Glorious Alpha Two Testers!

Alpha Two Realms are now unlocked for Phase II testing!

For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.

You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.

Prisons.

One of the oldest and major concepts of story telling was the rescue mission.

Should we have capture, prisons, prisoners, rescuers, escape ?
Should nodes have their own prisons ?
If so, should it cater to prisoners of war, or law breakers, or both ?

Perhaps highwayman that try to plunder a caravan and fail, could have the option to surrender and be imprisoned rather than be killed.

Comments

  • Just to clarify, we are talking our avatars/characters here right? Not some NPC?
  • Yes I was actually talking about our characters :)

    Of course, if an NPC happens to posses a rare and required item.
    Them getting slung in prison could be an issue for you and your group.
    I guess you would have to spring that NPC too....or pay a ransom...or something.

    I try not to draw a hard line between player characters and NPCs.
    I dont mind either driving the story.

    People of power and influence may also be something players would wish removed from their position.
    Such people may also need to move between cities.
  • Alrighty. (Quick question: is my answer above your original post in your thread? or is that just me...).

    I'm not 100% against the idea, as long as you can also spring yourself somehow. Otherwise its to limiting a mechanic for Lone Wolf players or players that arent valued by their guild. Basicly people without someone to spring them :( But having some sort of prison could be fun, it could be kinda like skyrim: If you get to prison you can either break out, or sleep the sentence away. Breaking out naturally gives some kinda bounty, unless you're real sneaky. And sleeping it away removes a bit of stats/exp.
  • I was sitting there yesterday trying to figure out how your reply to my post could be 1st in the thread. lol
    I have no idea ;)

    I agree. There should be some mechanism for lone wolfs to try and escape.
    I easily spend half my time as a lone wolf in any game.

    The whole point of jail though, is people arent suppose to break out :)
    So, finding the line between playability and pointlessness will be difficult.
  • hmmmm thats a weird one, @julemanden are you hacking the threads :P
  • [quote quote=3072]hmmmm thats a weird one, <a href="https://www.ashesofcreation.com/forums/users/julemanden/" rel="nofollow">@julemanden</a> are you hacking the threads <img alt="?" src="https://s.w.org/images/core/emoji/2/svg/1f61b.svg" />

    [/quote]
    At least I haven't crashed anything in a while :feelsbadman: ...
  • [quote quote=3073]<blockquote><div class="d4p-bbt-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/prisons/#post-3072" rel="nofollow">Shunex wrote:</a></div>
    hmmmm thats a weird one, <a href="https://www.ashesofcreation.com/forums/users/julemanden/" rel="nofollow">@julemanden</a> are you hacking the threads <img alt="?" src="https://s.w.org/images/core/emoji/2/svg/1f61b.svg" />

    </blockquote>
    At least I haven’t crashed anything in a while :feelsbadman: …

    [/quote]

    hahaha dont worry im sure ull get the chance 2 :P
  • Boys, what is going on here? :D

    I was like, why doesn't the first post make any sense! I was a little worried :D

    ---

    I love the idea. Prisons, yes. But there should be several restrictions.
    - The Ruling Class shouldn't be able to throw you into prison right after you've bailed out / paid the ransom / etc.
    - How about implementing something like a "Karma system". <strong>Karmic Merrit</strong>. Lone wolves who've done a mischievous deed can be 'bought' out by other players. Once entering a Node, your small adventure journal opens - "Touch Me, No Priest, Horny Gamer (Those names are pure fiction, don't hate me :D ) are in Prison!"
    Next to their names is the amount of money needed to bribe them out of prison.
    After bribing the Prison Guard you get a little buff or something.
    - Ransoms shouldn't be ridiculously high. The Ruling Class has some freedom in setting the amount of money needed to bribe prisoners out of prison? <strong>[Unsure about that one]</strong>

    I like the 'sleeping it away' idea.

    Oh boy, that will make some good guild drama stories! Looking forward to it!
    <img src="http://www.quickmeme.com/img/bc/bc39fd77b95c22fff332e8bf38ff78b52c88da48826447d3e7d37579740f2cf7.jpg" alt="Evil laugh" />

    ~ Zention
  • Prisons/jail/kidnapping and courts have always seemed like an interesting and fun mechanic to include in MMOs and would deepen the level of immersion, at least for me.

    I had an idea about it a while ago while sitting around just brainstorming mechanics implementation.

    So it goes like this -
    1. Player Jenkins is caught/arrested/incapacitated in some way by a rival faction or inside a city.
    2. A flagged zone (ala FFXIV/Rift/etc) is activated for opposing players/factions in the vicinity to go rescue or free Jenkins with a promise of average exp gain, above average reputation gain or gold reward (if Jenkins is part of a guild and they choose to offer one - could be set as an automatic amount based on guild ranking/etc). If Jenkins is noted to be a high ranking/important member a ransom could be set for his safe return.
    3. Jenkins also has the opportunity to escape (key theft/ 1 in 50 struggle success/ etc) and gain a bounty equal to the number of guards/players killed or attacked during his escape or experience based on the number of times he avoided detection.
    4. Conversely Jenkins could choose to just off himself in his cell, gain a minor bounty and lose experience/a level.
    5. If Jenkins does nothing at all after an hour and a half is spit back out into the world with half of his money taken/items or gear of minor worth if no cash is in his possession.
    6. Rescuing players gain minor bounties/infamy with the opposing city/faction.
    7. Defending players gain average reputation with their own faction/guild.

