In the name of Justice

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Re: In the name of Justice

Postby Judaism » Sun Nov 20, 2016 8:45 pm

JohnCarver wrote:Well if the arguments are just going to be a dog chasing its tail then I will once again just step away. Its now gone full circle from it being 'too easy' to kill a main to 'too hard' to kill a main in the existing system. Its one or the other and until the community can decide on which that is I'll consider things still in a state of flux.


What are you talking about right now, someone made a ***** inside their Pclaim, we commited crimes to collect those scents which resulted into a dead crime alt. We then set up a TBC, which failed due to being domained. We did set-up another tbc area, fully planked and defended only to find out that they then moved the main character over to a darkness base there was no way to track him since by then they vclaimed the pclaim with a town and secured the scents.

We had to walk around our entire database of associated known bases and after setting up multiple tbc's we finally found the base, we had to quickly get rid of the TBC again and do a deep darkness journey with several people. We then had to set another TBC up, TBF's and poopclaims included this time. Waited for about 6 hours untill they suicided their 15.000 scalp main character and were unable to catch their fighters of 1500 biles outside, so not mains. That was mainly due to the fact that they pushed their already insanely large Pclaim (one of 400.000 silver atleast in size) out even larger covering our poopclaim by 15+ tiles.
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Re: In the name of Justice

Postby JohnCarver » Sun Nov 20, 2016 8:47 pm

Well that is a cool story :). Should make a thread about it!

So am I correct in understanding that a 1500+ Stat character just died then? Because this entire conversation started with the fact that people are not losing their 'mains' because of TBC. But now it sounds like somebody just did?
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Re: In the name of Justice

Postby Judaism » Sun Nov 20, 2016 8:53 pm

JohnCarver wrote:Well that is a cool story :). Should make a thread about it!

So am I correct in understanding that a 1500+ Stat character just died then? Because this entire conversation started with the fact that people are not losing their 'mains' because of TBC. But now it sounds like somebody just did?


Yes, a Russian was overconfident with commiting crimes with his main on his own Pclaim. If the sources are true, he had a scalp score of around 15.000 which should him put up 1st in the list, assuming its get turned in. It basicly was yet another boring endavour due to the game mechanics, only costing us 10's of K's of resources and multiple hours of time. Yielding us NOTHING at all. They had stronger characters, more numbers and instead of fighting with the already ''dead'' character they ran it far, far away thinking that we woudn't find it. We planted everything during THEIR daytime, during the weekend so they woudn't wake up with dead characters out of nowhere.

I am actually sad about the combat encounters we've had, because we've had some but the previous listed mechanics actually ruined them for us.
Last edited by Judaism on Sun Nov 20, 2016 8:58 pm, edited 1 time in total.
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Re: In the name of Justice

Postby riolic » Sun Nov 20, 2016 8:57 pm

JohnCarver wrote:Well that is a cool story :). Should make a thread about it!

So am I correct in understanding that a 1500+ Stat character just died then? Because this entire conversation started with the fact that people are not losing their 'mains' because of TBC. But now it sounds like somebody just did?


Juda's recounting of how this character was tracked/located are accurate.

TBC's are seemingly the only way to kill high-stat characters with any reasonable chance of success (ignoring witchcraft). Open world combat leaves lots to be desired, and characters, let alone strong ones are rarely commited anywhere more then 1000 tiles from a friendly town it feels. When a TBC goes well, the 'defenders' still get to keep the rewards, as the character is generally suicide-ed by them to prevent embarrassment. The three major ones that come to mind are grapie, nsu's main, and now this russian main

It take a tremendous miss-step for these characters to even be vulnerable, and when it does happen, and someone happens to catch it, and put in the large amount of effort and resources to follow-through to kill the character, the 'attackers' are left with nothing but blue-balls and a sense of time wasted.
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Re: In the name of Justice

Postby JohnCarver » Sun Nov 20, 2016 9:43 pm

Fair. But it seems like this steered further away from the TbC and more towards the fact that open world combat has issues.

