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Old 22nd July 2008, 09:37   #1 (permalink)
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Default organised law-inforcement and mulisha ran by devs

i was just thinking, it would be nice to see "real" organised law-inforcement in mo. i know there will be guards in cities and towns and possibly patrols of guard in and around bigger cities but what about offices and organised patrols. when i say "organised patrols" i mean more patrols in higher crime rate areas. it would be very cool if a group of players wanted to raid a town by using tactics and distracting the guards. they could set fires on one side of the town to distract the guards and raid the other side of the town (just one example).

the law-inforcement could be coded or dev controled (sort of a PvD) to change depending on the crime rates or the controling guild could do this. more guards could be hired by the AI/dev/guild to help safeguard the town from raids and or take overs. patrols could be set up by routes aswell as times for each patrol. different classes could be hired as guards to help balance the guards giving more protection, all chosen by the controling AI, devs or guild. walls and towers could be added over time.

you know people are always talking about siege and raids well lets pull out all the stops in mo and get the devs really involved with the game. let the dev controled towns or camps (good nuetral or bad) lay siege to rival towns or player bandit camps using mulisha and hired mercs. this could be the live events in mo or some of them anyway. insted of random monsters attacking towns that are just normal AI critters or what ever. acually have dev played characters using the same classes and core rules as the players siege player controled cities and guild housing or deffending their own dev controlded areas would be amazing. and i'm not saying to pay someone to do this, just volunteers of devs that stay on after release because i know in most cases devs do play the games also.

any thoughts on this?
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Old 22nd July 2008, 10:46   #2 (permalink)
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That is actually a pretty good suggestion but having the entire guard move to the fire and leave other areas unguarded would suck big time, a skeleton(Basic) guard unit squad should be left in each of the other guard districts this would make stealth more fun as u can sneak around the undermanned unit and take them out one by one and if your spotted then they'll start running (calling) for the alarm bell/gong and you'll have to kill them before they use it and if you fail you'll e swarmed by the guards(who will hopfully be challenging).

Also stealth raiding (Did i just make a new type of raid!!!) will allow you to be able to take out UNSUSPECTING guards with fatalities(as in one shot them in a cool way).
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Old 22nd July 2008, 11:55   #3 (permalink)
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I wonder how it will be decided which players deserve guard intervention and which not.

I mean, does it make you a criminal if you attack someone in/near town?? Or maybe you have to kill him?

I hope that there will be some "mark" system (don't flame me, i don't want any floating "skulls", colored nicknames etc. It could be rather invisible system reffering to NPCs). Personally I don't want a situation where two guilds clashes, the fight goes on, then at the one moment that fight is pulled to the area near town and what happens. We see guards "enforcing a law" by slashing both sides.

There should be a clear system defining which players can be considered as criminals and which not. Let's say that once you engage in any pvp combat you get marked the way you can be attacked or killed without drawing attention of guards towards your killer. Of course that mark would be "visible" only for guards. If you are "unmarked" (innocent), well then there he can expect some punishment (maybe not just for one kill, but a few - You know accidents happen :>). On the other hand that would cause many ways of abusing that system like sending dummies in order to get a swarm of guards on your enemy's ass ...
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Old 26th July 2008, 06:13   #4 (permalink)
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Originally Posted by Sheltar View Post
I wonder how it will be decided which players deserve guard intervention and which not.

I mean, does it make you a criminal if you attack someone in/near town?? Or maybe you have to kill him?

I hope that there will be some "mark" system (don't flame me, i don't want any floating "skulls", colored nicknames etc. It could be rather invisible system reffering to NPCs). Personally I don't want a situation where two guilds clashes, the fight goes on, then at the one moment that fight is pulled to the area near town and what happens. We see guards "enforcing a law" by slashing both sides.

There should be a clear system defining which players can be considered as criminals and which not. Let's say that once you engage in any pvp combat you get marked the way you can be attacked or killed without drawing attention of guards towards your killer. Of course that mark would be "visible" only for guards. If you are "unmarked" (innocent), well then there he can expect some punishment (maybe not just for one kill, but a few - You know accidents happen :>). On the other hand that would cause many ways of abusing that system like sending dummies in order to get a swarm of guards on your enemy's ass ...

