|
|||||||
| Register | FAQ | Members List | Calendar | Search | Today's Posts | Mark Forums Read |
| Trading, Crafting and Economy Discussions about Trading, crafting and Economy |
![]() |
|
|
LinkBack | Thread Tools |
|
|
#2 (permalink) |
|
Member
Join Date: Apr 2008
Posts: 112
Rep Power: 1
|
If you want, slavery why not let player characters fall into serfdom, peonage if they can not afford the food that keeps them alive? That way you do not have half assed excuse like they are only npcs ;P
Last edited by Welwordion : 23rd April 2008 at 16:42. |
|
|
|
|
|
#4 (permalink) |
|
Junior Member
Join Date: Apr 2008
Location: Excelsior
Posts: 62
Rep Power: 1
|
Implementing this idea would serve basically two purposes, garner media exposure because it's controversial and polarize people who would be interested in the development of this game.
The Mortal devs would be better off allowing tradeable npcs but not explicitally call it slave trading because up until this thread I never would've imagined considering it as such. (it would be no different than players trading pokemon [can they do that?]) That said, I question your moral compass in fantasizing about roleplaing as a slave trader or playing as devil's advocate for those who wish to play as such. You're brave to express these points but a complete idiot for doing so. |
|
|
|
|
|
#6 (permalink) |
|
Member
Join Date: Apr 2008
Location: Canada
Posts: 130
Rep Power: 1
|
What??? What the media has to say if I bought a couple of goblins to tend my camel? This is a game, c'mon, it's not like some kid gonna be asking his parents where he can go buy a night elf to be his slave.
__________________
|
|
|
|
|
|
#8 (permalink) |
|
Member
Join Date: Apr 2008
Posts: 112
Rep Power: 1
|
Well but how about allowing players to bind other players to them, to rob them of some degree of freedom? Like some magic seal or an artifact you can not deequip that forces you to obey certain commands or have certain behaviour(cursed objects forcing you to killing people XD), then we could have evil overlords and people made quests to free themself from that enslavement.
This reminds me about an idea I once had, basically I thought of an zombie/undead class and a necromancer class, a zombie/undead could not heal Hp on his own only a necromancer could do that(they were however really, really tough), so I said to myself if they are already dependant on a necromancer help, why not personalize this relationship and have them be bound to one necromancer(or atleast a group, a circle of necromancers) of course the necromancer also had possibilities to enforce his command like he could easily suck away his undeads lifeforce (unlifeforce?). |
|
|
|
|
|
#9 (permalink) |
|
Senior Member
Join Date: Apr 2008
Posts: 2,587
Rep Power: 8
|
i don't think he's asking for a lot, i think he's asking for the sort of slave-trade you have in mount & blade.
my reasoning against it is that i want player to social-AI interaction to be on a minimum. i don't want the game to be an MMORTS to be in RPG clothes, where the number of people under your command is the only real attribute that counts. don't get me wrong, I'd love an M&B-like MMORTS. i just don't think that's what mortal online is supposed to be. |
|
|
|
|
|
#11 (permalink) |
|
Junior Member
Join Date: Apr 2008
Posts: 30
Rep Power: 1
|
What about the type of thing they have in M&B. If you manage to capture a prisoner in battle, you could sell him into slavery.
__________________
"This city is a melting pot, and all the scum floats to the top." - Vimes, city guard |
|
|
|
|
|
#12 (permalink) |
|
Member
|
Slavery would, at least if it's a very big feature for the game, do nothing but attract the game negative feedbacks and vibes from players(and an occasional concerned mother) and merely make them say the developers are immoral and they won't buy the game. As Shurt pointed out, Mortal Online is fine without it.
