RahkstarRPG wrote: » Attacking caravans, past the rewards of the caravan you claim itself, has a progression system for it. Ganking though? No. They are trying to discourage ganking. It shouldn't be rewarded.
Reign118 wrote: » Within the most simple and basic crook/thug mentality you can play a corrupt player who player kills and then tries to run and hide while reaping the experience rewards as your corruption ticks away over time. All the while trying to avoid or defeat bounty hunters on your tail. On another note this game is going to have an interconnection of alliances, enemies and politics. You can play the spy. Infiltrate an opposing guild as a "recently max level" or "looking for a new guild/social group" and get info on the defensive systems or when a massive caravan. will be moved Relay that info to an enemy guild and get paid and try not to get caught. For those who have only ever played what mainstream MMO's have become you are in for an absolute treat of what happens when players are given the tools to create and then left to their own devices. The sinister actions you can take are completely up to your own imagination.
SSRogue wrote: » I feel like it is a far more punishing system, then it is a way to play the game.
noaani wrote: » SSRogue wrote: » I feel like it is a far more punishing system, then it is a way to play the game. This is it right here. Corruption is not a way to play the game, nor is it meant to be. Corruption is a penalty, and nothing else. Intrepid do not want to prevent you from killing other players without reason, but they want to give you absolutely no encouragement to do it, either.
Reign118 wrote: » From what I gathered, it seemed like there would be aspects of the thieves guild that reward you for being a bad guy.
FuryBladeborne wrote: » Intreprid wants to allow players to attack others that they have a problem with. That is it. There is a potential reward in crafting material drops from attacking non-combatants, but the reward does not go farther than that unless you count the benefit of getting additional PVP against bounty hunters without gaining corruption.
Reign118 wrote: » @SSRogue It was one of the interviews with Steven, either the summit or asmongold where he talks about a quest of stealing a book from an opposing faction.
SSRogue wrote: » you can't have a game so open with so much potential and only have so little to offer for bad guy players.
noaani wrote: » SSRogue wrote: » you can't have a game so open with so much potential and only have so little to offer for bad guy players. Actually, you can. "Bad guy" players cost games subscriptions. Why would a game cater to a player niche that costs the games more subscriptions than it brings in?
SSRogue wrote: » As for bad guy players being so "bad" for a game, then take any fantasy story as an example.
SSRogue wrote: » I want to start this off by saying that I understand how taboo pvp is to a large portion of players. Most people want great story arc progression and maybe others are interested in pvp just enough for the rewards, achievements, gear etc. I would like to present another type of player, not necessarily a roleplay type person but a person who wants to be a bad guy. I want to know how this game will appeal to those of us who aren't looking for dungeon glory, who don't have time for world politics or a sense of life long goals... I want to discuss the person who likes being the bad guy, the guy who was raised with nothing given to them, who learned that the only way to get by is to take it from others and to inflict a little pain so others know how he/she feels. I have watched some videos and read some articles/posts and I do feel like I have an entry-level understanding of this game's open-world pvp structure, but I feel like it is a far more punishing system, then it is a way to play the game. As stated above, I get that the vast majority of people aren't going to be interested in this but there are plenty of people who like being the bad guy and every good story or hero needs a bad guy. This game has the bounty hunter system and some guild and zone pvp but I have yet to see a full break down of actual pvp focused gameplay. I don't want to just be a griefing player killer, but I do want some incentive to play a bad character that keeps the fancy lads and goody players on their toes. So far I see more in=game mechanics dedicated to punishing these types of actions and only allowing just a tiny taste of the bad life, I don't see anything that rewards players for taking this path. This game gives you religious arcs that lead to exclusive items, titles and even new skill augments. This game allows a player to build a restaurant in popular hunting areas to benefit the dedication of their time to crafting delicious food and planning a location to be the best source of buffs in that area but what about the bad guys? Is there really no underground sub-faction that has rewards certain individuals for throwing a wrench into something? A reverse bounty system? An unholy religion that promotes being a bad guy? I mean look at some of the possible skill combos necromancer, trickster, assassin, charlatan, shadow lord... This game provides the bad guy prototypes but doesn't embrace the full potential? Please please please tell me that with all the love put into this game and all the "doing better than other mmos" doesn't mean that you have written off the classic villain player character in light of trying to making people a completely safe and comfortable feeling. I know a lot of the devs in this game mention older mmo games as inspiration so I am sure you guys remember Ultima Online? You had a full on red player system that basically turned you into a different type of player. Will this game have something like this or is it only that internal system that punishes you for being bad by basically making you completely useless after so long so that you are no longer a threat to even a level 1 critter. Can someone please link or explain something related to my questions/concerns? I would obviously love to hear from a dev or tester.