Since it's free pvp, the only thing guards will do is follow you both and then kill you.

No marks needed. If i were a Medival guard unit ,and saw 2 people brawling i would either just disarm them both(Not possible since Mobs dont have sophisticated AI, and its MMO) or kill them. and i guess the second option is the one to be.

Then revenge is in order

As far as i know guards dont have a 6th sence about who is guilty or not :P So no to marks. But law enforcement is really needed. I guess dev's will just sort it out :P
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Old 31st July 2008, 12:35   #5 (permalink)
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what if the barracks, in the originating location, spawed a partol and they were the people that left so the original location was unaffected?

You'd have the best of both worlds that way.


LOL, i read the title as "orgasmed law". Something is seriously wrong with me today.
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Old 31st July 2008, 18:20   #6 (permalink)
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Or the players themselves can step up and create their own local militias/ law enforcement agencies... Drop the plough; and pick up the sword.
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Old 31st July 2008, 19:15   #7 (permalink)
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Well, I agree with the coded guards so that more guards patrol areas with higher crime-rates, but a whole group of soldiers headed towards a little fire? I'm sure at least one of them would assume that it would be a distraction. Also, could you do me one favour, and learn how to spell? Thanks, =].
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Old 1st August 2008, 00:51   #8 (permalink)
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Well, I agree with the coded guards so that more guards patrol areas with higher crime-rates, but a whole group of soldiers headed towards a little fire? I'm sure at least one of them would assume that it would be a distraction. Also, could you do me one favour, and learn how to spell? Thanks, =].

Want a spin that is funny as hell?????????????


The NPC is po'ed because of spomeone doing something wrong. The NPC auto genetates x number of quests for a certian character to get GANKED>>>LOL


Now you have a customized quest due to the hostility of a guard that doesn't have the troops to handle the objective.

FREAKING HILARIOUS>

Now you have asshats doig things they shouldn't to see a customized quest against them and draw people in and additionall you have massses of people coming after them due to their ignorance.

Moral here: I shouldn't drink while posting.
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Old 2nd August 2008, 06:03   #9 (permalink)
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Organized law and militia = Players.

I do think there should be NPC guards though with patrol paths to catch anyone doin something bad in town. They would (in my idea) have both a sight and hearing range so they could catch on to those sort of things.
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Old 3rd August 2008, 03:13   #10 (permalink)
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If they are able to somehow make it in the game to have the choice available for players to somehow earn a class that allows you to be a city guard then that would be alot of fun for some folks. It will add another depth to politics. Are you friendly with the city guard?
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Old 7th August 2008, 06:55   #11 (permalink)
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Greetings,

While a guard system would be great to have in play, why not make it possible for players to enter into the npc guard system to "collect bountys" on players that have been griefing, spawn camping, etc... This would allow people to earn some cash on the side, but still instill a law enforcement policy that everyone could participate on. Now for the bounty, you gain their head, but if you die from another player you drop the bounty and now player x can turn in the bounty. I mean whats better than letting someone else do the killing and then taking it from them? Nothing.

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Old 7th August 2008, 07:09   #12 (permalink)
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Greetings,

While a guard system would be great to have in play, why not make it possible for players to enter into the npc guard system to "collect bountys" on players that have been griefing, spawn camping, etc... This would allow people to earn some cash on the side, but still instill a law enforcement policy that everyone could participate on. Now for the bounty, you gain their head, but if you die from another player you drop the bounty and now player x can turn in the bounty. I mean whats better than letting someone else do the killing and then taking it from them? Nothing.

- Hel
well, here's the problem with implementing a bounty hunting system: i rack up a bounty by rez killing/ganking newbs, and eventually i've pissed enough people off to get a nice bounty on my head. i get my friend to kill me, we split the loot.
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Old 7th August 2008, 09:07   #13 (permalink)
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well, here's the problem with implementing a bounty hunting system: i rack up a bounty by rez killing/ganking newbs, and eventually i've pissed enough people off to get a nice bounty on my head. i get my friend to kill me, we split the loot.
It's my belief that this problem could be easily solved. Wouldn't it make sense if the knowledge of a bounty on someone's head was only narrowly distributed to a few people. That is to say, if a criminal was at large, only a select few actually knew about it.

