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  1. #101
    Xsyon Citizen Xx1327's Avatar
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    Re:Conflict, Death, Consequences and Decisions

    well when compared to the other nations of the world

  2. #102

    Re:Conflict, Death, Consequences and Decisions

    Xx1327 wrote:
    well when compared to the other nations of the world
    Can't say I've played a game, where I can send my army into unowned territory and slaughter innocent people, who happen to be in the way at the time, then set up camp and enforce my own laws while culling off the ones that don't follow my ways.

    And at the end of the game have a Lawful Good standing. Imagine how that would warp future generations' minds.

  3. #103
    Xsyon Citizen Xx1327's Avatar
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    Re:Conflict, Death, Consequences and Decisions

    reubenmunro wrote:
    Xx1327 wrote:
    well when compared to the other nations of the world
    Can't say I've played a game, where I can send my army into unowned territory and slaughter innocent people, who happen to be in the way at the time, then set up camp and enforce my own laws while culling off the ones that don't follow my ways.

    And at the end of the game have a Lawful Good standing. Imagine how that would warp future generations' minds.
    lol not sure how i follow xD

  4. #104

    Re:Conflict, Death, Consequences and Decisions

    Allow me to do Virtus a favor:

    *cough* (points at OP)

    B) You sir, are welcome.

  5. #105

    Re:Conflict, Death, Consequences and Decisions

    on topic:

    my character just got grieved and perma-killed in another mmo once again.
    why? no reason at all. My opponent didn't even loot anything. He just did it because he can. Naturally, I'm pretty pissed.

    I just hope the devs don't underestimate this issue - a simple good/evil system isn't enough to keep grievers away, they won't care.

  6. #106

    Re:Town Defences

    JCatano wrote:
    Virtus wrote:
    exactly Palo
    Then, why have "evil" as an option to begin with?

    I foresee a situation where towns get built up, then once the safe-switch is turned off, the "evil" players tear them down, anyway.

    It almost sounds like Xsyon doesn't really want FFA PvP, but state it as a feature.

    Sounds more like it doesnt want FFA PVP to mess up the game thus putting safe guards to limit its effects.

    Like in UO, they first started with Red and Blue system with no punishment for Reds save cant goto a few NPC towns.

    Later they put a HARSH punishment (huge stat/skill loss) to prevent it from breaking the game.

    Win win, few people that do want to kill someone could do it, but suffer, but not have everyone doing it for no reason.

    Dunno about you, but I like to make friends and play with people I dont know.

    In games like Darkfall where EVERYONE you see in DFO is someone you will fight unless they are an ally causes problems, for people that want to do more than just PVP.

  7. #107

    Re:Conflict, Death, Consequences and Decisions

    How hard will it be to go from a red player to a blue player again in game?

  8. #108

    Re:Conflict, Death, Consequences and Decisions

    /me shrugs

  9. #109

    Re:Conflict, Death, Consequences and Decisions

    Virtus wrote:
    /me shrugs
    You told me to move the question in here. So you don't know?

  10. #110

    Re:Conflict, Death, Consequences and Decisions

    Every time I look at a map of Europe I wonder, after 2 World Wars, How much of that did America take back and give back. I haven't seen a United States of America 'and a little bit 'o Europe too' flag.

    reubenmunro wrote:
    Xx1327 wrote:
    well when compared to the other nations of the world
    Can't say I've played a game, where I can send my army into unowned territory and slaughter innocent people, who happen to be in the way at the time, then set up camp and enforce my own laws while culling off the ones that don't follow my ways.

    And at the end of the game have a Lawful Good standing. Imagine how that would warp future generations' minds.

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