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Gameplay | Topic subject | Good aligned characters getting wanted and goodie guards | Topic
URL | https://forums.carrionfields.com/dcboard.php?az=show_topic&forum=6&topic_id=7796 |
7796, Good aligned characters getting wanted and goodie guards
Posted by Kristof on Wed 31-Dec-69 07:00 PM
If you're playing a good aligned character, getting wanted is extra annoying, just because the vast majority of orderly mobs seem to be goodies. It makes more sense that they would be balanced.
There's also the matter of orderly mobs outside the areas protected by the Spire. Take for instance Arkham guards. They do not live by the Tribunal law yet uphold it vigorously by attacking and chasing wanted people. As the Spire isn't a good aligned Cabal, I don't understand why they would uphold rules they hardly even know.
So what I'd like to see is: - Change most orderly good mobs to orderly neutral. (Unless it isn't logical within the area). The -30 exp you get as a goodie, is annoying and unfair.
- Stop guards who aren't living by Tribunal Law from attacking people. Specifically in towns who are outside Spire territory.
I think this would add an extra dimension to being wanted and to hunting for wanted people. These towns would become safe havens for criminals, which would add animosity between the towns under Spire rule and those that are not.
Perhaps some towns would want to remain neutral in all this (Tir-Talath for instance). The guards there would throw wanted people out, not chase them (or allow them).
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7804, I've raised this before, on this board, and was told "No."
Posted by Yuyuya on Wed 31-Dec-69 07:00 PM
You could probably search it but in short the response was that the guards are by area writer design, and they saw no reason to change them.
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7799, RE: Good aligned characters getting wanted and goodie guards
Posted by WhiteRaven on Wed 31-Dec-69 07:00 PM
Amen...
Also, it makes RP'ing uncomfortable, especially if you're Fortress. You've vowed to never kill good PC's, but that sort of feels like it should extend to NPC's, even though I know it's ok in self defense. Still, as a wanted good character, I always feel like I shouldn't be killing good guards, but with no way to blind them, due to game mechanics, I have to, otherwise they'll track me forever.
Also, some of the random things not even in cities that attack you because you're wanted makes no sense.
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7800, You could always, you know, flee?
Posted by Theerkla on Wed 31-Dec-69 07:00 PM
And they won't track you forever if you take the right route to trap them or just recall away at the right point.
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7803, It hardly ever is this easy at low, mid ranks level
Posted by Kristof on Wed 31-Dec-69 07:00 PM
And recalling usually means fleeing from one mob to arrive at a place with a lot more orderly mobs. Also, the right route is usually the one that is stacked with orderly mobs. For instance, I know a perfect spot to get rid of wanted status without an exp penalty or having to go PK die (and likely lose stuff), except I've never ever been able to reach it safely while wanted.
Also, role may demand you to finish the mob.
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7805, Then RP the conflict between the two. nt
Posted by Nivek1 on Wed 31-Dec-69 07:00 PM
.
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7797, RE: Good aligned characters getting wanted and goodie guards
Posted by Tirach on Wed 31-Dec-69 07:00 PM
I agree with most here.
Only some of the cities should not allow outlaws since they see them as trouble, only Arkam I see as a city that is umm a little wretched as is Udgaard. Those cities are the cities I most would see accepting outlaws and giving them "protection"..
But I really agree with the goodie protector stuff, its anoying for goodies getting attacked and penalized like that when they will get exp penalty sooner or later by pk giving them "mob death penalty" anyhow. If not for realism so for playbility :D (not all wanted people are heroes you know)
To survive as a wanted is pretty much hard work exp at low and mid ranks, I would like to see more low/mid level characters able to survive for a while when wanted... Would give more fun factor to the game, and a little more work for the tribs... Currently chaotic people who will at hero level not care at all for the law will hold back until they hero... Not enough chaos in the mud :D) This was not such an issue when Entropy was in the game but it has become an issue now when you dont have this cabal in the game anymore.
I would love to see a little more chaos in the game. It makes for good entertainment hehe...
Tirach
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7807, RE: Good aligned characters getting wanted and goodie guards
Posted by Rade on Wed 31-Dec-69 07:00 PM
>I agree with most here. > >Only some of the cities should not allow outlaws since they >see them as trouble, only Arkam I see as a city that is umm a >little wretched as is Udgaard. Those cities are the cities I >most would see accepting outlaws and giving them >"protection".. >
I dunno, most dictators in real life don't tend to be very merciful on criminals. I can see the same rule of thumb in Udgaard.
