Best Of
Lawless Zone Alternative
I crashed out after the stream due to my vehement hate of lawless zones, but that is obviously not constructive, so instead, here's a suggestion for an alternative.
I'm still suggesting that majority of the pvp for content should be delivered through guild wars, because majority of people will be in guilds, but this suggestion would allow for others to participate too, cause guilded people would be running around flagged up.
I suggest designing the wars inside out. Instead of their target being just another guild, make the war related to the content. POIs will have quests and NPCs related to them. Make those NPCs know the respawn window of the biggest thing in the POI and/or have a quest related to the POI as a whole. The big target would require a higher wardec cost, while the general POI contest wardec could be cheaper, but with a more limited potential list of targets.
The guild that's present at the POI within the respawn window can declare war on several other guilds right on the spot, by using an item they get from npc/quest. Those items are limited in use by power differences between warring guilds, by POI's value, lvl of content, etc etc. They also have prerequisite costs related to them, either by doing something for the POI's node or by going through a guild-quest.
Using those items creates several "monuments", around the POI, that can be activated by the wardec targets. These monuments enable certain mechanics on the boss or around the POI in the vicinity of the wardeccing guild. These could range from environmental hazards to full boss buffs with adds and stuff.
If a single guild becomes a target of several such wardecs, they get the right to use secret passages through the POI (these could be tunnels, invisible paths on top of walls, secret doors that only they could open, etc).
If the game registers massive acitivity of players, with several warring guilds active in the POI - the entire place becomes a last man standing arena, with all monuments activated and external entrances only being open one-way and single-use, so anyone who dies within the POI can resurrect outside and re-enter the location once (could be several times, but that's up to testing).
Once only one guild remains - the boss' spawn timer could be shortened or the spawn itself started, but with the place on lockdown, this boss would now be stronger (+the monument activation effects).
To me THIS sounds like a PvX encounter, where people on all sides agree to participate, where random people who're still inside the dungeon could still remain there, but would be in great danger because high player activity has "awakened the eeeeevil". And hell, you could even have extra rewards related to monument activation, so that everyone in the POI gets the appropriate lvls of risk/reward balancing.
The guilds could also pre-load on those items, for the POIs of their interest, on their own time and then use them at proper and opportune moments. No randomness, no genocide, just goal-based cost-paid player-driven activities.
And this is just a random idea that I came up with right on the spot. Obviously it's not ideal and it's nowhere near balanced. But it's also obviously way more complex than just "duhhh, pvp zone, duuuhhh", so it'd require a ton of coding, quest/event hooks, environment design/layout, mob AI and pathing, proper anti-zerg mechanics, proper boss design - all with, ideally, ONLY GEAR DECAY AS DEATH PENALTIES. People would have already paid to participate in the war and there'd be a lock out, so there's no damn reason to make players lose even more stuff!!
I bet there's like 10 other equally as in-depth and interesting (and more) ideas out there - all infinitely better than fucking lawless zones.
I'm still suggesting that majority of the pvp for content should be delivered through guild wars, because majority of people will be in guilds, but this suggestion would allow for others to participate too, cause guilded people would be running around flagged up.
I suggest designing the wars inside out. Instead of their target being just another guild, make the war related to the content. POIs will have quests and NPCs related to them. Make those NPCs know the respawn window of the biggest thing in the POI and/or have a quest related to the POI as a whole. The big target would require a higher wardec cost, while the general POI contest wardec could be cheaper, but with a more limited potential list of targets.
The guild that's present at the POI within the respawn window can declare war on several other guilds right on the spot, by using an item they get from npc/quest. Those items are limited in use by power differences between warring guilds, by POI's value, lvl of content, etc etc. They also have prerequisite costs related to them, either by doing something for the POI's node or by going through a guild-quest.
Using those items creates several "monuments", around the POI, that can be activated by the wardec targets. These monuments enable certain mechanics on the boss or around the POI in the vicinity of the wardeccing guild. These could range from environmental hazards to full boss buffs with adds and stuff.
If a single guild becomes a target of several such wardecs, they get the right to use secret passages through the POI (these could be tunnels, invisible paths on top of walls, secret doors that only they could open, etc).
If the game registers massive acitivity of players, with several warring guilds active in the POI - the entire place becomes a last man standing arena, with all monuments activated and external entrances only being open one-way and single-use, so anyone who dies within the POI can resurrect outside and re-enter the location once (could be several times, but that's up to testing).
Once only one guild remains - the boss' spawn timer could be shortened or the spawn itself started, but with the place on lockdown, this boss would now be stronger (+the monument activation effects).
To me THIS sounds like a PvX encounter, where people on all sides agree to participate, where random people who're still inside the dungeon could still remain there, but would be in great danger because high player activity has "awakened the eeeeevil". And hell, you could even have extra rewards related to monument activation, so that everyone in the POI gets the appropriate lvls of risk/reward balancing.
The guilds could also pre-load on those items, for the POIs of their interest, on their own time and then use them at proper and opportune moments. No randomness, no genocide, just goal-based cost-paid player-driven activities.
And this is just a random idea that I came up with right on the spot. Obviously it's not ideal and it's nowhere near balanced. But it's also obviously way more complex than just "duhhh, pvp zone, duuuhhh", so it'd require a ton of coding, quest/event hooks, environment design/layout, mob AI and pathing, proper anti-zerg mechanics, proper boss design - all with, ideally, ONLY GEAR DECAY AS DEATH PENALTIES. People would have already paid to participate in the war and there'd be a lock out, so there's no damn reason to make players lose even more stuff!!
