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#1 (permalink) |
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Member
Join Date: May 2008
Location: Bakti - Meduli
Age: 28
Rep Power: 12
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(cri de coeur)
As blue, I'm looking forward to the arrival of the new guard system, with real NPC. When I am hunted by a red, I got, as option, to fight or take refuge in the city. You know the rest ... Indeed, cities are deadly dull. I look forward to a cavalry charge of red in the streets of Meduli, killing the sellers, and the players. I want to see running in all directions noobs in rags, as small children face the barbarian hordes. I look forward to hear the sardonic laught of a "Kio" or a "Russian", while the torchlight reflected on his sword covered in blood. And I can imagine myself very well on a roof, trying to aim the head of one of these jumper with my deadly arrow ... Can you imagine these lightning attacks, see the guards overwhelmed and then, look leave the group to a secret place hidden in the mountains? The excitement of those unexpected moments, spontaneous? I also feel sad, as I see less and less red players, and only when I go in lost places... The world of Nave seems too quiet lately. Therefore, as blue, I hope to see happen Quickly the true system of guards.
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Last edited by Tunkasina : 24th January 2010 at 00:58. |
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#5 (permalink) | |
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Member
Join Date: May 2008
Location: Bakti - Meduli
Age: 28
Rep Power: 12
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Quote:
As I see it, true PK will be red. And true PK shouldn't die too often, due to their training... No, the "real" problem is this placeholder guard system.
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#8 (permalink) | |
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Senior Member
Join Date: Apr 2009
Location: Scotland - Uk Respect your elders!
Age: 18
Rep Power: 20
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Quote:
im more of an ambush type person myself. I'll leave the mindless charges for the pawns. but, nevertheless i am also looking forward to npcs guards. Not only will they add realism, activity and danger into the towns. If they are done right, they will represent a 'challenge' to pkers. What pker doesnt want to attack a city, fighting npcs and blues alike.
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Last edited by kio1992 : 24th January 2010 at 00:52. |
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#9 (permalink) |
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Junior Member
Join Date: Jan 2010
Rep Power: 0
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I think you meant to say if your not a developer of MO, how do you know I cant develop. That I dont have any skills with C, C++, Or C#. That I couldn't possibly know anything about lua, Ruby or any other scripting language. But I guess this isn't the time or place.
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#11 (permalink) |
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Member
Join Date: May 2008
Location: Bakti - Meduli
Age: 28
Rep Power: 12
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At least more than one or two words in your post here.
As I'm not good in english, I wouldn't try to tell what I think about "thinking", and I will explain my inapropriate words: I wasn't talking about your coding skills, but about your explanation skills. This: Isn't a valuable argument, in itself. Pointless argument, if you can't tell more about what you're trying to tell us...
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#12 (permalink) |
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Member
Join Date: May 2009
Location: California
Rep Power: 1
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Tunkasina, he's had this discussion before in a roundabout way without really explaining anything outside of "if reds get stat loss so should blues".
As for your anticipation, I can't wait too! The biggest thing will be for thieves. They can actually get away. It'll scale though, so bigger cities will be harder to raid. |
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#13 (permalink) | |
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Developer
Join Date: Apr 2008
Rep Power: 26
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Quote:
The full guard system will feature high-security places guarded just like now (insta-guards), medium-security places (unlimited non-instant NPC guards with a spawn timer) and low-security places (limited non-instant NPC guards, very long respawn if any).
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"Is it the sparkling, canned dialog supplied by the NPC when you click on the little talk icon that makes it so interesting?" -Archaaz |
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#14 (permalink) | ||
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Member
Join Date: May 2008
Location: Bakti - Meduli
Age: 28
Rep Power: 12
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Quote:
Quote:
And a second question, unlimited guards means they come again and again, like in Fable?
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#15 (permalink) | ||
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Developer
Join Date: Apr 2008
Rep Power: 26
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Quote:
Quote:
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"Is it the sparkling, canned dialog supplied by the NPC when you click on the little talk icon that makes it so interesting?" -Archaaz |
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#16 (permalink) |
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Member
Join Date: May 2008
Location: Bakti - Meduli
Age: 28
Rep Power: 12
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Can I abuse? I'm not sure if someone asked it before but, I promise it's my last question (in this topic of course)
Will guards be lootable? Or will they be like actuals NPCs?
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#17 (permalink) | |
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Member
Join Date: Mar 2009
Location: Stuttgart
Age: 26
Rep Power: 1
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Quote:
Maybe some sort of very though governor with some eliteguards (Let him guard the highsecurityarea instead of instawhack.) If you kill him, you will be the owner of the town/city and can demand taxes from the crafters/refiners. No guards (except of the governor) will spawn then and you have to hire them then.
