T7V Jazzlvraz wrote:
We could have bosses like forgemaster garfrost!
While I do agree that there needs to be incentives, perhaps later on once the game is more stable, a transition to trading trophy's of particularly strong mobs to designated NPC's for recipes might fit better flavorwise.
Alternatively, a discovery system would also be nice... but that's all far future.
Before i post further, i need a check up on current S & D mechanics. As far as I'm aware, it amounts to basically stopping a traveling player and either getting some % of what that player is carrying, or initiating combat with a criminal flag, right?
Or is it something that is currently in a nebulous area where it may not be implemented depending on how banditry works out in EE?
Yes, I remember these aspects of retribution, but i was thinking along the terms of having meaningful interaction among npc's as well. Most of the later posts in this thread seem ( and call me out if i'm wrong) scared about S & D being a griefing tool ( in its current form, anyway). What i was thinking is with an infamy system, you get an additional way of interaction with npcs, and that could open ways of both punishment and reward. E.G, at a certain infamy, you have a bounty on your head, and can't enter some towns without being disguised, but some NPC's react to you differently; if there are npc caravan's, they're more likely to give you what you want if you S &D them, or if there are NPC run shady establishments, you can get things cheaper etc.
Essentially, giving people benefits and drawbacks for being a bandit, besides just having all the glorious pvp for profit. Or maybe i'm in over my head, regardless, should be interesting to see how the game actually plays out.