Bandits.
#1
Posted 17 March 2010 - 01:27 AM
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!!!"
#2
Posted 17 March 2010 - 01:31 AM
#3
Posted 17 March 2010 - 01:34 AM
#4
Posted 17 March 2010 - 02:28 AM
#5
Posted 17 March 2010 - 03:20 PM
Quote
No; I want to gank people before they even spawn!
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.
#6
Posted 17 March 2010 - 03:37 PM
Rubs10 said:
That's it! You've just helped me determine how I will spend my days in multiplayer.
I'm going to be Robin Hood.
#7
Posted 17 March 2010 - 03:53 PM
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
Posted 17 March 2010 - 04:06 PM
#9
Posted 17 March 2010 - 04:55 PM
shawnachu said:
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.
#10
Posted 18 March 2010 - 05:42 PM
#11
Posted 18 March 2010 - 06:15 PM
madmuffin said:
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.
#14
Posted 18 March 2010 - 08:07 PM
Ladon said:
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.
#15
Posted 18 March 2010 - 08:47 PM
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
Posted 18 March 2010 - 09:50 PM
Urchin said:
Ladon said:
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.
#17
Posted 18 March 2010 - 09:57 PM
Kydo said:
Urchin said:
Ladon said:
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.
I have to get this off my chest...
Quote
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?
#19
Posted 18 March 2010 - 10:03 PM
#20
Posted 18 March 2010 - 10:04 PM
tons0phun said:
Rubs10 said:
That's it! You've just helped me determine how I will spend my days in multiplayer.
I'm going to be Robin Hood.
Yeah, except EVERYONE is going to want to be an edgy awesome vigilante wanderer bandit. Who exactly are you going to steal from?
















