Search found 27 matches

by Mortree
Wed Jul 07, 2004 7:11 pm
Forum: NS4 Ideas and Suggestions
Topic: Suggestion for city defense
Replies: 22
Views: 3546

You got to think of the big picture beyond "I am killing a raider and collecting a reward". How are most players going to react if they know about this server raid-defense feature? Hmmm, I suppose the big XP penalty-rewards on raider PKs could be used to make raids and city defense quest driven rath...
by Mortree
Wed Jul 07, 2004 6:46 pm
Forum: NS4 Ideas and Suggestions
Topic: Suggestion for city defense
Replies: 22
Views: 3546

The one problem with the pure (that is no other scripts or rules) XP-gold incentive-penalty is that you need to offer very large rewards to attract high level players to boring duty. That means the penalty to raiders becomes so large that raids may never occur again or get so widely spaced (2-3 time...
by Mortree
Wed Jul 07, 2004 9:24 am
Forum: NS4 Ideas and Suggestions
Topic: Suggestion for city defense
Replies: 22
Views: 3546

Celorn does have a point about potential exploitation for bounties if two players were to cooperate. The best approach might be to limit how often you can attempt to enter a particular faction city other than your own. This provides direct control of exploits and rate of city raids. It should be eas...
by Mortree
Wed Jul 07, 2004 8:32 am
Forum: NS4 Ideas and Suggestions
Topic: Suggestion for city defense
Replies: 22
Views: 3546

Alternatively to boring POSTING GUARD -- maybe they could use crafting to increase high level character presence. Make crafting increasingly the MAIN way to get items for higher level (13+) classes and make that crafting elaborate, slow, and level restricted...rather than very optional. Now put the ...
by Mortree
Wed Jul 07, 2004 8:19 am
Forum: NS4 Ideas and Suggestions
Topic: Suggestion for city defense
Replies: 22
Views: 3546

The only way I can see POSTING GUARD as being tolerable would be to restrict the hours that a city can be raided by other factions (can't enter/transition area). While that would relocate raid action to short well known guard shifts -- it seems HORRIBLY artifical. "Sorry while stores are open 7am-9p...
by Mortree
Wed Jul 07, 2004 7:58 am
Forum: NS4 Ideas and Suggestions
Topic: Suggestion for city defense
Replies: 22
Views: 3546

As Wolfarus already said: Ask yourself how long you would stay logged on with nothing to do but patrol the same limited number of streets. What is the chance that after 15-30 minutes you'd go off elsewhere exploring and gaining XPs? When is that raid due? :twisted: You really need to think about the...
by Mortree
Thu Jun 24, 2004 11:57 pm
Forum: NS4 Ideas and Suggestions
Topic: Bounty on Top 5 Most Wanted by each faction?
Replies: 11
Views: 2486

It would be easy to reward everyone in the killing party with a share of the bounty. Just run through the party list. Again I am not sure the idea of purely player sponsered rewards alone is a good idea. I was thinking a mostly script driven (faction NPC government) bounty as relief for the lower le...
by Mortree
Thu Jun 24, 2004 11:26 pm
Forum: NS4 Ideas and Suggestions
Topic: Bounty on Top 5 Most Wanted by each faction?
Replies: 11
Views: 2486

Yes for scripted bounties. I was saying thet UNSCRIPTED bounties can be done now by simply shouting -- but would be unreliable.
by Mortree
Sat Jun 19, 2004 5:06 pm
Forum: NS4 Ideas and Suggestions
Topic: PKs and Level Restrictions
Replies: 29
Views: 4967

Wouldn't it make more sense to have player defense of NOOB oriented towns, mid-range (8-14 level) towns, and high level cities? Places where the level differences of respawn (most likely player defender) and raiders is not so great? Places where the highest level type is less likely to hold a seriou...
by Mortree
Sat Jun 19, 2004 4:55 pm
Forum: NS4 Ideas and Suggestions
Topic: PKs and Level Restrictions
Replies: 29
Views: 4967

Eat up territory? The land is all virtual and takes little hard drive space. But what percentage of the time do you see serious player defense of cities though? High levels generally aren't respawning in cities being raided, only NOOBs. Nor do many high levels regularly visit their own cities except...
by Mortree
Fri Jun 18, 2004 6:22 pm
Forum: NS4 Ideas and Suggestions
Topic: City Defender
Replies: 21
Views: 3389

Well whatever gets done must be mostly scriptable. Players far outnumber GMs and tend to be widely scattered. Heck even if each GM watched only main cities like a hawk it would take 7 GMs on 7x24 duty. And they would still miss important stuff as each city is multiple areas and even players attackin...
by Mortree
Fri Jun 18, 2004 6:09 pm
Forum: NS4 Ideas and Suggestions
Topic: When Noobs attack lol... my solution }: )
Replies: 58
Views: 9438

Getting killed again in a raid etc is realistic. Normally it ain't that bad unless it is malicious. In this case you knew who caused you to be killed. So just use messaging to ask them when they are leaving the area immediately outside (tell them that you want to simulate listening at the door). Nor...
by Mortree
Fri Jun 18, 2004 5:48 pm
Forum: NS4 Ideas and Suggestions
Topic: PKs and Level Restrictions
Replies: 29
Views: 4967

If it isn't clear, I meant that the farther the respawn point from where a higher level character can earn decent experience points the less likely they are to visit and camp out. A minimum buffer thickness of 4-5 areas that are "XP dead to higher levels than the city design" is probably required ar...
by Mortree
Fri Jun 18, 2004 5:15 pm
Forum: NS4 Ideas and Suggestions
Topic: PKs and Level Restrictions
Replies: 29
Views: 4967

You have a point but also over-optimism. You usually don't get killed by people sitting on the actual respawn points. In fact hunting player respawns is only a bit of sport on the side for these folk. They are in town to hunt NPC city defenders for XPs. Cities as currently defined are rich, dense hu...
by Mortree
Fri Jun 18, 2004 4:51 pm
Forum: NS4 Ideas and Suggestions
Topic: Bounty on Top 5 Most Wanted by each faction?
Replies: 11
Views: 2486

Also I was saying bounties primarily controlled by scripts to prevent wealthy players from simply establishing a new means of griefing other players. My idea is to simulate feudal faction governments taking action for faction driven reasons -- basically a faction versus faction quest. A rich and ven...

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