The "Penis Brotherhood" in Rust


Pathfinder Online

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Goblin Squad Member

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I recently saw a video from the Alpha of Rust that perfectly illustrates the fecklessness of the constant murder/robbery sim lobbying here. Everytime you're like "Oh, here's my thread arguing why bandits should GAIN rep for murder/robbery," or "Oh haha Green Hat Thursday Murder events are really just RP," that video is what you're really lobbying for.

The next time you feel the urge to bleat out some nonsense about how PFO is restricting your ability to play a meaningful character because you can't SAD a merchant AND kill them AND get a reputation boost + murder people with green hats (or pants, it's all the same), watch that video again, and remind yourself what you're actually asking for.

Or better yet, go play Rust instead of PFO--you'd fit perfectly in that brotherhood.

Goblin Squad Member

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@ Mbando

I would so like to +10 this, but I can't. Nor do I think that there are many here that would ADMIT that is what they really want anymore. ;)

Goblin Squad Member

Mbando wrote:
From the Alpha of Rust

That may be part of the issue, and it is quite funny how players will create emergent game play from absolutely nothing.

As for the surprises...

1. There were female members of Penis Brothers. Nice to see they have an inclusive organization.

2. They used exactly the same recruitment tactics as the Romans, and I'd imagine the Romans made a few take off their pants.

3. The pants were GREEN!!!

4. If the Penis Brothers came to PFO, they might be in the top 3 of the land rush!!! Probably only second, behind Pax!!

Hopefully, GW will see this video as instructive in providing more to do in alpha and early MVP EE.

Goblin Squad Member

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Actually, it was quite hilarious. If you are playing a bandit and you are successful at bandit activities, yes, you should gain rep just as a paladin gains rep for being a successful paladin.

Goblin Squad Member

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I tell you what, I see a band of naked or pantless bandits coming towards me, I don't care what Rep I'll lose, I am abandoning my post.

My ass is sacred ground ...

But yes, being a Bandit should be something you think hard about.

A Bandit MIGHT have High Rep, but that might be only because they chose to be a bandit AFTER getting the skills they wanted.

That said, I am in favour of player-made training kits so that a low-rep person CAN level their skills ... but they'll always be behind SOMEBODY, and they will always need somebody with a High-Rep to sell them, trade them or give them the training kits.

Goblin Squad Member

Mbando wrote:
you can't SAD a merchant AND kill them AND get a reputation boost

That is not how the SAD mechanic works.

As for my favoriting your OP, to avoid confusion, I favorited it because the video was a good laugh.

Goblin Squad Member

Rep is just a system acting as a means to an end. I don't expect, and would not want, PFO to be Rust. I play Rust, I play DayZ, and I like them for the type of game they are (DayZ much more honestly). That said PFO is not a post apocalyptic survival game, nor should it be.

If Rocket adds in his humanity system, I will expect it to fit the needs of DayZ. I expect the reputation and alignment system to fit the needs of Pathfinder Online.

With that in mind the only question that matter to me is what the developers want the reputation and alignment systems to curb (if at all) and what it wants it to promote (if at all). It matters what it wants to measure and communicate to other players (if at all). All that really matters is if those systems work within the context of the development goals.

I don't personally bat an eye at things like GHT (though it is generally not my style), but if participating in such activities wrecks your characters then I can't help but think reasonable players will cease those types of activities. That is just an example, I have no idea if that will absolutely be the case.

Maybe in the last half decade I have become such the powergamer that some arguments just no longer make sense. I don't think roleplay concerns are a good reason to alter a system. A good reason for altering it is if the system is not doing what it was designed to do. At the end of the day I play the games I buy into. If I am not having fun, I no longer play the game.

A successful bandit should only equal a successful paladin if that is the intent of the design. If it is not then for the purposes of this game one does not equal the other.

Goblin Squad Member

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If the pants-less brotherhood show up in PFO I will certainly not bend to them but will call on all allies to help vanquish them to the 9 hells where Asmodeus can burn all their exposed parts for eternity. Unless it is a pant-less run for charity or some such event.

Goblin Squad Member

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Yep, no Teamspeak for me, ever. Without the teamspeak I could sortoff see the whole thing as some weird episode of American Dad or some other "adult" cartoon, but with the teamspeak I am just losing all faith in humanity.

