be important. More combat, less investment in the characters, will make for some fun challenges. I also imagine that the rewards for doing well in the expeditions will either be something like store credit, or items and things usable by your main toons on Providence.
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Re: PvP Insight/Heads UP

Postby Lord_Avu » Wed Dec 03, 2014 8:12 pm

Well you could you know wait until people are asleep and then put your claim up. Would shave some time off needing to wait. If you can do it after they go to sleep and they go to work school right in the morning they might not have time to move the stuff until the afternoon, but you know that requires actual information gathering planning not just I got bored lets raid some noobs.
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Re: PvP Insight/Heads UP

Postby KruskDaMangled » Wed Dec 03, 2014 8:14 pm

JohnCarver wrote:
Ukhata wrote:but you have to destroy the leanto to oust the chest right?
does that change?

No. Currently you can loot a chest from a leanto without destroying it.


Yes, this is certainly true. I've seen some real drama happen in villages because of this. If it wasn't so socially destructive or had happened to someone ELSE's village, it would have been funny.
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