I bet there's like 10 other equally as in-depth and interesting (and more) ideas out there - all infinitely better than fucking lawless zones.
Ludullu
2
Re: Where is the soul
The true character of this game is many systems and years away....
I assume late 2027 at earliest - and i am "NOT" saying that Sir Steven and his Crew are making slow Progress. I am kind of excited that apparently to about the Start of Phase Three,
most of the Western Continent will be ready already - won't it ? But i know that there is still S~OOOOOO much more left to add - and that does not even include Quests in all the Area's. Or Quest-Chains. Or Events. Or corrupted Areas.
Or Weather-Effects. Or the four different "Seasons" with their Weather-Effects. Or the Oceans. Or the Underground. Plus the Archetypes are not yet complete.
Still much, much to do. This is why i keep saying this is still "relatively early Alpha 2".
Aszkalon
1
Re: Linux Tips, Tweaks and Troubleshooting Thread
johnstinkalot wrote: »HI all
I just installed fedora and been following guides from here and youtube on how to get AOC running
I can load the game and see my character but when i lhit play i can see it starts loading but i get kicked with this as soon i get in
This is what i did
Installed Bottles, Flatseal, & Steam
Downloaded Intrepid Installer from Website
Created a new bottles (Gaming Optimized)
Changed the Bottle Directory to downloads ( where the game files is) yes i know not the best place but the linux file system is still kind new to me
installed vcredist2022 and webview2
Did , Legacy Wine Tools and changed msedgewebview2.exe to Windows Version 7 and added urlmon,
Made dxvk.conf with d3d9.shaderModel = 1
Installed the game
Added eval $(%command% LauncherTetherPort=$(netstat -ulpn | grep wineserv | awk '{split($4, a , ":"); print a[2]}' ) -NOSPLASH) to launch options in Steam shortcut
sat In Compatibility to Proton Experimental
Can any help me out with why it kicks me ?
Tnx in advance
I would try the Faugus method. a lot simpler and less steps. but first, try to add `-USEEOS=0` to your steam launch options
ares20
1
Re: Nodes and guards in a world of magic (huge desire of mine)
Arya_Yeshe wrote: »
- Pay gold to the guard to ignore crimes for a certain period of time
- Guards often pickpocket non-citizens, while citizens are rarely affected
- Guards steal loot and say it was confiscate
- Guards can be bribed so they will ignore node enemies and enemies of the state
- Guards accept bribes to pose as your companions, aiding you in attacking war targets
- Guards sell confiscated items, including loot stolen from mobs and players, at 50% off
- Guards get drunk and get a 50% penalty on everything
- Guards be taking naps
Guards, by default, should behave like a criminal gang in town, a group of leeches who constantly abuse their power. The mayor can enact policies to straighten them out as much as possible, but the guards should never be completely perfect
If the node runs out of gold and resources for the edicts then social order should collapse, turning your node into a dysfunctional, impoverished state
This sounds AWESOME actually -> but how to justify that ? Is the Node a Crime-Syndicate's secret Base ?
How do you justify guards that are stoic and robotic in their behavior? Touché.
I thin k guards have to be a bit more human: flawed, relatable, and part of the living world. This will adds depth to the game and also gives the node’s leadership some degree of responsibility in managing public services.
The less oversight the more corrupt and unpredictable guards become. Without supervision, they might engage in unethical behavior, like sleeping on duty, harassing citizens, or pickpocketing players, ninja looting, taking bribes and so on.
Maybe the mayor could choose to skim profits from guard corruption or send them to the node’s coffers, opening the door for some mayors to become secret mafia bosses. If crime rises and the mayor turns a blind eye, guilds might retaliate by declaring war on his guild and lynch mobbing him out in the streets. Power should come with consequences.
I think this is great for player content and milk some more from violence and civil war within the node.
Re: Character voices
Most important Feature of all -> the Ability to set an Option to regulate the Noises made by the own Character.
Is it completely set off ? Or set activate 100% of all the Time and Moves ?
Does your Character do it regularly ? Or only rarely ? For Example Your Character makes "TEN" Moves.
You should have a literal Bar to regulate how many Times between 0 to 10 s/he should make certain Noses or say certain Lines when casting a Spell or swing a Weapon.
One Time out of Ten ?
Two Times out of Ten ?
Maybe Five Times out of Ten ? That would be a Noise/Line every two Spells/Attacks/etc.
Just so that Players can freely decide for themselves how often they want to hear or "have to hear" their own Character make Noises.
Is it completely set off ? Or set activate 100% of all the Time and Moves ?
Does your Character do it regularly ? Or only rarely ? For Example Your Character makes "TEN" Moves.
You should have a literal Bar to regulate how many Times between 0 to 10 s/he should make certain Noses or say certain Lines when casting a Spell or swing a Weapon.
One Time out of Ten ?
Two Times out of Ten ?
Maybe Five Times out of Ten ? That would be a Noise/Line every two Spells/Attacks/etc.
Just so that Players can freely decide for themselves how often they want to hear or "have to hear" their own Character make Noises.
Aszkalon
1




https://www.youtube.com/watch?v=whlL8iDRIh4