I dunno, I am just as anonymous as the next guy here on the internet but why do I not feel the need to do stuff like this? Maybe I am using the internet wrong?

Goblin Squad Member

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Tyncale wrote:

Yep, no Teamspeak for me, ever. Without the teamspeak I could sortoff see the whole thing as some weird episode of American Dad or some other "adult" cartoon, but with the teamspeak I am just losing all faith in humanity.

I dunno, I am just as anonymous as the next guy here on the internet but why do I not feel the need to do stuff like this? Maybe I am using the internet wrong?

IMO you see things like this in Rust, and sometimes in DayZ because at the current stage of their development (they are both playable alphas) there is little else to do.

In Rust you are essentially all clones of the same emaciated Caucasian man. You literally have what you hold, and you generally don't hold it long.

It is literally faster and easier to take resources off of another player than it is to gather it yourself. The risk reward is skewed in conflicts favor, so that is what a lot of players do.

Building a base is relatively quick, infiltrating a base is relatively easy. There are ways to curb that by base architecture, but that just ups the amount of charges a person will need to make it to your storage crates.

I personally think Rust suffers from not knowing what it wants to be. In that vacuum people make their own entertainment. Often times that is a kill on site mentality, trolling, etc. In some rare moments the entertainment is made by a few players taking on the mantle of a hero and helping out new spawns.

Goblin Squad Member

Quote:
The next time you feel the urge to bleat out some nonsense about how PFO is restricting your ability to play a meaningful character because you can't SAD a merchant AND kill them AND get a reputation boost + murder people with green hats (or pants, it's all the same), watch that video again, and remind yourself what you're actually asking for.

I'll make sure to keep that in mind. Thank you for illuminating the darkness, I have seen the light!

You still can't wear pants on Mondays though.

Goblin Squad Member

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What I believe Areks is hinting at is that if you are playing the game as GW intends - using their mechanics for the roles they view as acceptable (bandits included) - then you should gain reputation accordingly.

For instance, if playing a bandit, you earn all your loot via the SAD mechanic, then you are not being a troublesome player (though some may not care for your characters). If you are claiming to be a bandit, when in reality, you get all your loot by killing everyone you see and stripping their corpse bare, your reputation should reflect that behavior.

Again, reputation measures player behavior. The character might be doing evil or chaotic things, but I do not see what that has to do with player behavior if those actions are being performed as intended by game mechanics and available skills.

As for SAD, I think successful use of the SAD mechanic (the merchant paid you) should give a reputation bonus, though I know this could also be gamed (I'm not arguing its viability vs. its risk of exploitation at the moment). If the merchant turns down the SAD, no reputation should be awarded or lost. The bandit is still playing by the rules of the game.

The trick comes with the next bit...if the merchant refuses and the bandit follows through with his threat and kills the merchant, does he lose reputation? Some would say yes, he was the aggressor not currently involved in a feud, war, etc. with that merchant. He is engaging in PvP not provided for by GW's mechanics that attempt to ensure those not wishing PvP don't have to PvP (sanctioned and unsanctioned took so many fewer words...). Others would say no...or at least not if the SAD amount were reasonable. Either way, one side or the other seems like they will be given too much power over the other. For instance, if bandit rep loss is guaranteed upon a kill, merchants could purposely send out decoys with nothing to loot, just to drop bandit rep. On the flip side, if rep loss doesn't occur upon killing the merchant, nothing stops bandits from charging exorbitant SADs where they either get what they ask for (likely too steep an amount) or use it as an excuse to kill and rob with impunity.

You could attach a minimum amount for SAD, but that seems "unsandboxy". You could say that over a certain SAD amount, death causes rep loss, but that seems to be sanctioning a certain percentage of loss into every merchant's overhead. You could limit how many no-rep-loss SADs you get each day, but that's a limit on bandits that no other role has to deal with...

It is a pickle.

Goblin Squad Member

@ Hobs

What about the merchant weighing the loss of goods and time vs. the value of giving the rep hit to the bandit? Some will certainly not feel it is worth losing their goods and their time just to damage a bandit's rep.

