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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.
Slavery!!!
So. I've briefly read a discussion on how the pk'n will be influenced by a "Corruption System." Some of the ideas mentioned were: a prison system with a bounty system mechanic, the potential to increase the likelihood of dropping more gear and/or resources when being 'nefarious', a possible reduction in your characters fighting effectiveness, etc.
What about a Slavery system as well with that said prison system/Bounty Hunter mechanic where players could buy said slaves? And maybe, depending on the lvling mechanics, say slaves earn their 'owners' a portion of all exp they earn for a certain amount of time -- depending on the severity of their crimes and how much the owners spent on said players. Or have them collect you a certain amount of a specific type of resource to 'gain' their freedom. Maybe even set up a gladiatorial arena like in Ancient Rome where players could have huge free for allswith their slaves and place bets on their slaves winning. Maybe even in that type of situation allow the slaves also benefit being an arena slave by earning a portion of income generated through this venue, maybe give them a cool gladiator title or gear, etc.
Any thoughts? Friendly and not so friendly comments are welcomed. And has anyone heard of a mechanic like this? I've been outta the mmorpg scene for about 10 years but Im looking to get back into it and it seems a lot of different concepts have been developed and implamented in MMORPGs since my days of playing Asheron's Call and WoW when Lich King just dropped.
Can't wait to get my little gang of friends to one of your servers and get our Jesse James on!
What about a Slavery system as well with that said prison system/Bounty Hunter mechanic where players could buy said slaves? And maybe, depending on the lvling mechanics, say slaves earn their 'owners' a portion of all exp they earn for a certain amount of time -- depending on the severity of their crimes and how much the owners spent on said players. Or have them collect you a certain amount of a specific type of resource to 'gain' their freedom. Maybe even set up a gladiatorial arena like in Ancient Rome where players could have huge free for allswith their slaves and place bets on their slaves winning. Maybe even in that type of situation allow the slaves also benefit being an arena slave by earning a portion of income generated through this venue, maybe give them a cool gladiator title or gear, etc.
Any thoughts? Friendly and not so friendly comments are welcomed. And has anyone heard of a mechanic like this? I've been outta the mmorpg scene for about 10 years but Im looking to get back into it and it seems a lot of different concepts have been developed and implamented in MMORPGs since my days of playing Asheron's Call and WoW when Lich King just dropped.
Can't wait to get my little gang of friends to one of your servers and get our Jesse James on!
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Comments
In general I kind of like parts of where you are going. Skeptikal at first about the slavery part, but the more I read the better the picture got.
I know there were some prisonmechanics in recent games like ArcheAge, but I never experienced them. I'm still skeptical about the slavery part, simply because I don't like slavery as an active part in a game. If it's bound into the story and the world, okay, but I don't need to see it acted out.
Which makes me biased, because the gladiatorial scene is nothing else, but I feel like there is a greater purpouse behind it and gives context to arenas. Maybe that way you could add a level of depth to it that wasn't there before.
On the one hand you have gladiators that just want to fight, and on the other you have those that want to regain their freedom. Seems exciting.
As long as there are several options/ways how someone can regain their freedom, I think this idea could be quite interesting.
I'm not a fan of the prison mechanic either really, though I can see why a game with open world PvP would need some form of deterrent to limit the amount of PKing. With that being said, I think the increased chances of dropping items <strong>plus</strong> gear and also appearing on the map for all to see so you can't hide are severe enough penalties.
If the slavery thing was optional then yea, okay if it fits with the game, but I wouldn't want to run around doing someone else's menial tasks just because some wally walked into my AoE fireball attack while I was engaging in PvP with someone else, and got incinerated.
"For all who finished the bountyhunter questline and keep it updated" only those see red players on teh zonemap if they are in the same zone.
It was an interesting thought experiment, but there is an inherent problem that can't be solved: a player will always have the right to log off whenever they want, and if you press them hard enough, they will. And then you're left with a disappointed player who may just unsubscribe because their character is stuck in a situation they don't want to be stuck in.
I understand that in an open sandbox, griefing is unavoidable - but clearly, it needs to be limited in some ways, or else you will lose players. Especially if you're enslaving a player that is well developed. Unless they're willing, they will not want to do what you're imagining, and will simply log off and go to another character or, worse, quit the game entirely.
Rust and a couple of other games like it have achieved probably the closest one could get to emulating something that is truly 'open' and 'free' - people capture other players in that game and lock them up, enslave them. And for a while, it seemed like players cooperated, up until the point it wasn't fun anymore, and now the meta just seems to be to kill yourself the moment you're captured and start fresh.