>But I really agree with the goodie protector stuff, its >anoying for goodies getting attacked and penalized like that >when they will get exp penalty sooner or later by pk giving >them "mob death penalty" anyhow. If not for realism so for >playbility :D (not all wanted people are heroes you know) >
If we're going to assume that chaotic necessarily means with respect to law breaking, maybe we should make goodies not able to roll chaotic.
A paladin fights for a 'higher cause' than the law, but I don't think that necessarily means he should be breaking the law very often. Maybe that paladin should eat the death as part of living by a code of honor instead of running like a little bitch. You know, the whole accepting the consequences of your actions thing.
>To survive as a wanted is pretty much hard work exp at low and >mid ranks, I would like to see more low/mid level characters >able to survive for a while when wanted... Would give more fun >factor to the game, and a little more work for the tribs... >Currently chaotic people who will at hero level not care at >all for the law will hold back until they hero... Not enough >chaos in the mud :D)
I think most people avoid the wanted flag before hero because of the experience penalty. I could be wrong though. I would also like to see survivability of mid level wanted characters increased. Now it seems like you have to be able to hide in order to do it. That makes sense from a roleplay stance, but it kind of sucks for mid level characters who will more than likely have a hard time finding a place to practice/train without a lot of area knowledge. They could practice in the past except they'd more than likely need to take eastern to get there. I think there's a low level elf in a common ranking area that lets you train at him, I'm not sure that he lets you practice though. *shrug*
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7809, RE: Good aligned characters getting wanted and goodie guards
Posted by Tirach on Wed 31-Dec-69 07:00 PM
Depends on the dictator... :D
Are you serious that goodies should not be able to be wanted? I can agree that a paladin might be restrictive.. Well I can see many reasons a goodie can be wanted 100% of his life.. Fighting a Dictator? In the dictators eyes he would be a criminal, but in the poor suckers own eyes he is a freedom fighter.
And yes exp penalty is a major thing in not being wanted... But the mere fact that you are guaranteed to not survive for very long is worse.
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7812, RE: Good aligned characters getting wanted and goodie guards
Posted by nepenthe on Wed 31-Dec-69 07:00 PM
>But the mere fact that you are guaranteed to not survive for >very long is worse.
How do you figure that?
I've seen some low-mid level characters keep wanted flags for VERY long stretches in recent memory -- and generally, the cause of their death had little or nothing to do with being wanted.
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7813, Sometimes it isn't obvious
Posted by incognito on Wed 31-Dec-69 07:00 PM
My orc kept his flag a long time, and eventually died to a non-tribunal ap.
However, it was being wanted that killed him, because being wanted for so long had eventually depleted his gold, his potions, and his bloody skins, dealing with the bands of citizens that two tribs seemed to be able to send after me at that point in time.
So if you watched it, you might think being wanted had nothing to do with it, but it was the lack of potions that forced him to make a stand.
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7814, RE: Sometimes it isn't obvious
Posted by nepenthe on Wed 31-Dec-69 07:00 PM
Yup, I was figuring on that kind of thing in a few cases.
Nonetheless, I think it's easier to survive as a wanted character on today's CF than it has been in a long time. That's fun as a character who wants to break the law, and that's fun as a Tribunal (it gives you more to do -- long my biggest problem with the cabal from a player standpoint.)
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7816, RE: Sometimes it isn't obvious
Posted by Tirach on Wed 31-Dec-69 07:00 PM
Well I have kept the wanted flag for a long time, but its not interesting, its just a whole lot of work.
Its to many guards outside the cities. Even at hero it can ruin the hunt as imperials run behind the guards to get away :(
But the problem the initial poster had with the thread was the fact that most guards give you -exp when killed as a goodie. And the fact that they are every god damn place hehe. On eastern there is just way to many guards.
To be wanted means you double or even quadruple the time it takes to hero. I allso miss the chaos that was in the mud before Entropy died. I would like to see the current stuff to change a little bit so more crazy things start happen again. Now the penalty for getting caught with your pants down is to "horid" so most non heroes just don't do it even if their chars really should. The mobdeath penalty is not the worst, but its the fact that training and practice gets a pain and getting preps and what not is a total pain and then some. And you are shut out of many parts of the mud since everything tend to want you dead :D
Pls atleast change the align of those guards to neut :D then goodies are not penalized double of evils and neuts.
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