If there is a way for the bandit to evaluate the nature of the victim's goods or wealth (as has been mentioned) then the choice is up to the bandit whether to engage that person or not.

Goblin Squad Member

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It might be possible to have a sliding mechanic on the Rep gain/loss proportional to the SAD % amount requested. If a SAD is requested for a low percentage or reasonable amount and accepted more Rep is gained. If it is denied then there would be little or no Rep loss to killing the denier. If instead the SAD amount was a high % amount and was accepted, the Bandit would get less Rep for acceptance and if denied would get a larger Rep loss for killing. That may not work with the mechanics though.

Liberty's Edge Goblin Squad Member

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Bringslite wrote:

@ Mbando

I would so like to +10 this, but I can't. Nor do I think that there are many here that would ADMIT that is what they really want anymore. ;)

+10 again. And thanks - I needed to hear my viewpoint is shared by someone out there!

Goblin Squad Member

T7V Wexel Daventry wrote:
It might be possible to have a sliding mechanic on the Rep gain/loss proportional to the SAD % amount requested. If a SAD is requested for a low percentage or reasonable amount and accepted more Rep is gained. If it is denied then there would be little or no Rep loss to killing the denier. If instead the SAD amount was a high % amount and was accepted, the Bandit would get less Rep for acceptance and if denied would get a larger Rep loss for killing. That may not work with the mechanics though.

I'm pretty sure with the current mechanics, if a SAD is denied at all, there is NO rep lost for the death of the people who denied it. Unless it has recently changed, this is my understanding

Goblin Squad Member

Pax Areks wrote:

Actually, it was quite hilarious. If you are playing a bandit and you are successful at bandit activities, yes, you should gain rep just as a paladin gains rep for being a successful paladin.

Reputation among players and the Reputation mechanic are two different things saddled with the same word.

The argument goes, "If the Reputation mechanic is there to measure if a player is being cool in the game or doing stuff that brings everyone down (in GW's view) why should bandits rob a bunch and get rewarded with something that says they're being cool? If they use SAD instead of a straight bloodbath ambush they either get stuff or can kill everyone and take their stuff anyway without Reputation loss and that should be enough reward."

Silver Crusade

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Use the Fate system (the game) if you want bandits to gain "Rep". Good characters become famous, evil guys infamous. And will likely attract more and more powerful Good guys looking to stop them.

Goblin Squad Member

Perhaps the higher your S.A.D., there's a rapidly scaling penalty.

A 'reasonable' S.A.D. might work, and grant a scaling rep-penalty, either directly or as a long-term debuff to gaining rep, for something that Goblin Works considers a 'stupidly' high Stand-and-Deliver for the purpose of killing the Merchant and then taking their stuff anyways, and might indeed extend the 'Criminal' Flag even longer than normal.

It might be able to work off of the value of the wagon/merchant's overall wealth in coins, if sold to an NPC vendor, giving a flat base for the mechanic to work from.

A wagon-load of sheafs of wheat might only rack up 100 or so gold, so a S.A.D. that functions around that mark is likely going to not cause any highs or lows in Rep or XP 'cramping', allows the Bandit-type Players to make their money, and smart Bandits will make sure they hit a merchant first, deliver the S.A.D. at a decent level so that the Merchant is still making something of a profit, and then assuming that you can't have S.A.D.s delivered continuously, the Merchant is untouchable for a long period of time.

Oh, the Merchant can still be killed, but that's a large rep hit, plus the criminal flag, for sloppy seconds.

And that's when we have Bandit Wars ...

But I digress!

If the Bandit rolls up and demands 200k for the wagon, oh my god is he in for a bad time, because not only is he looking at a loooooooong time of reduced rep-gain, but that Criminal Flag is gonna last forever ...

But what about inspecting the Wagon/Merchant?

Smart Merchants will let the Bandits inspect their cargo, knowing only the most blood-thirsty or stupid Bandits are going to jack up the S.A.D., and the longer you're stuck there while they inspect your cargo, that's more time to write down the players' names, or failing that if names are not automatically visible, their descriptions.

