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  1. #81
    Quote Originally Posted by Zephyr View Post
    If I understand you correctly, you're referring to the fact that the devs want to remove the safezones after the "Prelude" period. And you do have a good point. The no-griefing zones are temporary features set up to give the world-builders a head start. Anyone who does not have their house in order and their defenses secured by the time pvp rules are relaxed post-Prelude is in for a world of hurt. And I am looking forward to the challenge of defending society against the forces of chaos.

    All its going to end up doing, is giving people who joined early, and unfair advantage to anyone who joines during tribal wars.

    Your going to make players down the road deal with a high risk world, and all these tribes now will have had many months of safe growth. No new tribe is ever going to be able to compete with a tribe that had the advantage of safezones.

    No one sees this as an issue down the road? Unfair advantages are UNFAIR. Even if they benefit me as an early joiner.

  2. #82
    Quote Originally Posted by fflhktsn View Post
    All its going to end up doing, is giving people who joined early, and unfair advantage to anyone who joines during tribal wars.

    Your going to make players down the road deal with a high risk world, and all these tribes now will have had many months of safe growth. No new tribe is ever going to be able to compete with a tribe that had the advantage of safezones.

    No one sees this as an issue down the road? Unfair advantages are UNFAIR. Even if they benefit me as an early joiner.
    Agreed !

    Make the safe zones permanent, otherwise it will be massively unfair to new people that join in 6 or 9 months' time

  3. #83
    the only solution is to not have safezones.

    we cant destroy property anyway

  4. #84
    Jookies Combat update

    Conflict, Death, Consequences and Decisions

    A few people have posted questions regarding PVP and death in Xsyon. I will explain the system a little more.

    PVP is open, but it has severe consequences.

    Players can choose to fight in different combat modes: to the death or to unconsciousness. (I'd love to say 'to the pain' but that's not quite right).

    In the Prelude, technically neither results in actual death.

    As religion enters the game during the prelude there will be forms of permanent death as well as resurrection but the details about this will be given later.

    In the Prelude:

    Unconsciousness results in very minor skill loss and in general the victor will be allowed to loot an item of choice as a reward for a fight well fought.

    Death results in some stat and skill loss and allows the victor to fully loot the player. This is not without complications and consequences for the victor.

    - Carrying capacity is limited, so fully looting another player will not be practical.

    - A dead or unconscious player can be looted by friends as well as enemies. Friends have the loot advantage by having a quick button to rescue select loot from a fellow player. The advantage is to players that fight in groups and players that know when to pack up and flee from a losing battle.

    - Killing or looting a person that is not in an enemy tribe will cause severe reputation loss with the other tribe and within your own tribe.

    And there’s more…

    When tribes are formed an overall tribe alignment is chosen. Players in a good or neutral tribe will automatically become outcasts if they ‘gank’ a good or neutral player of a non enemy tribe.

    Players from an evil tribe are free to loot and pillage and will gain reputation within their own tribe for doing so, but they will also be vulnerable to attacks from all players who will be able to attack evil players without negative consequences. Players in good or neutral tribes will be allowed to put bounty quests on known evil players. In essence, if a tribe chooses to be evil they become the ‘monsters’ of the world.

    Tribes can choose different levels of diplomacy with each other.

    Players from friendly or allied tribes can fight each other, but only to unconsciousness and without looting capability.

    Players from rival tribes can fight each other to unconsciousness with partial loot to the victor. Potentially the amount of looting can be agreed upon by rival tribes. (Setting the amount of looting is not currently implemented, but it’s something I am considering).

    Players from enemy tribes at war can fight to the death with full looting (Potentially tribe leaders can come to a looting agreement for this as well).

    Tribal leaders can set what actions are acceptable by their tribe members, in effect determining the laws within each tribe. Even an evil tribe may have a set of lows for its members to follow in order to maintain civil trade and exchange with other tribes.

    Two good tribes can not become enemies, they can become rivals at worst.

    Breaking the rules agreed upon by your tribes is possible but will result in a warning. If you proceed to act after the warning, your character is set to full evil mode and your reputation, alignment and karma consequences will be severe.

    But that’s not all….

