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arbiter

Testers
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Posts posted by arbiter

  1. LOTRO(past)

    SWTOR(past)

    GW2(recent)

    Archeage(recent)

     

    Not a huge list but I play other games too.

     

    And yeah.. Archeage... An amazing game with so many good features. But such a sad mess. I played on Kyrios as well btw. I wasn't bothered by "Queueage" at the start (played at headstart). What really killed the game for me was the management.... They completely ruined the game with that racing kit, and all the other stupid kits after it. Hey, instead of trying to make this game last as long as we can, lets MILK it till it dies!!! You do not take the most sought after resource in the game (thunderstruck tree) and basically put it on the cash shop (through rumbling saplings). Especially in a game like that. Just no... Another issue with the game is they weren't banning hackers. Why? well they buy our stupid racing kits so why should we? haha ha ha. And Auroria was awful. Got home from work sat there for like 2 hours waiting to place a house... And the land hackers took it instantly... Nice... Not to mention that awful dupe glitch with the inventory bug. Sucks too because my character was pretty powerful when I quit. Had a partial epherium set, t3 hasla, a sweet build and 60k metalwork which I used very effectiveley. Oh well.

     

    /rant.

  2. Can't wait to see what it really means and how important it is.

     

    Maybe it could have to do a lot with logistics, as in a massive army of players will need to be supplied with provisions as they move across the land?

     

    In any case it will probably add more to the economy which is a good thing!

  3. The story should be made by the players, just like agelmar stated above.

     

    What I DON'T want to see is a story like every other mmo where you are some super hero who saves the world. Sounds cool, but then you realize... Everyone else has the exact same story!!! "When everyone's special, no one is". How does that mix together in a persistent universe? Everyone is basically running around with different looking versions of the same character. May as well be playing a single player RPG. Its really immersion breaking to see thousands of people playing through the same story - not to mention... A story that is usually all instanced, scripted, impossible to lose, and has absolutely no affect on the world.

     

    So personally I would prefer no story at all, makes the world feel more alive.

  4. Archeage had npc peacekeepers called Nuetral Aliance Guards.   Their AI sucked flying purple donkey butt and didnt really protect crap.  I agree with Arbiter to an extent. Major cities should have a base level of NPCs that do have more of a knock your junk in the dirt power.  Theory being more populous more money for better training and more experience with crime and unruliness in general.  There could be an option of once a month posting the crimes in the major cities, then have a player contributed fund that spawns more guards for that city.  So if every one goes to major city "Center of Greatness" a lot.   Every player can  contribute to the fund effectively make the city "safe".  As Arbiter stated the backwater less traveled out of the way areas should have a small force of competent yet not uber powerfull guards.  Since less people go there the locals hire guards based off of the same system and can provide for more protection up to the breakpoint of it being worth their wild to hire more and being able to effectively do what they want to do.  Major city guards would have tight but not Secret Service level patrol patterns.  While small city guards kind of wander around or go to the place where most crime happens. This leaves a highly skilled assassins able to ply their craft after being hired for revenge on a guy who wont leave a major city. From some yahoo who just stabs a guy at a vendor then runs away thinking he's 1337 do to sucky guard AI. Especially considering the lootability and perma-death that is being discussed.  If you get the kill with skill, timing, planning and ability....keep what you kill man you earned it.  If you get it do to faulty AI or bad "game mechanics" its a bit of a pisser.

     

    I do however disagree on player based crime systems.  Not in principle mind you just application.  While I haven't experience many player based crime systems the most reasent one from Archeage was laughable at best.  People afk just to get xp for being there.  People voting guilty just to get the points for being there so they could get the quest item, not even listening to testimony.  People will either go hey its sandbox do anything you want.  Others go....well that would piss me of if/when it happened to me.....screw this guy. To the headmen with the turnip theif.  

     

    I played Archeage too and I agree with you. In karkasse ridgelands there was an area where you would just wait for the guards to pass and then kill people standing at the quest givers outside the aggro radius. Or the mansion in Sandeep. That was stupid. Guards need to be more intelligent and aware.

     

    And I didn't really mean a player based decision/court system. As you said in Archeage everyone would just vote for their guildies and it was pretty much impossible to tell if the person in court was telling the truth or not. And who knows if the "reports" were just made up spam either. What I meant was, have the players of the city decide the severity of the punishment for the crime - for everyone who does so. I'm not suggesting a court system. Say the players or guild of the town set the punishment/law of killing another player inside the city at stripping the player of items from their inventory (randomly decided) or having to pay a set sum of gold. And perhaps backwater cities that are filled with pkers, assassins, and bounty hunters, might let you get away with a couple silver as payment or get off completely. So IF that person ends up being killed by the guards or players hunting them down, they will automatically have the programming of the city punish them accordingly to the laws set in place. But have it apply to every player in the city that gets caught so that people cant just vouch for their guildies and get them off the hook like in Archeage.

  5. I dont think there should be any safezones personally. Its restricting to the freedom of the world IMO. It would be cool to hunt someone down in a city instead of the open field for once.

     

    There should be NPC guards to make the world feel alive, however, Do not make them all powerful as they are in other games. Make it so that you can take on and kill the guards, after all they are only regular people just like you. It should be up to players and guilds to make their cities safe, not the AI's. For example some cities could be total backwaters and extremely dangerous to travel through, but a larger city with more organized players can hire more guards to outnumber criminals. Let them create their own crime systems to punish said players if they are caught to discourage peope from trying to kill others openly in a bigger city. Only assassins would then dare to venture in to pick off a target.

     

    Of course we dont know much about this game yet but these are my thoughts.

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