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Poll: Bandits, or something alike, and good idea? (17 member(s) have cast votes)

Bandits, or something alike, and good idea?

  1. Yes; It would be nice for people to spot potentiality dangerous people. (10 votes [58.82%])

    Percentage of vote: 58.82%

  2. No; I want to gank people before they even spawn! (7 votes [41.18%])

    Percentage of vote: 41.18%

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#1

Moe_Da_Hobo
  • Minecraft: Moe_Da_Hobo

Posted 17 March 2010 - 01:27 AM

Well, to be frank, everyone seems to want to kill each other. And not just run up and kill someone either. Some things are okay, like luring someone outside of your fort and getting you. Other ones aren't so much, like wt pretending to be your friend and killing you behind your back. I think that that's just sick.

Imagine that you first survival multiplayer experience is getting killed by a guy with a wooden sword. Or, getting a bunch of friends together to build a base, only for one to kill you all before you can blink, because he thinks he's funny.

What I propose is quite simple. When you kill someone you're labeled a "bandit" or something like that. Your name goes red so people can see who to run from. The more people you kill, the more the red darkens, and the longer it lasts. As it gets closer to disappearing, the red lightens, until it gets back to white. Killing people that have killed lots of people doesn't make you as red as killing new players.

This does two things:
1. Alerts new players from potentially dangerous people.
2. Makes criminals need to be sneaky to do well.

This doesn't do two things:
1. Leave a permanent record on players.
2. Let people get away with anything they want.

Don't Let "Ganking" Become The New "Griefing!!!"

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#2

Talisman

Posted 17 March 2010 - 01:31 AM

then minecraft turns into runescape....

#3

Moe_Da_Hobo
  • Minecraft: Moe_Da_Hobo

Posted 17 March 2010 - 01:34 AM

But in runescape, you have to be in a special area to kill someone. Here you can kill them anywhere, you just have to be sneaky about it.

#4

Kydo
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Posted 17 March 2010 - 02:28 AM

I wouldn't mind the red name thing, but all kills should set your name red. It'd be a good way of knowing who got that killing blow, or figuring out who is painting the town red with his sword. Besides, running around, knowing your name is red, and people know it means you've killed recently, but they don't know who or what or why, would make me feel quite happy. It'd at least give people attempting to dispatch justice SOME kind of clue.
This may be a fad, but I love dragons, so why the heck not?
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#5

Rubs10
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Posted 17 March 2010 - 03:20 PM

Quote

Yes; It would be nice for people to spot potentiality dangerous people.
No; I want to gank people before they even spawn!
Wow, what are you? Fox News in training? That is such a biased and messed up poll.

I don't like the idea, what if someone sneaks into your place and so you kill him, then you're a bandit? Which just means you can't do anything because if anyone sees you, they can just kill you without penalty and claim "Durrr, he was killing players so I was allowed to kill him and steal all his stuff".

And what if you want to be a bandit? What if there's some clan town full of wealthy snobby players who are jerks? Everyone is sick of them, so you go and steal their stuff and maybe kill a couple. So you get a penalty? Which means that when you return, some stupid players just going to, again, kill you because they can without penalty and they have an excuse.

Yeah, killing is bad, but it's not so bad that we should tag people.
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#6

tons0phun
  • Location: Sacramento, CA

Posted 17 March 2010 - 03:37 PM

Rubs10 said:

And what if you want to be a bandit? What if there's some clan town full of wealthy snobby players who are jerks? Everyone is sick of them, so you go and steal their stuff and maybe kill a couple.

That's it! You've just helped me determine how I will spend my days in multiplayer.

I'm going to be Robin Hood.  :o
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#7

M1kk3l109

Posted 17 March 2010 - 03:53 PM

I would suggest some system with a ratingsystem which measures how evil/good you are.

Evil would be negative numbers and good would be positive.
Each players value would always move slowly towards the neutral (0).
Your behavior rating would move towards evil when killing good/neutral people.
And move towards good when killing evil players.

this rating would be visible to everyone, or might be shortened to words like: evil, good or neutral.

