MarpTarpton wrote:
That being said, you're playing a game that from it's onset to its foundation is a PVP, open sandbox, PERMADEATH game. I don't see the expressed concern as being "hype to jack up murder" and if that's the stance you feel we're taking, you aren't paying attention. There is a concern to increase the rate of interaction. If you don't want that, you started playing the game under false pretenses. If your base gets smashed tomorrow and you leave for good, you weren't meant to be here. This isn't a world to whine about griefers. What other games call "grief" is life in Salem. It's a path all its own that should be just as balanced as that of the pacifist. It's not that there isn't room for both aggressive and passive players to play. It's that the game will always have aggression and the passive players need to find ways to cope with it either by hiding in mines or planning bases for defensive upgrades. We don't want to make things easy for people to break your base. We do want it to be possible.
Edit - All that ^ being said, I'm a huge proponent of incentiving "good" behavior or, better yet, disincentivizing criminal activity, specifically against noobs. If you're an established player, the best I would hope to every see put into the game is disincentivization of base wiping or a high cost of attaining murder as I do realize establishing yourself is time consuming and a huge investment that just isn't fun to completely lose. But that's my personal stance and not necessarily the direction the game will end up.
jwhitehorn wrote:
Wipe this **** and you will lose what little you have left or bought into.
Chief PeePooKaKa
MM Tribe
psyfreak wrote:I was giving some taught about this current issue and i think i have an idea that could help out as a short therm solution.
Since traveling is way too long and the only way we currently have to speed up things are horses, we could pimp them up a little bit.
Not everyone has the 5 hour gaming window sometimes required to seek out criminals, so I'm thinking about making them usable over a longer time. Let say you add (while mounted) an option to "attach" the horse to a tree and leave it there while you log off. The horse could become a static object attached to the tree and other player could untie them for a larceny crime. That way your are not guaranteed to have it back once you log back on, but at least can track it back. As for how long they stay attached (since you don't want horses to be unlimited), they could have a "hunger gauge" that will deplete with time while offline. Feed them with hay when your back online to refill that gauge. The hunger factor could take 24h or 48h to deplete. To check the status of the horse, a simple flower menu could be used to indicate it's current status (full, good, hungry, starving...). If you want to make things harder, you could require the horse to be attached to a fix (new) structure that you would need to build out there in the wilds.
I know it's not the perfect solution and i don't know how hard it could be to implement this "solution" but i think it's worth sharing it at least.
I wonder what you all have to say about this ( or troll about this).
JohnCarver wrote:Mortal Moments Inc. is not here to cannibalize the community or piece out the code. We are not here because we wish to institute pay to win models or PvE servers. Quite the contrary.
MarpTarpton wrote:Edit - All that ^ being said, I'm a huge proponent of incentiving "good" behavior or.
Potjeh wrote:MarpTarpton wrote:Edit - All that ^ being said, I'm a huge proponent of incentiving "good" behavior or.
Do you have any idea on how to do this? I tried throwing a couple but nothing stuckWould love to know which general direction you want to take here so we can have a more productive discussion.
Procne wrote: Devs have again proven that they dont give a crap about untalented and lazy players.
Potjeh wrote:That's all negative incentives, though. What about some positive ones for good behaviour? When you raid you get loot, but when you peacefully coexist you get nothing.
Procne wrote: Devs have again proven that they dont give a crap about untalented and lazy players.
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