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Should there be an outlaw town for Pkers?
granthor
Member
Based on my time in the game UO, aka Ultima Online, where you had a PKer system where you went from grey to red. Grey being your open to attacks cause you killed someone or stole from someone, too red where you are just a killer, and you can enter any towns without being killed by guards.
Not sure if this topic was talked about, but I was thinking, why not have a town for the killers?
If not a town, then a caravan type, one they can be setup in hidden locations, and can grown to a level 2 or 3 only. This town needs to be one that can be taken down, and could be relocated to a different hidden location. One only known by a few PKers. A safe place for them to call home, and where they can sell or buy goods as needed.
Think of it as an outlaw town, one that could be moved after a day or two. A few tents and shacks and this can be a nice place for the villain type players. What do you think? Of course these type of camp towns wouldn't be allowed to be setup close to regular ones.
This is just a though, one I am floating out there, to see if others like it or not.
So what do you think? Please express yourself.
Not sure if this topic was talked about, but I was thinking, why not have a town for the killers?
If not a town, then a caravan type, one they can be setup in hidden locations, and can grown to a level 2 or 3 only. This town needs to be one that can be taken down, and could be relocated to a different hidden location. One only known by a few PKers. A safe place for them to call home, and where they can sell or buy goods as needed.
Think of it as an outlaw town, one that could be moved after a day or two. A few tents and shacks and this can be a nice place for the villain type players. What do you think? Of course these type of camp towns wouldn't be allowed to be setup close to regular ones.
This is just a though, one I am floating out there, to see if others like it or not.
So what do you think? Please express yourself.
8
Comments
I think it would be cool af, and I think can be cool if maybe you can take rewards in the "pk town" for kill people (But need to be very difficult)
1. The town should be open to attacks
2. Buildings can and should be destroyed.
3. The town is only there to help the red player for short periods of time.
My whole point was to have this town location known if a player goes red, and it gives them a chance to escape for a short amount of time. But the town should after that relocate to some place else, do to the nature of the town. They don't want the good guys to know about the shady business options they offer.
Just something different to add to the life of a PKer and PKer hunters
Well the whole point of the outlaw town would be a safe place for PKers to go, but at the same time it would be out to attacks by the player base. To destroy it would be a great way to earn big rewards, but at the same time shouldn't be easy to take down.
I don't plan on actively PKing, so if I see such a group I'll inform the bounty hunters, but I'm intrigued by the idea that it could also be a story that colors the world of Ashes
If you choose to PK that is a CONSCIOUS choice you have made and should not be rewarded for it. If you don't like the consequences, don't kill others.
However....there is nothing to say Outlaws couldn't establish their own temporary hideouts. You could upgrade an out of the way node and declare it as a PKer safehaven. Don't expect it to last long however as word spreads and a gaggle of Bounty Hunters then descend on your little outpost and wipe you out.
No I am not a ganking clown, but I remember the days of playing UO, and it that game there were gangs of PKers that would raid dungeons and roads into town. This is an idea to not reward PKers, only to give them a place to rush off too. At the same time these Outlaw zones would be open to attacks and or destroyed. In UO PKers could port in and out of places fast. In AoC there isn't a portal system to escape, so why I said maybe setup a same outlaw camp or town. This would be a place to hide, but not escape justice. So this is far from rewarding anyone.
The whole point is to add another level to the PKer class, people will do it, so why not have more levels to this dark side of life. If nothing else, it gives something more for the bounty hunters to go after, and they can get bigger rewards.
This! The meta of PVP will develop this on each server organically. They'll be in places that are near mobs to work off karma and away from paths and cities to stay hidden from others. Hunting Reds or hiding as one is fun because no place is safe.
I'm going to go opposite of this entire post. If you are housing / harboring a Red, say in your freehold, then there should be consequences. Maybe some of your properties functionality no longer works, or when you leave you are now flagged as a co-conspirator (like if you heal / buff a red you're flagged).
PS: I'm a hardcore pvp'r. so before you go calling me a pve nub that is only saying this because of that think again. I want a real hard choice to be made before a PK is made. I want players to sweat bullets when they turn RED. Lastly, i've use this gif for the past 3+ years since this is what i crave but this is what it should feel like:
I might be wrong, but if you go red, then you can't enter the town safe zones? So trying to hide one in your freehold is out of the question, since its within the towns node area?
This is why I said make the outlaw zone, then they can escape for a short while, and these places are open to attacks. But its just an idea.
you dont get corruption from robbing sea based caravans.
So no you actually dont
If you want to play the role of a bandit, you can attack caravans without gaining corruption. I guess that while playing the role of a pirate, you can attack water caravans, again without gaining corruption. (I assume there will probably be water caravans.)
You are sort of wrong, but on the right track.
There are no "safe zones" anywhere in the game. The only time you are safe from attack is if you are in merchant mode. You can lock yourself out of other players way in your house, but as far as we know, if someone does manage to get to you, they can still attack you there.
However, if you have corruption, all guards will attack you on sight. This means that if a group of corrupt players attempted to level up a node to make it their safe haven, as soon as the node was high enough to have guards, they would attack those same players.