And don't forget, if they do this in a secured/PC-Controlled/NPC-Controlled Hex with a Settlement in the Hex, that's a bundle of some nasty NPC Guards bearing down on them, plus any friends you may have called up on Ventrillo, Steam or Skype.

With the right spot/search badge, a Bandit-type Player might be able to work out a rough estimate of the loot's 'worth', and then be able to inform the S.A.D. specialist, who has likely taken Badges that allow them to slow or stop a Merchant enough to deliver the S.A.D. in the first place, and they can then deliver the demand for coin or goods with a greater chance of not falling into the trap of an insanely-high S.A.D.

Goblin Squad Member

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Thanks for the amusing video. Here's to hoping our own EE experience does not devolve to the level of the "Penis Brothers".

Goblin Squad Member

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Pax Shane Gifford wrote:
Thanks for the amusing video. Here's to hoping our own EE experience does not devolve to the level of the "Penis Brothers".

Here's hoping that during MVP EE we will be presented with more to do than just that. That does mean, providing just gathering and crafting either, but some form of meaningful PvP.

Goblin Squad Member

Bluddwolf wrote:
Pax Shane Gifford wrote:
Thanks for the amusing video. Here's to hoping our own EE experience does not devolve to the level of the "Penis Brothers".
Here's hoping that during MVP EE we will be presented with more to do than just that. That does mean, providing just gathering and crafting either, but some form of meaningful PvP.

Bingo.

Goblin Squad Member

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"If I were to see a pack of rabid animals in my settlement, threatening my neighbors and their children, I would have no hesitation in trying to kill them. I hope I would always have sorrow for those diseased animals, but that should not stop me from protecting others. I would die to save those I have sworn to protect. If I see that pack of rabid animals, I will do all I could to keep them from hurting those in my company, in my settlement, in my nation. I would still ask them to repent and turn to the light, but, as they are rabid insane creatures, I most likely will have to kill them if I could. I would do my best to rally others to this cause, even those with whom I am at war, if I must. It is my hope that you will see this as the right thing to do, and join me if I call. The choice is yours."
- Harad Navar speaking to the Nettles

Goblin Squad Member

Bringslite wrote:

@ Hobs

What about the merchant weighing the loss of goods and time vs. the value of giving the rep hit to the bandit? Some will certainly not feel it is worth losing their goods and their time just to damage a bandit's rep.

If there is a way for the bandit to evaluate the nature of the victim's goods or wealth (as has been mentioned) then the choice is up to the bandit whether to engage that person or not.

Bringslite,

I don't think I implied anything along the lines of not agreeing with the sentiment in your first statement. I doubt very many merchants will be willing to forfeit goods just to spite a bandit's reputation. I did mention the possibility of both sides abusing mechanics. For the merchant's part, this was my comment:

"Either way, one side or the other seems like they will be given too much power over the other. For instance, if bandit rep loss is guaranteed upon a kill, merchants could purposely send out decoys with nothing to loot, just to drop bandit rep."

Last I read, hideouts would allow you to learn information about the potential target, but was that their number, their relative difficulty, or actually what they were carrying in the way of goods? I don't recall seeing the last part specified, though many bandit players might hope for it to be so.

Goblin Squad Member

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So running around to every player in the game, demanding they take off their pants, then pretending to sexually assault them when they do is "a good laugh."

Yup. Exactly the kind of behavior and mentality we need to be coming down hard against. Regardless of your personal feelings about the humor of these acts it is not appropriate to force the rest of the community to endure them.

Goblin Squad Member

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Oh hahaha they've managed to make the game a Rape Sim also and "it was quite hilarious" because rape is so hilarious, haha. And yes it is "quite funny how players will create emergent game play from absolutely nothing," because LOLs they are using the emotes to simulate rape AND murder oh goodness such wonderful emergent gameplay!

Yea, really something to shoot for, huh?

Goblin Squad Member

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Hey, no clothing means lower AC.

Also it's sort of a great big flag screaming "TOOOOOOOOOOOL!" above the players head and will reflect poorly on their reputation amongst the other players.

It's funny in a "Haha NO..." not a "Haha I'm gonna do that!" way, or at least I hope so.

Goblinworks Executive Founder

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Bringslite wrote:

@ Mbando

I would so like to +10 this, but I can't. Nor do I think that there are many here that would ADMIT that is what they really want anymore. ;)

I want PFO to be a game where something like this is possible, but nobody ever does it.

