Onishi
Goblin Squad Member
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@Dario
@OnishuThe loot has to be at least the same if you settle on subduing the target. If it is less, than why would a bandit not just kill the person? - maybe reputation is the answer, read below.
As I stated earlier, all bandits will be chaotic, because that comes from the attacker flag. If in the wilderness, there is no criminal flag or murder, so no alignment change.
The only benefit to not killing is that the bandit could get a positive reputation shift. That maybe valuable enough to give up some of the loot.
So now you are making actual killing extrodinarally rare. IE making items rarely if ever come out of circulation. As in PVE deaths people will rarely actually lose the items, as they will most likely be able to reach their corpse before anyone gets a chance to loot it, especially when with friends to protect. PVP there is rarely a chance to get to it.
So now... what is the need for subdual damage? Is it because the already painfully low death penalty needs to be lower? Or is it that we want all the benefits of killing, but give it a different name so it doesn't sound like killing, and lower the reputation costs on top of that?
We have now strayed from a half decent idea, into pure absurdity. for the purpose of balance and meeting the goals Killing and looting corpses does need to be the standard. it has a very specific necessary purpose to the game. Most of the gear that is lost on death is not stolen, but rather destroyed. Gear destruction is what keeps crafters crafting, people building, rather than gear piling up in droves as it is handed down from generation to generation, making crafting in generation 3 completely useless, as everything they can make is laying in piles because the last 2 groups of crafters couldn't sell it, and are just giving it away.
LordDaeron
Goblin Squad Member
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@Dario
@OnishuThe loot has to be at least the same if you settle on subduing the target. If it is less, than why would a bandit not just kill the person? - maybe reputation is the answer, read below.
As I stated earlier, all bandits will be chaotic, because that comes from the attacker flag. If in the wilderness, there is no criminal flag or murder, so no alignment change.
The only benefit to not killing is that the bandit could get a positive reputation shift. That maybe valuable enough to give up some of the loot.
Also that would allow a CG char to play as a bandit as well as he is going to just shift his alignment towards chaotic what he alread is.
Although I think if a CG is constinously robbing good people he shoud slightly move towards neutral, at least.
LordDaeron
Goblin Squad Member
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Gear destruction is what keeps crafters crafting, people building, rather than gear piling up in droves as it is handed down from generation to generation, making crafting in generation 3 completely useless, as everything they can make is laying in piles because the last 2 groups of crafters couldn't sell it, and are just giving it away.
Don't forget they intend to allow the equipment to wear off and need at least be repaired , and eventually being damaged beyond any repairing, probably.
Bluddwolf
Goblin Squad Member
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Bluddwolf wrote:@Dario
@OnishuThe loot has to be at least the same if you settle on subduing the target. If it is less, than why would a bandit not just kill the person? - maybe reputation is the answer, read below.
As I stated earlier, all bandits will be chaotic, because that comes from the attacker flag. If in the wilderness, there is no criminal flag or murder, so no alignment change.
The only benefit to not killing is that the bandit could get a positive reputation shift. That maybe valuable enough to give up some of the loot.
Also that would allow a CG char to play as a bandit as well as he is going to just shift his alignment towards chaotic what he alread is.
Although I think if a CG is constinously robbing good people he shoud slightly move towards neutral, at least.
CG bandit = Robin Hood
Yes, there should be room in a sandbox MMO for someone to role play this kind of a character.
Bluddwolf
Goblin Squad Member
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So now you are making actual killing extrodinarally rare.
No, I'm suggesting that there be an option. I doubt many bandits will agree to surrender, why would they?
But, I'm not worried about that mechanic for myself, I was only suggesting that apprehend could work for the forces of good.