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Rights of Englishmen

PostPosted: Sat Mar 23, 2013 1:06 am
by Limemaster
Is there a toggle for this? Like I was hunting with my buds and AoE stomped and he stomped me and almost died to a deer from our own stuns...

Re: Rights of Englishmen

PostPosted: Sat Mar 23, 2013 1:13 am
by Droj
There isn't. Anyone with Rights of Englishmen will attack you if your in range of their stomp.

You will get KO'd by deer or player at first. You can't die from animals

Re: Rights of Englishmen

PostPosted: Sat Mar 23, 2013 2:50 am
by Dallane
Limemaster wrote:Is there a toggle for this? Like I was hunting with my buds and AoE stomped and he stomped me and almost died to a deer from our own stuns...


You wouldn't have died

Re: Rights of Englishmen

PostPosted: Sat Mar 23, 2013 5:28 am
by Limemaster
Ok not 'died' but KO'd. I would think you would have to have criminal acts turned on for you to attack other players, or at least make a toggle for it.

Re: Rights of Englishmen

PostPosted: Sat Mar 23, 2013 6:35 am
by Mereni
Limemaster wrote:Ok not 'died' but KO'd. I would think you would have to have criminal acts turned on for you to attack other players, or at least make a toggle for it.


You would run into some problems if people had to toggle criminal acts on to attack. The mechanic would have to be set up so that someone doing an attack can't damage anyone if their criminal acts are turned off. However, if you get attacked suddenly, do you really want to have to toggle criminal acts on before you can defend yourself?

Re: Rights of Englishmen

PostPosted: Sat Mar 23, 2013 9:40 pm
by BubbaMKII
Mereni wrote: However, if you get attacked suddenly, do you really want to have to toggle criminal acts on before you can defend yourself?


If you get attacked it could auto toggle to on

Re: Rights of Englishmen

PostPosted: Sat Mar 23, 2013 9:59 pm
by Socrase
BubbaMKII wrote:
Mereni wrote: However, if you get attacked suddenly, do you really want to have to toggle criminal acts on before you can defend yourself?


If you get attacked it could auto toggle to on

Right, well then why would you need to be able to toggle if off in the first place if it's just going to get toggled back on in this kind of situation?

Re: Rights of Englishmen

PostPosted: Sat Mar 23, 2013 11:22 pm
by BubbaMKII
Socrase wrote:Right, well then why would you need to be able to toggle if off in the first place if it's just going to get toggled back on in this kind of situation?


It's ok if you don't understand why that wouldn't happen
Next time you might want to actually read what a thread is about

Re: Rights of Englishmen

PostPosted: Sun Mar 24, 2013 6:07 pm
by Limemaster
If both player's Criminal Acts are turned off they would be able to AoE and swing past them and what not so no one gets tagged for pvp combat while hunting together in a group. Say if a player attacks you with their criminal acts turned on, it would be nice that your crim acts doesn't toggle on but just tags you for combat with that player allowing you to fight them and not have to worry about hitting other players you do not intend to hit.

Re: Rights of Englishmen

PostPosted: Sun Mar 24, 2013 8:05 pm
by Mereni
Limemaster wrote:If both player's Criminal Acts are turned off they would be able to AoE and swing past them and what not so no one gets tagged for pvp combat while hunting together in a group. Say if a player attacks you with their criminal acts turned on, it would be nice that your crim acts doesn't toggle on but just tags you for combat with that player allowing you to fight them and not have to worry about hitting other players you do not intend to hit.


Hmm, I've been thinking about this and I have a scenario: Group of raiders invade a base. Claim owner logs on unawares and is spotted. One raider attacks with criminal acts that are already turned on so that the owner is in combat and can't log out. All other raiders turn criminal acts off and help attacking raider herd owner into a corner or just block the exits. Herders can't be damaged by owner unless owner remembers to turn on criminal acts. If owner does turn on criminal acts (assuming he even has it hotkeyed, what farmer would?), raiders can now fight back with their criminal acts turned off and they do not risk damaging each other, only the claim owner.

In a situation like that, the claim owner was probably screwed anyway, one farmer against several raiders. But it seems to me that this mechanic would make things just that much more frustrating and futile feeling. Right now, a group of attackers has to risk hurting each other as much as hurting the target and can trip over each other, giving the claim owner a chance of escape.

I think that the disadvantages caused by this idea outweigh the benefits as it is not that hard to just have one person go in first to agro the animal while the other hangs back a few spaces. Or just use a slingshot.