Except for the rapey part. I would prefer to see banning for people who tried to create any kind of rape simulation.

Goblin Squad Member

Starting to wonder if some people can differentiate between reality and what takes place in a video game. Between real people and pixels on a computer monitor.

It's not that serious Bro, it's a game. If you're that upset about simulated violence, don't play these games..... Might I suggest checkers. Yes I know, even checkers has open world PvP and full player looting, but it is less graphically violent.

Goblin Squad Member

I would imagine it would be rather hilarious if 'end game' gear looks all the same, so to identify the enemy, somebody has to go shirts and somebody has to go skins.

That would be a hotly contested debate, no doubt!

Goblin Squad Member

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Bluddwolf wrote:
Starting to wonder if some people can differentiate between reality and what takes place in a video game. Between real people and pixels on a computer monitor.

I'm starting to wonder if you are bright enough to understand that just because the character is displayed with pixels on a screen doesn't mean the person controlling isn't as real as the people you deal with face to face every day. And that it isn't appropriate to force constant abuse and simulated rape upon those people.

Goblin Squad Member

HalfOrc with a Hat of Disguise wrote:

I would imagine it would be rather hilarious if 'end game' gear looks all the same, so to identify the enemy, somebody has to go shirts and somebody has to go skins.

That would be a hotly contested debate, no doubt!

Interestingly enough Fallen Earth has a service that can be bought in their I cash shop called "Invisible Armor". It allows you to wear armor and have all of its benefits, but it can look like any piece of armor / gear or even "naked" if you purchased the service.

It was meant to be a way of allowing player who liked the cool look with lower level gear, to maintain it, but at no loss of upper tier protection. I'd bet there are players running round "naked" but with quality level 300 gear.

Goblin Squad Member

Andius wrote:
Bluddwolf wrote:
Starting to wonder if some people can differentiate between reality and what takes place in a video game. Between real people and pixels on a computer monitor.
I'm starting to wonder if you are bright enough to understand that just because the character is displayed with pixels on a screen doesn't mean the person controlling isn't as real as the people you deal with face to face every day. And that it isn't appropriate to force constant abuse and simulated rape upon those people.

Well here is to hoping GW does not allow for naked character modeling. That for one thing is the strange part if what Rust developers did. They are obviously going for a sophomoric humor for their game, which is fortunately not something I think GW would do.

The greater question is, why are the Developers giving the players so little to do, even in an alpha?

Second point, that has not been mentioned here, in Rust you can create your own server and set your own server rules. I play on a server where the server admin periodically switches of PvP.

I'm just guessing here, but my guess would be that these guys and gals in the Penis Brotherhood are playing on their own server. If you don't like their rules, or lack of rules, don't play on their server.

Which reminds me, I haven't played Rust in over a week, wonder if they have finally enabled maps??

Goblin Squad Member

Might be just me, but I'm surprised at how much 'detail' the Dev's of Rust put into the male genital graphics.

I wonder what type of rating it will end up. With those types of graphics it might be even too much for an 'M' rating.

Goblin Squad Member

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Ultimately I think the Dev team is orders of magnitude smarter (and more responsible) than the "Haha it's only a game, rape: such hilarious! Murder: so emergence!" people here who are clamoring for an unstructured gamespace. I wouldn't spend a second playing this game if it could possibly allow that kind of garbage, but I'm not realy worried about facing that. I'm so committed to this precisely because I've heard the Dev's thoughtfully articulate the structural reasons behind gaming problems (including murder sims), and I have confidence in their ability to design and scaffold a very robust and fun game system but also culture. I'm just befuddled by why soem of you keep asking for garbage.

And btw Bluddwolf, no, the Roman army never recruited that way. Not the early legion, not the Scipio or Marius-reformed legions, not under the Principate or the Monarchy. etc. Never. That may be the single wrongest, most historically inaccurate error I've come across. Congratulations.

Goblin Squad Member

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Promoting a culture of rape is never okay.