If you are corrupt, you are not supposed to have somewhere to run off to. There isn't supposed to be a safe place to go.
What you are supposed to do is work off that corruption as soon as you can.
If you want to RP as a pirate, the activities that a pirate would actually do (plunder caravans - particularly on the water) doesn't cause corruption.
Its only murder hobos that get corruption - people that attack and kill other players that do not fight back.
Mortal Online also had outlaw towns. I like the idea for UO and MO but it doesn't seem like it would fit in Ashes system.
I will look up the corrupt system for this game, cause truth be told I think I am mixing up what I seen in UO with this one. Oh the memories of those blasted PKers running wild on the roads of Britannia
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One of the things I remember from UO were the PKer wars at the time of server maintenance. The last few minutes were never saved, and people went ape nuts attacking each other right before the servers went down.
UO was amazing. Mortal Online was a ton of fun too and based on the UO pvp system. In Ashes every town aka node is built by a community. The only way I could see them having an outlaw city is for the mayor to be able to turn off guards or something. I don't think they want PKs to have an easy time at all though.
There won't be as far as we know. Unless its part of a dungeon setup or something similar. Even the starting cities will be nodes.
Every corrupted player can run and hide from Bounty Hunters to their heart's content. If you have uncorrupted buddies that are prepared to run errands for you to a nearby node so that you don't have to show your face, then that works well enough for me. You could just donate all you stuff to them then go die a few (hundred) times to lose the corruption. Your buddies could collect the bounty. Then you can reclaim your stuff (if they let you!) and start working off your EXP debt. That is "risk versus reward" (RvR) working perfectly!
If you want to kill other players, why not join in on one of the many PvP activities (caravans, sieges, arenas) and fight someone who is prepared to fight back?
Why do you want to kill a green?
Picking a fight with a green should only ever be because 1) they've been disrespecting you in chat (your RvR choice) or 2) you've seen them gather stuff that is worth the corruption to make them drop it (your RvR choice). That is worth less if you die (rinse repeat) before you can offload it.
Are we looking at the demographic that aren't very good at PvP but still want to feel good / brag about killing other players?
Players that only want to kill soft targets (for kicks) seem like cowards to me. I am happy that the corruption system discourages cowards from playing.
"Is this thread about reducing Corruption penalties?
Is this thread about removing Open-World PvP?
Is this thread about disliking placeholder Animations?
Is this thread actually about WoW?"
If "YES", Delete thread.
I think I he was just trying to have a constructive discussion about an idea that came to mind that I he thought might give more depth to the world of roleplaying and Ashes.
Often good things come from this kind of flexible thinking
I want this forum to be a place where people can freely express their ideas.
*I realized that there was a terrible mistake in the second line, so I corrected it
If I write a sentence that doesn't make the subject clear, I put my translation software in a bad mood ……
I understand that some people here are terrified of getting randomly pk’d, but quite frankly there are always those players who enjoy being so toxic in an MMO that those players deserve to have a train other people pk them on site, and I’m glad this game mechanic exists where players can handle the worst people of the community interactively through “aggressive negotiations”.
Additionally, corruption lets players become the outlaws if they choose to walk that high risk path. It’s ok to make it a very restricted gameplay style, but it shouldn’t make “staying red” not an option if you’re hardcore enough to be that bad. Players really do make the best villains.
Finally I’d like to point out that some of the posters here act like disagreeing with “what Steven said” is some sort of sin. This is a discussion forum, and I’m pretty sure he wants to hear our opinions...especially when they don’t agree with his own.
480 square km above ground + 100 square km underground = 223 sq miles. In summary, there are plenty of places for the corrupted to hide. Best to scatter and not gather in one place. I'm assuming that everyone has read:
https://ashesofcreation.wiki/Corruption
https://ashes101.com/pvp <scroll down to corruption>
If you've read the above then you would realise that the most corrupt show up on Bounty Hunter maps. Do you want to be in the same location that the Bounty Hunters are already homing in on?
_IF_ a town for the corrupted were allowed to exist it would be the easiest to take down. Lay the siege. Ill-gotten loot is now trapped in node storage. During siege prep kill the corrupted, many may lose gear and swap corruption for EXP debt and death penalties. Siege prep won't see many defensive tasks completed because the Bounty Hunters are ready to kill corrupted whenever they log in. During the siege the corrupted defenders have less gear and are weakened by penalties. How could this ever fit "shouldn't be easy to take down"? Seems like the weakest siege target ever!
This specific scenario was answered by Steven. Mules, combat pets, and mounts fall under the flagging system. If you kill their mule, you gain corruption.
Maybe I'm misunderstanding because I'm reading a translated version of the text.
Is anyone else under the misconception that the person who created this thread is expressing an opinion specific to a "system for RED players to survive"?
To me, I think he's saying that it would be interesting if the game system had the scope of roleplaying that RED organizes, assuming you're willing to accept risks such as "being targeted by bounty hunters" ......
Of course, this is a proposal for a specification that is not currently envisioned, so I can understand your confusion, but I don't think it's something you should reject to that extent.
Am I simply mistaken?