This could be achieved by having a system in place that would give out quests to reliable, trustworthy individuals who would then go out and kill the person in question, thus redeeming their reward. It wouldn't be a quest that was open to just anyone.

Such a bounty hunting system would exclude the possibility of it being abused, because the chances that you would receive the quest for your friend's self-elevated bounty would be improbable. Therefore you couldn't just organise it before hand. It would be all too likely to fail if you did that.

As far as im concerned, this could work either by having the quests distributed to guilds through cities, or by cities through law enforcement agencies. Or perhaps there might be a specific "class" called bounty hunter. These people get the privilege of receiving bounty hunting quests. Only them.

Maybe there's an easier solution. I'd like to hear it if there is.
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Old 7th August 2008, 14:35   #14 (permalink)
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It's my belief that this problem could be easily solved. Wouldn't it make sense if the knowledge of a bounty on someone's head was only narrowly distributed to a few people. That is to say, if a criminal was at large, only a select few actually knew about it.

This could be achieved by having a system in place that would give out quests to reliable, trustworthy individuals who would then go out and kill the person in question, thus redeeming their reward. It wouldn't be a quest that was open to just anyone.

Such a bounty hunting system would exclude the possibility of it being abused, because the chances that you would receive the quest for your friend's self-elevated bounty would be improbable. Therefore you couldn't just organise it before hand. It would be all too likely to fail if you did that.

As far as im concerned, this could work either by having the quests distributed to guilds through cities, or by cities through law enforcement agencies. Or perhaps there might be a specific "class" called bounty hunter. These people get the privilege of receiving bounty hunting quests. Only them.

Maybe there's an easier solution. I'd like to hear it if there is.
if there's a bounty hunting system implemented, there'll be a way to exploit it, trust me. if only bounty hunter "classes" could get the reward, i'd just create a bounty hunter alt and have my friends do the same. as far as only allowing "reliable" players access to the bounty, i don't see how you'd determine who's "reliable." i guess based on their alignment or something, but if only a "select few" have access to bounty hunts, it seems a little unfair, and it just makes having a bounty system less important.

the best way to have a bounty system is to just have players form a mercenary clan that individual players can hire to kill players who are giving them problems. so if i want someone killed i go to the clan and tell them if they bring me the head of so-and-so, i'll give them x amount of money, then they send off someone in the clan to complete the quest. sure, i could get a friend to get an alt into the clan, but he would have to remain active to be seen as "reliable," as they probably wouldn't send those they don't really know out to get bounties. also, if the clan leader chose at random who to send, this would avoid the problem.

of course, this creates the problem, what if the whole clan is in on the scam? they send people out to grief players, then get paid to kill them. either way, keeps the devs from having to implement a system that i feel would ultimately be exploited one way or another.
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Old 8th August 2008, 03:35   #15 (permalink)
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if there's a bounty hunting system implemented, there'll be a way to exploit it, trust me. if only bounty hunter "classes" could get the reward, i'd just create a bounty hunter alt and have my friends do the same. as far as only allowing "reliable" players access to the bounty, i don't see how you'd determine who's "reliable." i guess based on their alignment or something, but if only a "select few" have access to bounty hunts, it seems a little unfair, and it just makes having a bounty system less important.

the best way to have a bounty system is to just have players form a mercenary clan that individual players can hire to kill players who are giving them problems. so if i want someone killed i go to the clan and tell them if they bring me the head of so-and-so, i'll give them x amount of money, then they send off someone in the clan to complete the quest. sure, i could get a friend to get an alt into the clan, but he would have to remain active to be seen as "reliable," as they probably wouldn't send those they don't really know out to get bounties. also, if the clan leader chose at random who to send, this would avoid the problem.

of course, this creates the problem, what if the whole clan is in on the scam? they send people out to grief players, then get paid to kill them. either way, keeps the devs from having to implement a system that i feel would ultimately be exploited one way or another.