Goblin Squad Member

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Mbando wrote:

I recently saw a video from the Alpha of Rust that perfectly illustrates the fecklessness of the constant murder/robbery sim lobbying here. Everytime you're like "Oh, here's my thread arguing why bandits should GAIN rep for murder/robbery," or "Oh haha Green Hat Thursday Murder events are really just RP," that video is what you're really lobbying for.

The next time you feel the urge to bleat out some nonsense about how PFO is restricting your ability to play a meaningful character because you can't SAD a merchant AND kill them AND get a reputation boost + murder people with green hats (or pants, it's all the same), watch that video again, and remind yourself what you're actually asking for.

What would be your vision of playing a bandit/thief in PFO? Are you saying they should not gain reputation for performing their roles (viz. theft)?

I would hope a company that tried to enforce their will on others via simulated rape would be smashed by other groups in PFO, and then banned by GW...BUT I damn well hope and demand that the role of a bandit is a viable one and that as it stands, they gain reputation for performing their role. Reputation is an OOC measuring stick of how they follow game rules, not a measure of how 'nice' they are.

Goblin Squad Member

Mbando wrote:
And btw Bluddwolf, no, the Roman army never recruited that way. Not the early legion, not the Scipio or Marius-reformed legions, not under the Principate or the Monarchy. etc. Never. That may be the single wrongest, most historically inaccurate error I've come across. Congratulations.

I referred to Legions, when I should have said the Auxilia, which was progressively recruited more and more from conquered lands. This was the practice that I was referring to, the recruitment of the conquered with two promises usually made.

We will not kill you, and if you serve long enough, you will be granted citizenship.

We can debate whether or not the Auxilia became the de facto Roman Legions sometime between 100 and 300 AD, as the Italian population could no longer be recruited in large enough numbers to keep the "legions" pure as was one of their earlier rules.

I stand corrected on the use of the term "Legion" since that is somewhat up in the air as to what time period you are thinking about.

Quote:
The citizen troops serving in the legiones were supplemented by troops drawn from allied and conquered communities, the socii. Another term in general use for the socii was auxilia, supporting troops, or cohortes alariae. These forces were divided in several types but the most important were the Italic socii or allies. Among these the socii nominis Latinis, the allies of the Latin league, were the most prominent. Generally the majority of these Italic allies were staunchly loyal to the Roman cause. Even after the series of disastrous defeats inflicted by Hannibal only a minority of Italic communities defected to the enemy. The Italic socii were occasionally rewarded for their services by the granting of Latin rights or Roman citizenship. The increasing rarity of these grants in the second century BC was one of the main causes of the Social War fought between Rome and her Italic allies.

Goblin Squad Member

Pax Areks wrote:
Actually, it was quite hilarious.

Exactly lol

You guys are too uptight for gaming!!!

Goblin Squad Member

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Jiminy wrote:


What would be your vision of playing a bandit/thief in PFO? Are you saying they should not gain reputation for performing their roles (viz. theft)?

My vision of bandits in the game is pretty much what they're putting out--people who'd rather let you do the work and then swoop in and help themselves. I want them to be worthy adversaries, and a significant part of the game you can't afford to ignore. And GW appears to be putting that in, along with mechanics to structure such activities.

Which is pretty much the opposite of the kind of unstructured play space you get in a game like UO and Rust. Some of us look at that video are are like "Oh haha much hilarious: emergent rape!" and others of us are disgusted. It's a pretty useful heuristic.

Goblin Squad Member

Mbando wrote:
Jiminy wrote:


What would be your vision of playing a bandit/thief in PFO? Are you saying they should not gain reputation for performing their roles (viz. theft)?

My vision of bandits in the game is pretty much what they're putting out--people who'd rather let you do the work and then swoop in and help themselves. I want them to be worthy adversaries, and a significant part of the game you can't afford to ignore. And GW appears to be putting that in, along with mechanics to structure such activities.

Which is pretty much the opposite of the kind of unstructured play space you get in a game like UO and Rust. Some of us look at that video are are like "Oh haha much hilarious: emergent rape!" and others of us are disgusted. It's a pretty useful heuristic.