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some live, some die in the way of the samurai |
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#18 (permalink) |
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Newbie
Join Date: Mar 2009
Rep Power: 0
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I like the 3 tier system of guards; and why does it matter if newb friendly cities have instaguards? Why would a vet need to attack or kill a newb, they have nothing of value to begin with. I guess it appeals to those who like to bully people weaker them in either physical or mentality or both [PKing newbs all day], not me though I like a challenge.
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#19 (permalink) |
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Member
Join Date: Jun 2009
Location: Meduli
Rep Power: 1
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I am disappointed from Mat's post.
I was really looking forward to having guards walk around the cities, running up to reds and giving them a fair fight just like any other mobs. I hate the thought of ANY teleporting guards. They completely ruin the immersion. I wouldn't mind if they insta-kill you with 1 hit, but I hate the thought that they will teleport to your location and kill you instantly just like the lictors now. =( I want real guards |
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#20 (permalink) | |
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Junior Member
Join Date: Aug 2009
Location: Holland
Rep Power: 1
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Quote:
Very annoying, respawn and dead again with nothing you could do. well, expect for wait till the griefer made his way to Kranesh where my fighting character was that is |
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#21 (permalink) | |
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Member
Join Date: Apr 2009
Location: Denmark
Rep Power: 1
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Quote:
Its only a isue for those WOW kids, thatīs gonna kill everyone, and end up being killed and killed and killed, because they cant do shit in the end. |
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#22 (permalink) | |||
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Developer
Join Date: Apr 2008
Rep Power: 26
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Quote:
Quote:
I am just being realistic. We will develop the mob-Guards to our best extent - while at all times compare the cost of their AI behaviour against the possible number of players in the world, because they will be expensive - but I am sure there will be several ways to abuse them or "exploit" them if they are not allowed to use tricks. That in turn means we unfortunately cannot count on them guarding very important areas that need to be guarded as to not break the game. Therefore we will use teleporting guards or similar for those areas. Quote:
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"Is it the sparkling, canned dialog supplied by the NPC when you click on the little talk icon that makes it so interesting?" -Archaaz |
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#23 (permalink) | |
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Member
Join Date: Feb 2009
Location: Italy
Rep Power: 5
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Quote:
It would be nice if players were allowed to play the role of town guards. This way you'll have immersion-and-fail-safe guard,with a true human mind. They need of course some incentive to do their job. The more criminals they kill, the more money they earn. At the same time, they have to avoid becoming criminals. There should also be some system to track their behaviour: if they commit too many crimes inside the town, they're fired from the town guards and cannot be rehired for weeks of even months. |
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#24 (permalink) | |
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Member
Join Date: Mar 2009
Location: South-East England Guild: Hybrid
Age: 20
Rep Power: 18
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Quote:
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#26 (permalink) |
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Senior Member
Join Date: Jun 2008
Location: Sweden
Rep Power: 9
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I think Mats means this ...
The guards will patrol around. If someone shout for a guard and a guard is within shout distance, that guard will run using a predefined pathes for the city. The last distance the guard run he will take a shortcut. If the ranged assassin is on a roof (hight above ground level) then the guard will run to the wall of the building and then TP up on the roof and attack him. If a guard is close and the guard "see"/detect a thief/murderer in action, the guard will automatically attack the thief. If the thief is on the roof or flee up on a roof, the guard follow and run to the building and then TP up on the roof. If I understood that right ... it sounds good. |
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#28 (permalink) |
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Junior Member
Join Date: Sep 2009
Rep Power: 1
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Bounty systems are great but it’s very difficult to make them non exploitable.
Let’s look at paying guards to stop reds in town.
Any bounty system has to make the death at least as painful as the bounty is rewarding. |
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#29 (permalink) |
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Member
Join Date: Apr 2008
Location: The Duchy of Wessex
Age: 32
Rep Power: 6
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It is the victims who pay for the bountys, like in UO people who got murdered while carrying expensive shit often raged and put bountys on the heads of those who murdered them.
