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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
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.
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.
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Comments
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.
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 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.
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At least I haven't crashed anything in a while :feelsbadman: ...
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" />
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At least I haven’t crashed anything in a while :feelsbadman: …
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hahaha dont worry im sure ull get the chance 2 :P
I was like, why doesn't the first post make any sense! I was a little worried :D
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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
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.
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.
It really can be abused and confining to the point people would quit.
Unless it was done purely to curb some sort of unwanted behavior and get people to leave the game.