<em>EDIT:</em> After reading your reply, I could totally see a system for reducing corruption where you submit your character to restrictions to another player/town/empire, so long as it's for that express purpose. Maybe it'd make them a 'vassal', where they have to donate a percentage of their resources to the overlord up to a certain amount.
The more I think about it, actually, the cooler it could be.. although, I personally fear that may be too punishing to corrupted players, and won't allow them the ability to actually exist within the game without always being hunted by large empires.
PK'ED player (Guy who I kill) places a bounty on me because I killed him. Now MY options, as being the hunted now, is either wait for Bounty Hunter (A-Z) to find and kill me for revenge purposes of the recently deceased OR I could turn myself into slavery in that persons guild/node sector and help them not only develop their node but also maybe generate income or guild xp or even xp for the player i killed. This method doesn't have to be entirely detrimental to either party in thus process either. It doesn't have to be permanent. And it doesn't have to be my choice either. Maybe have it be a request system, where I ask the guy I killed whether I could become a slave for him, his node, and guild. Maybe the guy just hates my guts and would rather see my lose my gear, gold and xp than take me in as a slave.
If a player becomes a 'slave', the owner can 'sell' his services to the highest bidder with the base amount being. This is just one possibility. As for the slave, maybe no detrimental effects occur him personally (I.e. no xp reduction, no stat reduction) with only one positive benefit, (No longer able to be killed by any player without consequence). Now the 'owner' sells his 'slave' at the marketplace. Guild (A-Z) can choose to buy said slave, causing that slave to assist that guild in earning 'xp', developing its node. This can be done, i believe, without making the game unplayable for those who occasionally get that murderous itch and find themselves under the specter of slaveries' evil ways.. I mean, the developers said they are going to make a very strong deterrent for greifin. Why not make that same deterrent not only bad for that player committing the atrocity but at the same time benefit the one being victimized.
Lastly, if a player wants to use that 'get outta slavery quick card' he/or she could always buy their freedom. And if, lets say, it was a lvl 50 that killed a lvl 10, then by having that lvl 50 buy out of slavery, the lvl 10 would reap the monetary reward. Therefore, even if you are harassed by a high lvl, in the end, you win because you'll be able to use that "buy out" money to buy better gear. Keep it coming people. I really think this idea can work if the concerns y'all keep sending my way are addressed.
P.S. Ive always like living on the opposite side of the law in morally based games, and I'm well aware of the consequences for every nefarious act. With that being said, my friends and I will be playing this game, and will be exposed to this anti greifing mechanic. Now as a player with that understanding in place, I want to help direct the greifing system to be fair, both to those who're killed, and those doing the killing. Without breaking the game and causing either party to quit playing and paying. Obviously mindless killing needs to be eliminated. If you get too corrupt, maybe slavery is just outta option. Or maybe have different 'tiers' of slavery. Can't wait to see where this game goes.
P.S.S. To prevent people from abusing this mechanic too often, their could be a timer where, once you've gone through the slavery mechanic, ya have to wait a while before you can use it again. I could definitely see high lvl players with lots of wealth and gear 'buying out' all the time just so they can kill a bunch of people for the hell of it.. Ultimately though, if a high lvl character were to continue to buy out, in a way, he'd be power lvling new players to catch up to his level buy the transference of wealth.
"Life is a game. Money is how we score."
Rust has a form of slavery that players have made themselves: the "master" gives the "slaves" certain things (food, shelter, clothes, weapons), but uses them to attack others and locks them in when they don't need them, and kills one if they get out of line. Now with Rust you can just die spawn randomly rather than back at the bed in the slave pen, but people don't. You can go to another server, but people don't. And thats not even as a punishment, just someone is stronger.
<div class="d4p-bbt-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/slavery/#post-6002" rel="nofollow">Helzbelz wrote:</a></div>
This is really a stupid idea honestly. If someone gets made a slave to another player they are just going to quit the game and that means a subscription is lost. That means lost revenue which means less content gets developed and if too many people quit because Slavery then you will just shut down a game. No use a little more common sense than that. People will not accept Slavery in an online game.
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Rust has a form of slavery that players have made themselves: the “master” gives the “slaves” certain things (food, shelter, clothes, weapons), but uses them to attack others and locks them in when they don’t need them, and kills one if they get out of line. Now with Rust you can just die spawn randomly rather than back at the bed in the slave pen, but people don’t. You can go to another server, but people don’t. And thats not even as a punishment, just someone is stronger.
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Different style of game.