Capturing someone alive?


Pathfinder Online

Goblin Squad Member

Knocking a PC out, tying him down and transporting him with a cell wagon, throwing him in prison, jail time

Are these features possible in PFO?

Goblin Squad Member

We looked at and talked about it a bit in this thread.

Goblin Squad Member

I also talked about that here: Mercy Mode Type of Deal For PVP

It's a very old topic and my new proposed caravan system (which I like better) deals with some of the issues that topic was meant to address but here is the proposed capture mechanic:

Andius wrote:
If you choose to capture them, you may then open up your inventory and apply rope, manacles, gag, and/or a blindfold to them. If you have neither you can just lead them infront of you at weapon point but if you get attacked they will immediately break free. If you have a rope/manacles they will not break free unless A. They have the appropriate skills and are able to complete a "Break free" check. B. Someone sets them free. Putting a blindfold on them disables them from seeing. And gagging them disables them from using chat. All channels except /say and /yell are automatically disabled in mercy mode anyway, but you might not want them /yelling. At any point during their capture you have the choice to finish them (Incase their buddies try to mount a rescue.) and they have the choice to kill themselves (So that you can't lead them around endlessly as a way of greifing. Doing so also will count as if you killed them so that you can't avoid kills by capturing people and leading them in circles.) Criminals who are captured by lawful players will not be flagged in lawful areas, though NPC guards may demand you hand them over. Doing so will will allow you to collect any bounties on them that are available to you. The main purpose mechanically of capturing is say you think someone is a thief but you don't know, or someone is trespassing in your clan's hex and you want to make sure they leave but don't want to kill them. You can capture them until you have the info you need/have taken them out of your territory. It's also an awesome RP tool.

Goblin Squad Member

So I guess capturing would work in some kind of contract. If a PC does "evil" deeds, he gets flagged and knows that someone can put a capture contract on him. And if he gets caught(alive, or if he surrenders), he might have to do jail time.

Goblin Squad Member

The idea has, um, issues. Not simple.

Scarab Sages Goblin Squad Member

Issues is putting mildly. Death is kinder to a player than being forced to spend game time stuck in a jail.

Goblin Squad Member

If anything, jail should be a PvE thing relating to a storyline or something. That's it. I find many of these ideas I'm seeing in the threads not very practical honestly.

Goblin Squad Member

How long would you put someone into prison?

One effect could be, that players won't make PVP because they don't like to get into jail. Just imagine: you only got one day a week for playing and you spend the entire time in prison, this would be very hard.

Goblin Squad Member

You would lose many players with this 'feature'. Secondly those who are assuming this would be used only to counter griefers should consider what it would be like if the Griefer decided to do it to you, hold you captive, and torment you interminably.

How many imagine they would choose to stay alive very long in captivity?

If you chose to escape captivity by suicide should the system flag you for killing a character?

Scarab Sages Goblinworks Executive Founder

I would like to (once again) say NO to jailing.

This would be a deal breaker for a lot people, and IMHO significantly impact the player population growth and retention.

Goblin Squad Member

Subduing or knock outs are fine, but if that does not allow for pvp looting bandits and or pirates will not avoid killing.

The progression that I would follow is:

Offer the opportunity to surrender loot (toll)

Beat down (subdue or knock out ) and take loot

Kill and take loot.

My consideration has nothing to do with any reputation loss. I fully expect to be Chaotic Neutral, perhaps leaning towards CE.

Goblin Squad Member

I definitely think a capture/jail mechanic is super low priority fluff but I think the "suicide pill" stops it from being game breaking. It's basically just some RP flavored items and e-motes. The only practical use is the blindfold so long as it being captured disables your map.

Dark Archive Goblin Squad Member

I see how it would be hard to implement and frustrating for a lot of people, but on the other hand I see great RP oppurtunities. Does it not seem ridiculous that no forces would ever try to capture their enemies alive for information or perhaps because its against thier code of honor to kill enemies that surrender? Every conflict has to be reduced down to kill everyone that is an enemy, no exceptions? I hope one day we can get a MMORPG that actually emphasizes the RP.

Goblin Squad Member

I believe Mr. Dancey had said NO to capture of players unless they want to willingly RP it (i.e. no mechanics to enforce it).

Goblin Squad Member

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Some things just have to be RP'ed. That's why RP'ers love RP.

Dark Archive Goblin Squad Member

Drakhan Valane wrote:
I believe Mr. Dancey had said NO to capture of players unless they want to willingly RP it (i.e. no mechanics to enforce it).

So it will never happen outside of some pre-planned roleplaying event between two groups. Even then rare and not very interesting as it's all pre-determined.

Scarab Sages Goblin Squad Member

It wouldn't necessarily have to be pre-planned. You could be in battle or just surrrounded and then use a /handsup or /waiveflag emote and do a /say I Surrender!! My Guild will pay a ransom if you spare me!

As the attacker, you could then accept the surrender and post a guard on the injured party to make sure they don't escape.

Goblin Squad Member

Here's the post: http://paizo.com/threads/rzs2p7ap&page=2?Am-I-the-only-one-underwhelmed -and-concerned#61

Dark Archive Goblin Squad Member

Imbicatus wrote:

It wouldn't necessarily have to be pre-planned. You could be in battle or just surrrounded and then use a /handsup or /waiveflag emote and do a /say I Surrender!! My Guild will pay a ransom if you spare me!

As the attacker, you could then accept the surrender and post a guard on the injured party to make sure they don't escape.

Yeah some type of surrender emote or graphic, like a white flag above your head so people in combat will actually notice your trying to surrender would be nice.


Well since the Devs are against this. Is there any way for players to act against a repeat griefer aside from killing them, bounties and/or reputation systems?

Scarab Sages Goblinworks Executive Founder

Report them. GW has been pretty adamant about banning repeat griefers.

Goblin Squad Member

Valandur wrote:
Well since the Devs are against this. Is there any way for players to act against a repeat griefer aside from killing them, bounties and/or reputation systems?

Report them and they'll be banned. If not, call the Empyrean Order. Our job is make griefers' lives difficult.

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