The only way its exploitable is if a red had say 5000gold on his head due to all the killings he did the last month, and his mate killed him and claimed the reward. If you could see a method on how to counter that then the bounty system would work very well. |
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#30 (permalink) |
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Member
Join Date: Apr 2008
Location: The Duchy of Wessex
Age: 32
Rep Power: 6
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Or you could have it that the blue player who killed the murderer would have to visit the local town to speak with the guard captain, and then a reward was given if
1: You and the dead murderer were not on each others friends list 2: Are not in the same guild, and havn't been in the same guild for a minimum of 30 days 3: Complete any trade actions in the last 30 days Just a few examples, I am not sure on how you would code this, but I am sure the budding programmers on these forums could enlighting us |
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#32 (permalink) | |
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Junior Member
Join Date: Sep 2009
Rep Power: 1
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Quote:
The obvious method is to make the pain of death equal to the bounty, I think there are threads for this, /forums/30444-personalized-pvp-bounty-hunter.html ,but it’s not really an appropriate way to fund a city guard and it has huge greifing potential in its own right. |
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#33 (permalink) | |
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Member
Join Date: May 2008
Location: Bakti - Meduli
Age: 28
Rep Power: 12
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Quote:
So, if I understand, the idea to avoid server resources destruction is a player-made guard. Good Idea. this is how I see it: 1-Being a guard: Obivously, you can't be a guard, as soon as you want it. NPC should ask you: -A minimum level of skill in Combat. -A minimum Str, Cons, and Dex -Some hours to be watching. Moreover, the Guards Barracks cant' pay for an infinite numbers of players. So, there should be a maximum amount of "guards player". If we do it that way, not everyone could be a guard, and so, it can avoid "exploits", But, not too much, because IRL, there can be some "bad" guards 2-Living as a guard: So, you become a guard. As it, you should earn a payement. Like in the roman empire, yuo should buy a weapon and some stuff by yourself. Obligation: -Watch the city from a certain hour to a certain hour. Accordly to a predefinite schedule, (perhaps a schedule you pre definite when you try to join guards) you have to stay in the zone of the city, and react when a player call GUARDS! Help to play guard: -When a player call the guards, it may show you on your UI that someone as called you... And that's all. Noting more, nothing less. Up to you to kill the correct guy. -If you make a mistakes, you get grey, and are fired from guards. You get a timer that forbidden for you to be guards again, before Xhours. NO BOUNTY. additional Idea : -If you get a grey guy, making a possiblity for the guard to remove the flag. (corruption, or good justice
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#35 (permalink) | |
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Member
Join Date: Sep 2009
Rep Power: 1
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Quote:
They could also build some guard towers from where these bowmen may protect high security areas. |
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#36 (permalink) | |
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Junior Member
Join Date: Sep 2009
Rep Power: 1
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Quote:
As far as stopping reds, the guards have no more incentive than any other blue in town. And all this before you even think about the exploiting potential of guards working with reds. It’s not that I don’t think player guards would be good but you need to keep them occupied and pay them for actually doing the job. Unless the system is fully self regulating you also need to provide oversight as well. My suggestion for funding law enforcement is in the beta forum, /forums/30838-thief-takers.html, but I could never figure out how to make killing reds pay. Hopefully the loot will be enough if you can keep skilled blue PvP players occupied in town. Keep in mind it was the corruption and abuses of RL thief-takers that cause the creation of the first police force. Not sure if thats good or bad. |
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#37 (permalink) |
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Member
Join Date: May 2009
Location: Houston, TX
Age: 24
Rep Power: 3
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IMO Just place guard towers that cover all aspects of the city and ensure there are no blind spots that are unreachable by pathed guard patrolmen on the ground. You could even put in "undercover" guards that pose as normal NPC citizens or merchants that sell very basic goods but will break cover when no patrolman are in area and a criminal is present...
Problem is solved, no griefers on roofs, no guards running into walls, PKers get their "fair" guard fight and the newbies stay protected... To maintain the tier of guards simply make tier 1 (Highly secured areas) have powerful, 1 or 2 hit guards that are highly accurate. Make tier 2 slightly less and tier 3 even lesser... You can adjust the respawn rates as well. Make high security insta respawn, medium 15 minute respawn and low 30 minute respawn. Hell you can even accent this by making a player guard system similar to what has been mentioned above. To make the player guard system work you should just make it so players are only payed for killing the same grey or red once every hour or so... That way you mitigate the "farming" but they still get rewarded. Noone will want to be farmed if the benefactor is only recieve bounty every hour. In the meantime the guards will be whiping the floor with the crop... All this shouldn't delay gold but work on it and in the meantime leave in the teleporting BOOM ONE SHOT guards until it is working...
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Bows/Archery, Inventory Control, Riding/Cavalry, Taming/Pets, World Dangers and MoB Behavior, Armor and Clothing, Stamina Drain/Regen |
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#38 (permalink) | |
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Junior Member
Join Date: Mar 2009
Rep Power: 0
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Quote:
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#39 (permalink) | |
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Junior Member
Join Date: Aug 2009
Location: New Zealand
Rep Power: 1
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Quote:
But if there is some game-design reason why they should exist, at least in some places, then they probably need to be working 24x7. Player guards can't be expected to do that; NPCs can. |
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#40 (permalink) |
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Junior Member
Join Date: Apr 2009
Rep Power: 2
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Well I prefer PVP to take place where it belongs: in the woods, in the jungle, in the mountains, in a field, in a valley, etc.
Seeing the weaker NPC cities get zerged and taken over would bring a tear to my eye. I don't want to be hanging out in the wild all alone.
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