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Make Gathering Griefers Auto-Flag

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Comments

  • Well, that would be funny, creating a force of griefing carebears who destroy all your node's flora.

    I mean, carebears are griefers overall anyway, they will do this regardless except for this:
    -You can't make carebears work together except for when they are thinking about their own pockets

    Maybe convince them that this will make them rich and they will do it asap
    PvE means: A handful of coins and a bag of boredom.
  • Mag7spyMag7spy Member, Alpha Two
    NiKr wrote: »
    Okeydoke wrote: »
    It's like built in karma bombing. What am I missing?
    Hell, the lvl1 gatherer meme would literally work now, because everyone can just make a quick alt and go chop trees. And ya ain't PKing those bois with your mains. So you'd have to go down the George route of making lvl5 dudes to PK those lvl1 dudes, except your alts will stat dampen to all hell pretty quickly, while the lvl1 gatherers couldn't care less because they can either make more alts or just keep cutting trees on the og alt, if XP debt doesn't influence artisan stuff (which I don't think it does in any way).

    This shit is really starting to seem more and more abusable by the minute.

    Idk it depends, being a lower level they most likely will have a lot more limits on what they can do compared to the higher end gathers. We can make a guess do to less options and slower gathering lvl ones might not make that big a impact compared to higher level people. So their impact won't really be as big on doing the whole gathering deal.

    But just a guess, based on the bits of information. Logically it wouldn't make sense a low level is not going to be able to impact the whole territory.
  • George_BlackGeorge_Black Member, Intrepid Pack, Alpha Two
    People keep avoiding responsibility and they want the game to change and protect them.
    If an army of gatherers comes to take your trees then you should comit to cutting them down faster. That's right, you dont want to pk, you dont want to defend your area. Then go gather faster.

    This auto flag suggestion is terrible.
    How low can you get, wanting to have free kills on people equiped with gathering gear?

    In ideas like these there is 0 brainpower involved. Just "me me me me..."
  • LudulluLudullu Member, Alpha Two
    Mag7spy wrote: »
    But just a guess, based on the bits of information. Logically it wouldn't make sense a low level is not going to be able to impact the whole territory.
    On a singular player basis - yeah, for sure. But on the scale of a 40-100-member guild - lvl1 will just gather up everything they see, even if their gathering is slow.
    If an army of gatherers comes to take your trees then you should comit to cutting them down faster. That's right, you dont want to pk, you dont want to defend your area. Then go gather faster.
    George, you do realize that the issue here is all those gatherables getting gathered all at once and not the "omg I won't have one cycle of gatherables respawn".

    Unless the system resets within an hour, gathering everything in your node will prevent you from gathering more in the nearest time. But if it resets in an hour - what even is the point of it?

    If overgathering slows down or even removes those resources for a day or two - it'll be used against nodes. And unless you're ready to PK, potentially, lvl1 gatherers - ya ain't stopping that overgathering action.
  • StreviStrevi Member
    edited October 2022
    Goalid wrote: »
    My solution to this problem now after reading comments, is that this is easily exploitable and I will use it in Alpha 2 until you all realize that it needs to have a counter.

    Even a mechanic like letting people plant seeds in a forest to account for over-gathering would work. I just think the added open world PvP would be fun.

    If the system is added without ways to counter it, is like it doesn't exist at all.
    But in that case, it is still useful and can be seen as a reward if players manage to come to an agreement together.
    In a big area dominated by guild alliances who control a metro and it's vassals, the borders will be difficult to defend but getting the inner areas to be harvested with care by own citizens will reward them by providing the means to maintain the defenses against sieges.

    So first own citizens in the greater vassal-parent hierarchy must comply to harvesting rules.
    If they don't, they'll have to import the resources needed to repair the node defenses.
    Who will export them? Friendly nodes? Or nobody will have enough?

    If some areas succeed to manage the land, they'll be able to export and make the nearby nodes friendly in exchange for other resources.

    Some nodes will be able to produce more lumber, others more fish, some will have more stone or sand.
    Probably depends on how artisans specialize too, to produce food or cut stone...

    Nodes which can keep their own citizens disciplined should trade with each other and defend together against the barbarians who just want to pillage, by declaring war on them. Node to node wars will flag all citizens of those nodes. Eventually it is up to Steven to balance the game to help disciplined nodes to win node wars easier against bandits and pirates. Doesn't mean that those pirates will not have fun.