#8

shawnachu

Posted 17 March 2010 - 04:06 PM

You do realize that one person who decides they want to be a dick is trying to fight at least four other people, probably all with the same weapons and armor? I don't see the problem here. Anything that could be labeled "Griefing" in MP survival is just another game mechanic that can be easily avoided by killing the guy. If he's good, it's your fault.
Gone.

#9

Kydo
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Posted 17 March 2010 - 04:55 PM

shawnachu said:

You do realize that one person who decides they want to be a dick is trying to fight at least four other people, probably all with the same weapons and armor? I don't see the problem here. Anything that could be labeled "Griefing" in MP survival is just another game mechanic that can be easily avoided by killing the guy. If he's good, it's your fault.

IN-GAME PENALTIES MEAN NOTHING TO GRIEFERS BECAUSE THEY DON'T CARE ABOUT THE GAME. GODDAMN.

How many times do I have to say this? In other games, griefers intentionally kill themselves to make their own team lose! they aren't playing the same game as us. Their game is being played THROUGH our game.

In any case, just having a name turn red when you kill someone, like getting blood on your hands, for a while would be nice. And it wouldn't be as family-unfriendly as actually making your character bloody. So long as all it does is make your name turn red for a couple of minutes, it'd be nice. And you wouldn't be able to use it for bullshit elitism like kill counters in other games.
This may be a fad, but I love dragons, so why the heck not?
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#10

madmuffin

Posted 18 March 2010 - 05:42 PM

With this system, how do you know who is a bandit and who is someone who killed in self defense from a bandit? Lets say someone clean attacks me who is clean, I kill them and now my name is red because I am a bandit?

#11

Kydo
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Posted 18 March 2010 - 06:15 PM

madmuffin said:

With this system, how do you know who is a bandit and who is someone who killed in self defense from a bandit? Lets say someone clean attacks me who is clean, I kill them and now my name is red because I am a bandit?

Nah, just because you killed someone. Because everyone would need to kill someone eventually, it wouldn't mean much unless certain context appeared. Like, say you see a guy with a red name and a sword running at you. Chances are, he's not friendly.
This may be a fad, but I love dragons, so why the heck not?
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#12

skyler11
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Posted 18 March 2010 - 06:57 PM

I like The red name thing but we should also have green names for people who kill a LOT of monsters
also killing monsters Would VERY slowly Whiten red names
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#13

Ladon
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Posted 18 March 2010 - 07:02 PM

The poll sucks for this thread.
Anyway, I hate this idea. It takes away all the fun out of interacting with other people. I think that people should need to find out for themselves who kills people. It is part of the game! Wheres the fun in this?
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#14

Urch
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Posted 18 March 2010 - 08:07 PM

Ladon said:

The poll sucks for this thread.
Anyway, I hate this idea. It takes away all the fun out of interacting with other people. I think that people should need to find out for themselves who kills people. It is part of the game! Wheres the fun in this?

this.

basically, the constant uncertainty about other players can add an entire new level of play to the game that could never be found in singleplayer. imagine entrusting someone with guarding your farm while you go to a town(and/or a market like thing). when you return, either all your items and crops are gone and your entire farm is burned down, or everything is in perfect order. you don't know untill it's too late and it will give a more isolated feel to the entire game, when you never know if you can trust anyone.

another example, more relevant to this thread: you are a weapon seller, you make and sell weapons (durr redundancy) for a living. one day, a stranger comes by and although he doesn't seem to be in good condition, he has a lot of particularly good items, and offers to buy your only diamond sword for an extensive amount. you take his offerings and give him the sword, which he promptly kills you with. if this person had been marked with some sort of "bandit" or "rogue" title, you probably wouldn't have traded with him, and this removes a level of danger from multiplayer.

also, as stated before, that is one extremely biased poll, but i think i'll go with the ganking.
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#15

Cheeseyx
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Posted 18 March 2010 - 08:47 PM

The poll sucks: The two options are to agree with this bad idea, or to say you are going to be a greifer.

The idea also is bad- If two people try to rob you, and you kill one, you become a "bandit," and when the other kills you, they go free with all your stuff.