I have a fairly complex combat overhaul which requires locking skill abilities to the equipped weapon of choice when combat is initiated. Giving a 'group' combat dynamic where players are forced to choose their weapon of choice when/before/at time of engaging and then play out the combat with said set of skills. Having a dozen different weapons then with a handful of moves for each would then provide a much more enjoyable experience IMO as well as way more strategy to try to get the jump on an opponent with a weapon you feel would counter or have an edge on his play style etc. etc.

I'm not SOLD on the idea, and some people have expressed opposition to the idea that you would be locked into combat moves at the point of combat initiation. But I would be open to listening to constructive criticism and thoughts on what said system would look like in Salem.

It would essentially create 'combat classes' that you are only locked to by weapon choices.
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Re: In the name of Justice

Postby matan002 » Sun Nov 20, 2016 9:47 pm

JohnCarver wrote:What is the fair market value of a tiny pocket watch at?

I would still say it would 'suck' to have to use 3 of them just to escape with your life.

500 silver
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Re: In the name of Justice

Postby Adelewhy » Sun Nov 20, 2016 9:56 pm

Heffernan wrote:
ill just leave this here

Image


I'd like to politely point out that Heff is by all means, a hoarder who scours the markets to snatch up massive amounts of like items (no offense heff, but you know it's true). The large majority of us do not have a shed full of pocket watches. Just in case anyone gets the idea it's "easy" to get pocket watches.
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Re: In the name of Justice

Postby riolic » Sun Nov 20, 2016 10:12 pm

JohnCarver wrote:Fair. But it seems like this steered further away from the TbC and more towards the fact that open world combat has issues.



I think while my frustratons with open world combat seeped into that, my point stands the same for TBC's. I will try to pull my gripes about specifically tbc's into one coherent thought.

It's a very large time and resource investment, for generally zero payout. The primary reasons to TBC is to either, incite a fight, or solely for the scalp. With the open world mechanics as they are, this leaves the attackers with little hope of seeing a fight, and nearly no chance of receiving the scalp. Defenders being able to simply strip, and kill the character on their own terms/claims, without having to leave vulnerable scents, denies meaningful game play from ever occurring.

How you might fix this mechanically, I am not sure. But, that is my general feeling on the situation with TBC's
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Re: In the name of Justice

Postby Tulgarath » Sun Nov 20, 2016 10:49 pm

JohnCarver wrote:Fair. But it seems like this steered further away from the TbC and more towards the fact that open world combat has issues.

I have a fairly complex combat overhaul which requires locking skill abilities to the equipped weapon of choice when combat is initiated. Giving a 'group' combat dynamic where players are forced to choose their weapon of choice when/before/at time of engaging and then play out the combat with said set of skills. Having a dozen different weapons then with a handful of moves for each would then provide a much more enjoyable experience IMO as well as way more strategy to try to get the jump on an opponent with a weapon you feel would counter or have an edge on his play style etc. etc.

I'm not SOLD on the idea, and some people have expressed opposition to the idea that you would be locked into combat moves at the point of combat initiation. But I would be open to listening to constructive criticism and thoughts on what said system would look like in Salem.

It would essentially create 'combat classes' that you are only locked to by weapon choices.


I am all for it! Pre-planning for combat and rewards for doing so, while also running the risk of a grave miscalculation is much better than being required to carry all possible variations on your person.
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Re: In the name of Justice

Postby Taipion » Sun Nov 20, 2016 11:00 pm

Being unable to change equip in combat sounds stupid.

So you have a musket in your backpack and you cant use it until combat ends, because you started off with a sabre in your hands?
Tell me that this makes sense, please. ¦]



All fair to have a certain set of moves for each weapon, and some sort of timer or cooldown or whatever so you can't just switch it in mid combat, but say ... all weapon related moves are unusable for 15 seconds when switching to another weapon... even 5 or 10 seconds would probably do.

[edit:] or have a 3-5 seconds snare in addition to locking moves when switching weapons


Anyways, right now there are more severe problems with "combat", much more preventing in nature, than having a slight edge with the right choice of weapon.
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