    But how will guilds discipline their own members?
    Having police guilds declare war?
    Citizens who are not in a guild might also be enemy agents. Maybe the military nodes with corruption reduction will be able to help. When need arise, bounty hunters should not hunt corrupted who actually enforce the rules agreed by hundreds of players.
    September 12. 2022: Being naked can also be used to bring a skilled artisan to different freeholds... Don't summon family!
  • GoalidGoalid Member, Alpha One, Alpha Two, Early Alpha Two
    Voxtrium wrote: »
    Guild wars should solve this issue, enemy of the state as well

    Problem is that people will just get citizenship in your node on an alt to avoid enemy of the state status, and also your own citizens need to be nudged sometimes to manage node resources because of the tragedy of the commons. I also really want the "enemy of the state" mechanic to work because then node mayor's could mark bots and the community could be involved in solving the botting issue. But I know people are also worried about mayor's abusing their power, although I doubt that would be in the mayor's best interest if they want traffic to their node.

    Excited to see this system in A2

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  • DolyemDolyem Member, Alpha Two, Early Alpha Two
    edited October 2022
    Honestly, IF it becomes an issue, just treat it like the core aspect of the game. Risk vs Reward. In this discussion, the reward would be crippling an enemy nodes progress, there should be a risk for that. Currently the only "risk" would be getting PKed and losing the normal death penalties which isn't a very equal trade-off when I compare the action vs reaction. The players gathering to hinder another node clearly have much less to lose. Should they be able to gather in other nodes? Yes. Should they be able to intentionally negatively impact enemy nodes in this way? Yes. But, if this is an overly effective way of indirectly fighting enemy nodes, they should be risking more than getting PKed and suffering normal death penalties while karma-bombing the defending players of the affected node.
    Test it first regardless, but definitely test this topic in particular to see if it actually needs the suggested theories. @George_Black I wouldn't get to riled up about this topic, its a fair concern to have, but its all theory and speculation. All of it is going to get tested in alpha 2, and it'll either end up being a non-issue, or it could just as easily be a major design flaw. Pointing it out and testing it is the main point of the discussion as far as I can tell.
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  • BaSkA_9x2BaSkA_9x2 Member, Alpha Two
    edited October 2022
    Depraved wrote: »
    thats literally what they did with the corruption penalties and stat dampening :D
    drop the sarcasm.

    my point is, its unfair that the system and also customer support punishes pvpers (notice how i said system and cs, basically intrepid, not other players) but another group of players get a free pass from intrepid, and the only way to deter them is by engaging in the systems that will get me punished in the same place.

    Oh, shit, I'm sorry I wasn't replying to you. Your post was the one directly above, but that was just a coincidence. I was replying to the OP specifically when he said this:
    Goalid wrote: »
    If it's possible to harm another node by stripping all their resources, there should be a system to fight back against that. Currently, you'd have to go corrupt in order to stop a bot or an enemy-node gatherer.

    I think the mayor should be able to place down policies to protect their node's resources. If you're trying to chop down all my wood before a siege, the mayor should be able to either hold a vote or use emergency powers to temporarily flag anyone purple for trying to gather specific resources.

    I totally agree with you that CS or ToS shouldn't get involved in any PvX actions that are part of the game design and not a bug/exploit. Like you said, killing someone over and over again will already net you many disadvantages, it shouldn't be harassment, it's how the game was designed. KSing people over and over again is part of the game design. I understand if they wanna make stream sniping against ToS, even though I completely disagree, I understand. However, anything other than that is just interfering with the game, but sadly anything these days can be called toxic, harassment, etc. which makes real instances of toxicity and harassment less believable.
    🎶Galo é Galo o resto é bosta🎶
  • George_BlackGeorge_Black Member, Intrepid Pack, Alpha Two
    NiKr wrote: »
    Mag7spy wrote: »
    But just a guess, based on the bits of information. Logically it wouldn't make sense a low level is not going to be able to impact the whole territory.
    On a singular player basis - yeah, for sure. But on the scale of a 40-100-member guild - lvl1 will just gather up everything they see, even if their gathering is slow.
    If an army of gatherers comes to take your trees then you should comit to cutting them down faster. That's right, you dont want to pk, you dont want to defend your area. Then go gather faster.
    George, you do realize that the issue here is all those gatherables getting gathered all at once and not the "omg I won't have one cycle of gatherables respawn".

    Unless the system resets within an hour, gathering everything in your node will prevent you from gathering more in the nearest time. But if it resets in an hour - what even is the point of it?

    If overgathering slows down or even removes those resources for a day or two - it'll be used against nodes. And unless you're ready to PK, potentially, lvl1 gatherers - ya ain't stopping that overgathering action.

    Pk them with Lv5 pkers.
  • Arya_YesheArya_Yeshe Member
    edited October 2022
    Making people comply will be a challenge, because players have their own personal objectives too.

    There will be seasons and some gathereables will only spawn in that season, if you want those materials then you got to farm enough to last through all seasons. We don't know how long a season will be yet, in the video they said a month so you gotta stockpile for 3-4 months if you use that material a lot.

    Got it?
    If a gathereable is important for you then you will stockpile that, because it could be a seasonal spawn.

    If that material is really important for you, you will stockpile it and even gank people who are gathering the same thing.
    PvE means: A handful of coins and a bag of boredom.
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