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View Full Version : When does the choice of a tribe "posture" comes ?



Koll
03-12-2011, 12:28 AM
Few questions I would like the devs to anwser if the can:

1) When does the rest of the actions (terraforming, scavenging, etc comes)

2) When do we pick if we will go as a warring tribe or peaceful one and how ? and what are EXACTLY the implications of these choices (no more ad lib please)

3) Do you have a 6 months plan for us or ???? (hint: nature hates emptiness and as such when we are devoid of info we fill it up with stupid rumors) like really; make a six month plan and then add/remove to it; but make a plan. pretty please.

xenoclix
03-12-2011, 12:58 AM
I am going to assume the rest of the features will come just before release as they might want to "test" all the features before the 15th just in case anything funky happends and last minute bugs etc (no confirmation though as of yet)

With the warring/peaceful etc - when you make your totem you have to pick what alignment you want. But as of what "effects" at this current stage i dont know.

Hope the devs answer your questions - just my little knowledge i have :).

mrcalhou
03-12-2011, 08:23 AM
Choosing alignment is so silly. Why would anyone choose the one that was the least beneficial? From what's been said before, being evil is only going to have negatives and being good is only going to have positives. I really hope that that isn't the case and that the devs realize that for a game of this nature, that everything has to have positives and negatives for balance.

Like, in Eve, if you are "evil" then chances are you are going to be playing in low-sec and not have much access to high-sec. The negatives of this are that you will have limited access to high-sec content, a safe way to make some money, or access to the markets in high sec that have a greater availibility of goods and usually at a lower price. The positives are that you have access to low sec content, higher possible rewards, and resources only found in low-sec.

If you are "good" then you can play anywhere, but most people choose to stay in high-sec where the negatives are that you will not be able to lay claim to solar systems and will not have access to low-sec resources unless you purchase them. The positives are that you rarely need to worry about getting killed by a player, and resources are generally cheaper and more availible.

bruisie159
03-12-2011, 09:53 AM
Choosing alignment is so silly. Why would anyone choose the one that was the least beneficial? From what's been said before, being evil is only going to have negatives and being good is only going to have positives. I really hope that that isn't the case and that the devs realize that for a game of this nature, that everything has to have positives and negatives for balance.

Like, in Eve, if you are "evil" then chances are you are going to be playing in low-sec and not have much access to high-sec. The negatives of this are that you will have limited access to high-sec content, a safe way to make some money, or access to the markets in high sec that have a greater availibility of goods and usually at a lower price. The positives are that you have access to low sec content, higher possible rewards, and resources only found in low-sec.

If you are "good" then you can play anywhere, but most people choose to stay in high-sec where the negatives are that you will not be able to lay claim to solar systems and will not have access to low-sec resources unless you purchase them. The positives are that you rarely need to worry about getting killed by a player, and resources are generally cheaper and more availible.

so in a way evil does not have any advantages then in eve either? both good and evil can play in low sec so that cant be it.

Marcolo
03-12-2011, 10:04 AM
My understanding is that "good" will not be able to fight/raid against other tribes, while "evil" will. This won't necessarily come into play early. But when supplies (junk piles) are low, the "good" tribes won't be able to go out an fight for new equipment, while "evil" will have that option.

It could become a serious advantage to a tribe to be able to leverage attacks/sieges later in the game.

bruisie159
03-12-2011, 10:08 AM
My understanding is that "good" will not be able to fight/raid against other tribes, while "evil" will. This won't necessarily come into play early. But when supplies (junk piles) are low, the "good" tribes won't be able to go out an fight for new equipment, while "evil" will have that option.

It could become a serious advantage to a tribe to be able to leverage attacks/sieges later in the game.

but only against other evil tribes?

mrcalhou
03-12-2011, 10:11 AM
so in a way evil does not have any advantages then in eve either? both good and evil can play in low sec so that cant be it.

I suppose you do have a point, but I guess since the universe has different levels of PvP consequences, it makes it feel more balanced. No one playstyle is left out and anyone can find a place where they fit in.

bruisie159
03-12-2011, 10:12 AM
For me eve (and maybe xsyon will be the same) focuses on intrinsic benefits and motivation for being evil. excitement, a feeling of notoriety ect ect . Not really physical benefits though.

Jadzia
03-12-2011, 10:14 AM
Evil/good/neutral alignment has nothing to do being a warring tribe, its 2 different things.
Here is some explanation about the alignment system:http://www.xsyon.com/forum/showthread.php/32-Conflict-Death-Consequences-and-Decisions

Later on any tribe who want to be a warring tribe can choose to be that. This will most likely be implemented after Prelude, and will be optional.

bruisie159
03-12-2011, 10:15 AM
Evil/good/neutral alignment has nothing to do being a warring tribe, its 2 different things.
Here is some explanation about the alignment system:http://www.xsyon.com/forum/showthread.php/32-Conflict-Death-Consequences-and-Decisions

Later on any tribe who want to be a warring tribe can choose to be that. This will most likely be implemented after Prelude, and will be optional.

ive never made sense of that alignment system post seems to be a lot of words with little substance

mrcalhou
03-12-2011, 10:15 AM
For me eve (and maybe xsyon will be the same) focuses on intrinsic benefits and motivation for being evil. excitement, a feeling of notoriety ect ect . Not really physical benefits though.