Be that as it may, i think an implemented system would obviate the necessity of only rich people having the option of hiring mercenaries. That seems unfair to me.

Maybe the bounty hunting system wouldn't actually need to be a class then. To be successful, the quests just need to be distributed to the world in a way that makes it unlikely for the gankers to actually get the quests. I.e., bounty quests are given out kind of randomly to 50 or so people (that was a vague number by the way). Think about it for a moment, you can implement a system that works, I assure you.

Maybe my idea's not going to be worthwhile, because the people who get the quests wouldn't be the right kind of people or something. I.e. They may not have the motivation to go out and do them.

Also, it makes no sense, in realism terms. As far as i can tell anyway.

But still.
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Old 9th August 2008, 01:32   #16 (permalink)
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It depends on how the game is organized. If the characters on the same account are linked, then the taint will cover all of them. No ganking people, and then jumping on your goody-two-shoes toon to play the aggrieved noob. I'll wait until I hear more about how they intend to set things up before deciding.
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Old 11th August 2008, 21:32   #17 (permalink)
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When you start adding layers of rules and policies to the game, it chips away at the spirit of what a PvP game is. Lay off on failed PvP policies like what FC is doing in AoC and give players and their guilds more incentive to PvP. Not less.
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Old 11th August 2008, 21:51   #18 (permalink)
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Bounty systems, as I've seen in the past are there as a bilboard of how 'leet' someone is and is usually exploited by friends in order to collect the money. Thus, you see either someone with small amounts of bounty are the real issues, while the ones with huge amount of bounty are advertising their wealth because the bounty usually comes from friends putting it on them.

Without some sort of very harsh death penalty (like perma death) bounties are pretty well worthless. The best thing you can have without bounties is a Most Wanted type list that keeps track of kills by the player and posts up a name as to warn other players.
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Old 11th August 2008, 22:39   #19 (permalink)
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Bounty systems, as I've seen in the past are there as a bilboard of how 'leet' someone is and is usually exploited by friends in order to collect the money. Thus, you see either someone with small amounts of bounty are the real issues, while the ones with huge amount of bounty are advertising their wealth because the bounty usually comes from friends putting it on them.

Without some sort of very harsh death penalty (like perma death) bounties are pretty well worthless. The best thing you can have without bounties is a Most Wanted type list that keeps track of kills by the player and posts up a name as to warn other players.
yea, i've seen lots of ideas suggested for a bounty system and i've never once heard an idea that i thought would actually work. as much as i'd love to see a bounty system (i'd love to play a bounty hunter), i just don't think it can be done effectively without there being some way to exploit it.

unless of course it were on a permadeath server.
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Old 12th August 2008, 00:21   #20 (permalink)
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If the player who posts up the bounty also had to fund the reward it would stop abuse. Why would a circle of friends stand around and kill each other just to pass around the same bag of coin?
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Old 12th August 2008, 00:29   #21 (permalink)
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If the player who posts up the bounty also had to fund the reward it would stop abuse. Why would a circle of friends stand around and kill each other just to pass around the same bag of coin?
Because it's usually done on a player that doesn't log in much or has quit playing. This way, if there's a bilboard or system that displays bouties to everyone, they get to be at the top of the list, immortalized so to say. Or to make it look like they've actually done a lot so people with throw on a higher bounty in hopes someone will stop them.

Eve-Online was big on this because there was a bilboard at the jumpgates displaying the Most Wanted and the bounty on their heads.
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Old 12th August 2008, 01:27   #22 (permalink)
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If the player who posts up the bounty also had to fund the reward it would stop abuse. Why would a circle of friends stand around and kill each other just to pass around the same bag of coin?
if you put a bounty on my head, i could just get a friend of mine to hop on his alt, kill me, and return my head to you, then we split the loot.
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Old 12th August 2008, 01:41   #23 (permalink)
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who were you thinking would fund the bounty? if you put a bounty on my head, i could just get a friend of mine to hop on his alt, kill me, and return my head to you, then we split the loot.

I see what you mean by perma death now. Yea its defiantly exploitable... someone will think of something one day tho...i hope.
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