Glorious Alpha Two Testers!
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.
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.
Where are the bad guys?
My first character will be a cultist. Don't know if I'll stay there, but I intend to make my way doing bad things to good people or worse.
Does anyone have an idea on how the game plans to punish me and my friends for 'legally' breaking the law.
Every other day I see another law enforcement guild. Where is organised crime at? Can I commit murder for hire.
Is there someplace to hide from bounty hunters? If not I'd like to provide one for a price.
Does anyone have an idea on how the game plans to punish me and my friends for 'legally' breaking the law.
Every other day I see another law enforcement guild. Where is organised crime at? Can I commit murder for hire.
Is there someplace to hide from bounty hunters? If not I'd like to provide one for a price.
0
Comments
https://docs.google.com/document/d/1Fvr9KYT104i8WYppCup1v6SUTZFJTobVz8uRHDas4YM/edit
As for a thieves guild, I haven't seen one. You can always start one, on the DL and all. Check the in game town-boards for bounties or grievances against players for theft/PK, then seek them out and recruit them.
You need look no further than Xombie and his guild Mutiny if you want to play a "bad guy."
I know you have to be a VERY wanted criminal but i dont know...lets see how they handle it.
Think of it say as a pool of 10,000 points. Killing a single person gets you 1k. Killing someone 10 levels lower than you gets you 3k. From 1-5k corruption you drop increasing percentages of gathered materials and your exp debt each time you die grows. A single death does not clear all corruption but only a set value (confirmed). Now go on a murder spree. Get your corruption up into the 5-10k range. The higher it is the greater the chance instead of gathered materials, you may now lose equipment. And the exp debt, while it can't delevel you, will gimp you until you grind it back out. Corruption and death exp debt are two separate mechanics. Gain enough of either and you are going to be hurting. And for those pvp brahs that have come out swinging with "exp debt at max level won't bother me, because it doesn't affect me!", they are in for a special surprise. (numbers and values of the pool are speculative, no set numbers have been given so far)
There will be a thieves guild. It was a Kickstarter goal.
I do think that some of the player run shops and taverns will be hideouts for thieves and PKer groups. Which would make some interesting RP for those that like that.
So, to be successful you are going to need support structures like node services and people willing to craft for you. Which means joining a node, which then means you will not be flagging on the people near where you make your home. So your murderhobo rage impulses will need to be travelled to. With no fast travel it will be a long hike to even the next node where you might find targets for your hobby. Riding/running all the way back to your "safe" suicide club friends would take awhile, again reducing the profitability of said actions. In most cases, as soon as you decide to take someone out in a competing node that hasn't fought back, you can bet they have let everyone know within shouting distance where they are and who you are. There are mechanics being put in place that will be tweaked and tested during alpha/beta for all those that think they have a way around the penalty. For example:
"I will just drop my citizenship, allowing me to kill Fred, because he has been pissing me off stealing my radishes, then I will join the node again!"
Changing citizenship will have a cooldown. Two weeks has been mentioned, not confirmed.
"I will just /gquit, kill the carebear, then rejoin guild!"
Quitting and rejoining will also have some sort of cooldown. Not confirmed.
There are other examples, just not worth the time of listing them. And the final thing that those wanting to murderhobo are forgetting is that just clearing corruption doesn't get you right back on the pain train. There are two separate systems in play. Corruption and death exp are different. As you gain higher levels of corruption your death penalty will increase. It may take multiple deaths to clear corruption of high levels, making a truly impressive death exp debt needing to be ground back to normal, even for "max" level characters. Even though you are back to "normal" you are still gimped for everything else. Enjoy grinding combat effectiveness back. Those that decide that they will just have large grind groups with people killing stuff for them to quickly remove the penalty may find that IS has decided that no grouping while at a certain level of death exp debt is allowed. (speculation)
TL;DR: Nothing, but not profitable.