Yes. You are certainly correct. I don't play as the "evil" pirate/bandit in Eve. But I do know that people can play that type in Eve and not be completely crippled in other ways. Some of the more recent games that come out want to allow that type of behavior but they want to put so many consequences on it that no one will play that way--which I think is the wrong way to go about it.

d3m0nd0
03-12-2011, 11:55 AM
Perhaps the issue is infact just to MANY ingame systems regulating the good/evil scenario, personally i think there should be a looser grip on this system, and let the community its self govern how evil/good players are dealt with. An example, a lone PK'er skills a gatherer, takes all the resources from him, however, unknown to the PK, that gatherer is a main point man for some of the main stream crafters on the server, who make the best items/equipment/whatever, upon learning, the resources he was about to recieve have been stolen, he can no longer continue his craft having to wait , or even worse, having to endure some minor stat decay! Now the PK'er in question wants so nice shiny axes making em, think hes gonna get em made easily? Perhaps not. I know there are loop holes to this, but in a sense, theres loop holes to those loopholes. And being left out of an ingame system, infact makes this games social system, far more complex and interesting. And to boot, really puts more
sand into this sandbox. Player generated content ftw.

mrcalhou
03-12-2011, 12:11 PM
Perhaps the issue is infact just to MANY ingame systems regulating the good/evil scenario, personally i think there should be a looser grip on this system, and let the community its self govern how evil/good players are dealt with. An example, a lone PK'er skills a gatherer, takes all the resources from him, however, unknown to the PK, that gatherer is a main point man for some of the main stream crafters on the server, who make the best items/equipment/whatever, upon learning, the resources he was about to recieve have been stolen, he can no longer continue his craft having to wait , or even worse, having to endure some minor stat decay! Now the PK'er in question wants so nice shiny axes making em, think hes gonna get em made easily? Perhaps not. I know there are loop holes to this, but in a sense, theres loop holes to those loopholes. And being left out of an ingame system, infact makes this games social system, far more complex and interesting. And to boot, really puts more
sand into this sandbox. Player generated content ftw.

For the most part I agree. Perhaps the problem wouldn't be so much of a problem if the same types of resources weren't found everywhere. But I also think that having some safezones, like in Eve, would also be a good thing.

Snickle1980
03-12-2011, 12:16 PM
the combat system for good and evil looks good so far, although being evil seems a bit tough on the evil folks. so the good people will be able to kill the evil ones. jut not the good ones. withouth consequenses anyway...the system and explanation makes sense to ME as it was layed out and explained. this reminds me. i better look around at the surrounding tribes and see thier alignment! it also looks as though you can put a bounty on someones head. this all seems very "player generated" and choice driven. more than other games i've seen , so i'm happy with it.

well...time to see if i can log into this amish paradise. have fun yall.

Plague
03-12-2011, 12:38 PM
How about being safe on lands of your friends? That would be logical to me. A bunch of people and tribes decides to form an alliance and first thing is putting people on tribe's friend's list. This way even evil tribes can create alliances and good ones can defend better from looters.

Yes there are loopholes but these are possible everywhere anyway.

jokhul
03-12-2011, 12:38 PM
It works in EVE because 95% of the "evil" players from low-sec cannot operate in the so-called safezones. If their reputation is too low, the NPC police (CONCORD) destroy them very fast when they enter the safezone, so 30% of the game world is effectively off-limits to "evil" players.

It is still possible to carry out "evil" deeds in the safezones, but it's severely limited, and usually has to be done with throwaway alts.

The rules of the Alignment System in Xsyon are not clear, as the whole system has only been described in generalised terms.

And what we do know is cobbled together from various posts and answers to questions in other threads, so the specifics are somewhat lacking. Many of these references are from a year ago, so there's no telling how much has changed since then.

mrcalhou
03-12-2011, 01:17 PM
How about being safe on lands of your friends? That would be logical to me. A bunch of people and tribes decides to form an alliance and first thing is putting people on tribe's friend's list. This way even evil tribes can create alliances and good ones can defend better from looters.

Yes there are loopholes but these are possible everywhere anyway.

Allowing tribes to choose where the safe zones are is almost always going to lead to abuse and loopholes. That's why they should have zones that are completely safe and free from building, some zones like now where tribes can choose where the safe zone is and be able to build just there, and then there should be areas where there are no safezones and where tribes can build and terraform practically unhindered. This wouldn't work so well if the game world is build like darkfall's, where there are only a few different resources and everything can be found anywhere, including inside of safe cities, but it'd work pretty great if there were a lot of different resources, and they were put in different areas.

Like have copper found in all three levels of safety, tin found in only the two PvP enabled areas, and iron found only in the full-blown PvP area. Then just balance the crafting around the avalibility of resources and so on.