#16

Kydo
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Posted 18 March 2010 - 09:50 PM

Urchin said:

Ladon said:

The poll sucks for this thread.
Anyway, I hate this idea. It takes away all the fun out of interacting with other people. I think that people should need to find out for themselves who kills people. It is part of the game! Wheres the fun in this?

this.

basically, the constant uncertainty about other players can add an entire new level of play to the game that could never be found in singleplayer. imagine entrusting someone with guarding your farm while you go to a town(and/or a market like thing). when you return, either all your items and crops are gone and your entire farm is burned down, or everything is in perfect order. you don't know untill it's too late and it will give a more isolated feel to the entire game, when you never know if you can trust anyone.

another example, more relevant to this thread: you are a weapon seller, you make and sell weapons (durr redundancy) for a living. one day, a stranger comes by and although he doesn't seem to be in good condition, he has a lot of particularly good items, and offers to buy your only diamond sword for an extensive amount. you take his offerings and give him the sword, which he promptly kills you with. if this person had been marked with some sort of "bandit" or "rogue" title, you probably wouldn't have traded with him, and this removes a level of danger from multiplayer.

also, as stated before, that is one extremely biased poll, but i think i'll go with the ganking.

And this explains two reasons I think the red name thing SHOULD be implemented. Otherwise I'll just find ways to kill everyone who gets within twenty blocks of me, just in case they were planning to kill me first.
This may be a fad, but I love dragons, so why the heck not?
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#17

Foe
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Posted 18 March 2010 - 09:57 PM

Kydo said:

Urchin said:

Ladon said:

The poll sucks for this thread.
Anyway, I hate this idea. It takes away all the fun out of interacting with other people. I think that people should need to find out for themselves who kills people. It is part of the game! Wheres the fun in this?

this.

basically, the constant uncertainty about other players can add an entire new level of play to the game that could never be found in singleplayer. imagine entrusting someone with guarding your farm while you go to a town(and/or a market like thing). when you return, either all your items and crops are gone and your entire farm is burned down, or everything is in perfect order. you don't know untill it's too late and it will give a more isolated feel to the entire game, when you never know if you can trust anyone.

another example, more relevant to this thread: you are a weapon seller, you make and sell weapons (durr redundancy) for a living. one day, a stranger comes by and although he doesn't seem to be in good condition, he has a lot of particularly good items, and offers to buy your only diamond sword for an extensive amount. you take his offerings and give him the sword, which he promptly kills you with. if this person had been marked with some sort of "bandit" or "rogue" title, you probably wouldn't have traded with him, and this removes a level of danger from multiplayer.

also, as stated before, that is one extremely biased poll, but i think i'll go with the ganking.

And this explains two reasons I think the red name thing SHOULD be implemented. Otherwise I'll just find ways to kill everyone who gets within twenty blocks of me, just in case they were planning to kill me first.
So if someone guards a building, and farms crops, they become a bandit?

I have to get this off my chest...

Quote

Witness:  /yell HEY BOIZ KYDO IS A BERSERK PARANOID SPREE KILLER KILLING EVERYONE, EVEN THE ONES THAT JUST SPAWNED!!! RUN!!!
Kydo:  /say Whoops dude, I like totally di'n't kill those three COMPLETELY defenseless nooblets who just spawned five seconds ago, you saw that they were, like totally, going to kill me!
Operator: /global Really? Kydo, REALLY?

the light of Jubilation. FOR THE RED DISPENSE!!!
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#18

Kydo
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Posted 18 March 2010 - 10:00 PM

To be honest, I'd probably not say anything at all and set up more traps, or tell them to stay the fuck away from my camp.
This may be a fad, but I love dragons, so why the heck not?
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#19

Power-Mad

Posted 18 March 2010 - 10:03 PM

I think we should see how survival multiplayer works before we try to fix it's problems.

#20

Happyman
  • Location: Örebro, Sweden

Posted 18 March 2010 - 10:04 PM

tons0phun said:

Rubs10 said:

And what if you want to be a bandit? What if there's some clan town full of wealthy snobby players who are jerks? Everyone is sick of them, so you go and steal their stuff and maybe kill a couple.

That's it! You've just helped me determine how I will spend my days in multiplayer.

I'm going to be Robin Hood.  :lol:

Yeah, except EVERYONE is going to want to be an edgy awesome vigilante wanderer bandit. Who exactly are you going to steal from?