    A primary worry for players is that they will loose their gear or loot. Keep in mind that in Xsyon all armor and weapons can be crafted and are thus replaceable.

    Regarding death by age, this will not occur in the Prelude. By the time any characters will age enough to reach a natural death there will be several (and I think very interesting) methods to deal with permanent death without character loss.

    I hope that answers all the questions so far.

    The above is a statment made by jookie which generated alot of enthusiasm about this game to a big portion of the current community who have paid for this game. I think the above should be updated so as to quite drawing people to this game with false promises. It is like opening a bank account under the assumption that you will recive a free $100.bucs only to find out that you have to pay $100.00 bucs and that in the small print it states we can change whatever we want when we want. No Refunds your money is now ours:<>

    The above statment regarding in game pvp should be refitted stating that we do currently have safe zones untill end of prelude and potentially after as well as give players invulnrable status so that should you walk on their lands they may kill you without you being able to defend yourself.

  5. #85
    Quote Originally Posted by Zenmaster13 View Post
    Pick apart the arguement, dont' just say my opinion is right and your opinion is wrong. How is it the worst arguement? Working as intended seems very clear to me. Take off your emotional blinders for a few minutes.

    Again, by definition, something that is working as intended, is not broken. Example(so you understand): A wheel rolls, so it is working as intended, but if the wheel is flat, it will not roll, so it is a broken mechanic.
    If I walk into someone's house with a baseball bat, some mystical force won't be providing some sort of forcefield around my victims body before I smash his/her skull in.

    Your argument is seriously flawed. The law may side with the land owner in real life, but who gives a shit? There aren't any cops in the game world. In fact, your argument doesn't even really refute the OP, but rather you just go on a tangent about how you couldn't actually fight back.

    Uh, yeah you could. Newsflash, armed burglary/homicides happen every day. You'd be stupid not to realize how ridiculous your argument is.

  6. #86
    Quote Originally Posted by Eremon View Post
    1. Game is not "real" life.
    2. Don't need a lesson on staying alive in a Pvp game. As a Vietnam Vet, I have more than enough experience with real PvP.

    The issue is safe zones, and what transpires within them from a Pvp perspective. The game has rules in that regard to limit and dissuade pvp in safe zones during Pvp. End of story.
    1. Not Real life? Really? Thanks. Wasn't aware of that. Your point was helpful.
    2. Great. Thanks for your service. Please see point #1. RL pvp experience should have no bearing on in game experience (you taught me that).

    No, it's not the end of the story...since it has been stated they will be removed...in as much as they are working as intended i actually don't have much issue with them. The end of the story, is for players to stop crying about someone hitting them in the face...when it is entirely within their ability to use the mechanics present in the game to game themselves pvp free...if that is what they want.

  7. #87
    Quote Originally Posted by Chevron View Post
    This is about people being able to defend themselves if attacked.
    I know what the thread is about, and I know the argument you're trying to make. Your contention that the "combat mechanics" within a safe zone (defenders inability to defend themselves) is "broken" is incorrect. It is functioning precisely in the way it was intended to function.

    What you're lobbying for, is a change of the game rules, because you don't like the rules... plain and simple.

  8. #88
    The main argument is the fact that the devs are giving people invulnrable status while still allowing them to kill other players. It is a ridiculous game mechanic that is not advertised but is kept under the books due to it being a major flaw because of the ineptness at being able to create a working flag system. If this mechanic alone were presented during a review of the game there would be far less interested people.

    This thread as had alot of attention..its time the devs step forward with an updated Combat & consequenses game feature list that does not give a bait and switch. I would like the devs to come forward and please respond to this thread.

  9. #89
    Quote Originally Posted by Dubanka View Post
    RL pvp experience should have no bearing on in game experience (you taught me that).
    It does in the context of situational awareness and knowing your enemy. It also is beneficial in the areas of tactics and strategy. That was the only point I was making with that reference.

  10. #90
    Quote Originally Posted by Chevron View Post
    It is a ridiculous game mechanic that is not advertised but is kept under the books due to it being a major flaw because of the ineptness at being able to create a working flag system.
    The "ineptness" reference is speculation on your part. It seems pretty obvious (and logical) to me why this system is the way it is for the Prelude period. It facilitates the world-building element of the game.

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