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#1 (permalink) |
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Newbie
Join Date: Apr 2008
Posts: 46
Rep Power: 1
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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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#2 (permalink) |
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Junior Member
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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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#3 (permalink) |
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Newbie
Join Date: May 2008
Posts: 9
Rep Power: 0
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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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#4 (permalink) | |
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Newbie
Join Date: May 2008
Posts: 10
Rep Power: 0
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Quote:
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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#5 (permalink) |
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Member
Join Date: Jul 2008
Age: 38
Posts: 116
Rep Power: 0
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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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#7 (permalink) |
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Newbie
Join Date: Jun 2008
Location: Alberta
Posts: 21
Rep Power: 1
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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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#8 (permalink) | |
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Member
Join Date: Jul 2008
Age: 38
Posts: 116
Rep Power: 0
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Quote:
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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#9 (permalink) |
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Member
Join Date: Jul 2008
Location: Kansas
Age: 24
Posts: 446
Rep Power: 1
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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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#10 (permalink) |
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Newbie
Join Date: Aug 2008
Posts: 5
Rep Power: 0
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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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#11 (permalink) |
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Newbie
Join Date: Aug 2008
Posts: 5
Rep Power: 0
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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 |
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#12 (permalink) | |
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Senior Member
Join Date: Jul 2008
Location: SC, United States Guild: Aegis Imperium Playstyle: PK/PvP
Age: 22
Posts: 2,256
Rep Power: 6
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Quote:
__________________
/thread I'm putting every one of you that thinks I'm a girl on my KoS list come release... ________________________________________________ Killer 100.00%, Achiever 46.67%, Explorer 46.67%, Socializer 6.67% |
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#13 (permalink) | |
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Newbie
Join Date: Aug 2008
Posts: 19
Rep Power: 1
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Quote:
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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#14 (permalink) | |
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Senior Member
Join Date: Jul 2008
Location: SC, United States Guild: Aegis Imperium Playstyle: PK/PvP
Age: 22
Posts: 2,256
Rep Power: 6
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Quote:
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.
__________________
/thread I'm putting every one of you that thinks I'm a girl on my KoS list come release... ________________________________________________ Killer 100.00%, Achiever 46.67%, Explorer 46.67%, Socializer 6.67% |
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#15 (permalink) | |
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Newbie
Join Date: Aug 2008
Posts: 19
Rep Power: 1
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Quote:
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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#16 (permalink) |
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Junior Member
Join Date: Apr 2008
Posts: 74
Rep Power: 0
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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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#17 (permalink) |
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Junior Member
Join Date: Apr 2008
Posts: 43
Rep Power: 1
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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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#18 (permalink) |
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Member
Join Date: Jul 2008
Location: Kansas
Age: 24
Posts: 446
Rep Power: 1
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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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#19 (permalink) | |
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Senior Member
Join Date: Jul 2008
Location: SC, United States Guild: Aegis Imperium Playstyle: PK/PvP
Age: 22
Posts: 2,256
Rep Power: 6
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Quote:
unless of course it were on a permadeath server.
__________________
/thread I'm putting every one of you that thinks I'm a girl on my KoS list come release... ________________________________________________ Killer 100.00%, Achiever 46.67%, Explorer 46.67%, Socializer 6.67% |
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#21 (permalink) | |
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Member
Join Date: Jul 2008
Location: Kansas
Age: 24
Posts: 446
Rep Power: 1
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Quote:
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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#22 (permalink) |
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Senior Member
Join Date: Jul 2008
Location: SC, United States Guild: Aegis Imperium Playstyle: PK/PvP
Age: 22
Posts: 2,256
Rep Power: 6
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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.
__________________
/thread I'm putting every one of you that thinks I'm a girl on my KoS list come release... ________________________________________________ Killer 100.00%, Achiever 46.67%, Explorer 46.67%, Socializer 6.67% |
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#23 (permalink) | |
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Member
Join Date: Aug 2008
Posts: 271
Rep Power: 1
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Quote:
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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