|
|
|
|
|
|
#14 (permalink) | |
|
Member
Join Date: May 2008
Location: Cape Town
Age: 28
Posts: 428
Rep Power: 1
|
Quote:
It's one thing if slavery is left out if it would contribute little to the game play, but due to the RL community being ridiculously sensitive? That really gets to me! We might as well remove all references to slavery from the history books if it's so easy to pollute society with the mere mentioning of it. PC really has spiraled completely out of control. |
|
|
|
|
|
|
#15 (permalink) | |
|
Member
Join Date: Apr 2008
Location: Italy
Posts: 493
Rep Power: 1
|
Quote:
My 2 cents.... |
|
|
|
|
|
|
#16 (permalink) | |
|
Member
Join Date: May 2008
Location: Cape Town
Age: 28
Posts: 428
Rep Power: 1
|
Quote:
Personally I have no need to have it in a game. I think it would not add much value. But I disagree as to the reason why it should be excluded. We could also start with fantasy-religion intolerance... but I'll stop now.
__________________
"Man will never be free until the last king is strangled with the entrails of the last priest." Denis Diderot - French philosopher and editor of L'Encyclopédie |
|
|
|
|
|
|
#17 (permalink) |
|
Member
Join Date: Apr 2008
Location: Omnipresent
Posts: 1,504
Rep Power: 4
|
Eh I think the only point slaves would have is helping build guild cities by actually building it or collecting resources. If that is all they do then I'm ok with it as long as they are doing stuff for a guild's economy such as delivering supplies to cities or gathering or building.
__________________
|
|
|
|
|
|
#18 (permalink) |
|
Member
Join Date: Apr 2008
Posts: 334
Rep Power: 1
|
Gothic gets away with slaves without having the media create scandalous headlines. MO will be a niche, meaning it wont get the spot light from WOW or similar games, and as such.
Anyway, other than that, what would it actually add to the game? Very little I presume. If you saw slaves, then it would make the world seem grittier, but seeing a train of NPC slaves follow someone through a town ... that would just look random. |
|
|
|
|
|
#19 (permalink) |
|
Junior Member
Join Date: May 2008
Location: USA
Posts: 36
Rep Power: 1
|
If implemented, it should be somewhat realistic. By that I mean NPCs should be the main purchasers, for specific projects at certain times. Town A needs to build a larger defensive wall because of player-driven economic incentives for the population to increase. What do they do? They post 'buy' contracts for Monster slave labor that players can supply for money. When the project is completed, the buy orders are taken down.
Of course, player guilds that are working on constructing their own strongholds could also post these buy orders, although their member base is much more likely to supply the guild by default. |
|
|
|
|
|
#23 (permalink) |
|
Member
Join Date: Apr 2008
Location: Toronto, Ontario
Age: 19
Posts: 937
Rep Power: 3
|
Polliticians should worry about real issues, like the economy, the crime rate, sustainability of natural resources; instead of wasting, MY time, MY tax money and MY patience on retarded issues that should be taken care of by the parents in the first place...
|
|
|
|
|
|
#24 (permalink) |
|
Developer
Join Date: Apr 2008
Posts: 303
Rep Power: 8
|
Why not suggest we give the possibility to dress them in latex while you're at it?
__________________
MortalOnline developer, Animator EKSA: Explorer 80.00%, Killer 53.33%, Socializer 40.00%, Achiever 26.67% EKSA players might be descibed as living by slogan: see the world, meet interesting people...and kill them. Immersion within the world is important to these players, because they love finding new things to explore--but they also enjoy the thrill of the hunt and finding other players within the world to fight. |
|
|
|
|
|
#25 (permalink) | |
|
Member
Join Date: Apr 2008
Location: Italy
Posts: 493
Rep Power: 1
|
Quote:
Lol, this thread is a joke. |
|
|
|
|
|
|
#26 (permalink) |
|
Developer
Join Date: Apr 2008
Posts: 303
Rep Power: 8
|
I'm just joining the fun, nothing wrong with that?
*whips Shurt*
__________________
MortalOnline developer, Animator EKSA: Explorer 80.00%, Killer 53.33%, Socializer 40.00%, Achiever 26.67% EKSA players might be descibed as living by slogan: see the world, meet interesting people...and kill them. Immersion within the world is important to these players, because they love finding new things to explore--but they also enjoy the thrill of the hunt and finding other players within the world to fight. |
|
|
|