    To prevent abuse of the mechanic a well armed NPC group could be activated to travel the roads where most kidnappings happen to at least force groups to change their hunting grounds.

    This system doesn't differentiate between players kidnapped or incarcerated, which is something I'd like to flesh out more but it would make the whole thing doubly complicated by forcing the game to recognize intent and essentially having two different systems.

    I know this is not an ideal system by any means and is also not "just a few lines of code" to enter into the existing system. I just tried to flesh it out to make it immersive and enjoyable for all involved.

    Sorry for all the words.
  • Players being imprisoned and thier guilds can break them out making that node a little more hostile towards the guild or players involved in the rescue, fun thought on this discussion. As for the actual imprisonment fines based off gold for those that can pay or a gear collateral where you can put an item equal to the fine up and go collect the funds you are missing if your gear doesn't equal what your fine is then you start loosing level xp. Might be an interesting take on the "cimes" you commit at a node and having differ law enforcement at different nodes making your bounties very would also be good.
  • Not sure how many people are going to want to sit a cell unless they have the ability to get out. Wouldn't be to fun waiting hours for your charterer to get rescued.
  • I mean conceptually it's a pretty cool idea, but if I carve out time from my busy schedule to play I damn sure don't want to be spending it sitting in a cell.
  • Yes I was actually talking about our characters :)

    Of course, if an NPC happens to posses a rare and required item.
    Them getting slung in prison could be an issue for you and your group.
    I guess you would have to spring that NPC too....or pay a ransom...or something.

    I try not to draw a hard line between player characters and NPCs.
    I dont mind either driving the story.

    People of power and influence may also be something players would wish removed from their position.
    Such people may also need to move between cities.
    Confirmed on stream that there won't be PC jails.
  • ArchivedUserArchivedUser Guest
    edited June 2017
    Severok said:
    I mean conceptually it's a pretty cool idea, but if I carve out time from my busy schedule to play I damn sure don't want to be spending it sitting in a cell.
    This.

    It's a great idea in theory but the execution of it would likely be more frustrating than enjoyable.

    EDIT: The only way I can see this being done well is if there are overwhelming incentives for players to break out other ones. It would have to be comparable to a dungeon raid or PvP raid that would give out phat lootz at the end of it. Otherwise, it wouldn't be offering anything substantive for players to commit time and energy towards.
  • I mean its a nice idea but unless you are into hardcore roleplay it seems a waste of time which you could spend playing the game
  • I would like that we can capture in our city player
  • Severok said:
    I mean conceptually it's a pretty cool idea, but if I carve out time from my busy schedule to play I damn sure don't want to be spending it sitting in a cell.
    No worries. Intrepid has already said no jail system,
    It really can be abused and confining to the point people would quit.
  • For people that have played archeage, they know how much of a waste the prison/judge system was, the concept may sound cool but the practicality of it just makes it a waste and a joke. (strictly speaking from my experience with archeage)
  • CylverRayne said:
    No worries. Intrepid has already said no jail system,
    Yep, no jail system has been confirmed by the devs :relieved:
  • One of the oldest and major concepts of story telling was the rescue mission.

    Should we have capture, prisons, prisoners, rescuers, escape ?
    Should nodes have their own prisons ?
    If so, should it cater to prisoners of war, or law breakers, or both ?

    Perhaps highwayman that try to plunder a caravan and fail, could have the option to surrender and be imprisoned rather than be killed.
    I really like the idea, but I think Intrepid Studios will leave these types of things to the players and I know Rpers will get the ball rolling with this. I do not think they will add any mechanics or buildings for a jail system, in fact I think Steven even said as much during a Q&A. Could be wrong, generally am haha.
  • The fact we are entering basically a new world. Unlikely we will have prisons full of people!
  • Kalez said:
    The fact we are entering basically a new world. Unlikely we will have prisons full of people!
    I think it would be more like the old west kind of justice where you just went and 'took care' of the problem people yourself
  • Prisons could certainly have a positive effect on maintaining law and order in a civilized node.  However, in a MMO you also have to consider how it affects fun for the imprisoned.  Therefore, it could not be overly long and would likely have to involve either an escape mechanic that gets easier the longer the prisoner is in a cell, and/or a court system that would allow for either a guilty or innocent outcome and then they are either released or maybe banned, executed, etc.  I could also see where this would help players gain actionable intel, and if so, they could choose to make things a little easier for the prisoner, like early release or increased leniency on the part of the judge.


  • I think there would have to be a benefit, quests, experiences that happen in prison to make it enjoyable for the player. Since sitting in a cell waiting for something to happen would not be fun.  

    Unless it was done purely to curb some sort of unwanted behavior and get people to leave the game. :D 
  • We should be given a quest to capture a chaotic (red) player for a public execution, Whilst their friends/guilds try and save them
Sign In or Register to comment.