Ah, cool. I agree. Just making sure you weren't going off tap at the poor defenceless rogues :)

I agree with you that rape simulations are dumb, but also agree with DeciusBrutus in that it should be possible via game mechanics but not actually done. Also agree with you that a bandit should have an 'I win' button and be able to stealth up to someone, SAD them, then backstab them and then teabag them - or not without reputation hits anyway.

Goblin Squad Member

No Bluddwolf. The both the legion and auxilia were manned through volunteers and a draft (dilectus): voluntarii, lecti, and vicarii. Very much like the US in wartime, nothing like that video.

And btw I just googled your "source." It's from dude's amateur tripod page: http://members.tripod.com/~S_van_Dorst/reparmy.html#legions

Not really a good source, bro.

Goblin Squad Member

Mbando wrote:

And btw I just googled your "source." It's from dude's amateur tripod page: http://members.tripod.com/~S_van_Dorst/reparmy.html#legions

Not really a good source, bro.

It is not the only source, obviously, there are probably thousands of sources and as history typically goes... hundreds or even thousands will conflict.

Point was, the Romans did "draft / recruit" from conquered people. That is all I was saying about the video. It was kind of a joke, just like the rest of the "surprises" I listed.

You're being a bit too serious about a funny video. Yeah, it was funny, because it was intended to have light hearted humor. Those guys probably run the server, they set the rules, anyone who doesn't like it can move their character to another server. That move is free of charge to do so. There is no persistence in the game really.

Most servers have fewer than 10 players. You and Andius should consider trying it. You can set your own rules, turn PVP on and off on a whim. It obviously has server-wide TS built in, and so you can organize the server population and events in whatever manner you wish.

Shadow Lodge Goblin Squad Member

Mbando wrote:
"Oh haha Green Hat Thursday Murder events are really just RP,"

It is Green Hat Tuesday, although it was created on a Monday and will most likely be celebrated on any day of the week that strikes the whim of Rovagug, or Pax Hobs.... Since his ascension I can hardly tell the two apart any longer.

The video clearly showed Green Pants, not hats. But, the spirit of Green Hat Tuesday was certainly represented. Good spirited fun, laughter, chaos and a touch of random violence.

That is a perfect example of Lord of the Flies Online, and I don't mean that in a bad way, it is just different than what is planned for PFO.

Goblinworks Executive Founder

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Harbinger of Chaos wrote:
... Good spirited fun, laughter, ...

I don't think that means what you think it means.

Goblin Squad Member

Is there limited-range voice communication built into the game Rust? It appeared to be that way; if so, that's one feature I like. :)

Not saying we should have that for PfO though; in fact I don't think we should. But such a feature definitely adds to a game like Rust.

Goblin Squad Member

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Pax Shane Gifford wrote:

Is there limited-range voice communication built into the game Rust? It appeared to be that way; if so, that's one feature I like. :)

Not saying we should have that for PfO though; in fact I don't think we should. But such a feature definitely adds to a game like Rust.

Oh lord, imagine the 12 year olds screaming at you as you smash their character faces in with a greatsword.

Goblin Squad Member

It is a different game and caters to a different target audience then pathfinder online does. That is what happens when there is excess freedom of action and little care. That is where the internet has been going for a good deal of time. That maybe a private server and a special show for all that we know. The kind of play that is fun in a world with no persistence and maybe 2 hours of entertainment. Little minded dummies. So sad that terrible actions are humor for some.

Goblin Squad Member

Fun video.

Liberty's Edge Goblin Squad Member

1 person marked this as a favorite.
Mbando wrote:

I recently saw a video from the Alpha of Rust that perfectly illustrates the fecklessness of the constant murder/robbery sim lobbying here. Everytime you're like "Oh, here's my thread arguing why bandits should GAIN rep for murder/robbery," or "Oh haha Green Hat Thursday Murder events are really just RP," that video is what you're really lobbying for.

The next time you feel the urge to bleat out some nonsense about how PFO is restricting your ability to play a meaningful character because you can't SAD a merchant AND kill them AND get a reputation boost + murder people with green hats (or pants, it's all the same), watch that video again, and remind yourself what you're actually asking for.

Or better yet, go play Rust instead of PFO--you'd fit perfectly in that brotherhood.

Favorited for your points, not the video. The wearers of rectal headgear in the video had all the charm and wit of a septic tank.

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