@boogis said in Winter Alpha Spotlight - Criminal System:
has
Special abilities only available at certain levels of Karma, sounds like a good idea to have.
@boogis said in Winter Alpha Spotlight - Criminal System:
has
Special abilities only available at certain levels of Karma, sounds like a good idea to have.
@Extreminador said in Winter Alpha Spotlight - Criminal System:
at will compare the active sell market prices and set the jail pric
Maybe not on a 1 per 1 basis but on a milestone basis.. meaning >X amount gives you N amount of time.
Yes, they are still not very clear with their labeling, which is why I think its best to replace their PvP label with "friendly fire" label. As that is essentially all it is, rather you are able to hurt your allies or not. When battling another player, your "friendly fire" will always be on. You will always be able to initiate PvP through melee, just by attacking the other player.
So in this sense, its not that you are in PvP mode, it is only that you are in "able to hurt your allies" mode. Their PvP tag just doesnt make any sense as it is not like other games where you can only PvP a person who has PvP on. If you can always attack another player of a different alignment, and they are always forced to be PvP mode when that happens, then there is really no "PvP" toggle to begin with.
If a person in battle turns off "PvP" mode, they will still have it triggered again as soon as they are hit. It does the "victim" no good to turn it off, unless they are on the outsides of the battle and not being actively attacked.
So it only effects whether "range damage" does friendly fire damage. Okay. that is what I had thought it would mean the first time I read it, however I would suggest that you take off "Whether you are Good or Evil, you canβt target other players" as that implies that you also can not target them to hit with a melee weapon and instead just put "Your range attacks (Direct or Indirect) can not damage other players unless you Toggle Friendly Fire on."
And your alignment only changes if you "execute" the player and not just damage them? Does this also apply to having a percentage of damage to a player that has been executed? As otherwise a party could attack another party and only one of their members would actually lose karma if that player is the only one actually "executing" the other players. If it is by percent of damage, friendly fire will not be taken into consideration, correct? (of course if this is the case then the possibility could arise that will allow for a good party to actually kill another party that is PvE'ing from the side lines if they turn their friendly fire on in order to eliminate that group from their farming zone without penalties) (I know you had said "Whether a player is a potential target or not depends only on your alignment and the other playerβs alignment, as explained in the first paragraph of this article" but if that is the case... it also means that it would not be friendly fire as you are still not injuring your teammates since they will be the same alignment as you) or do you mean that "friendly fire" will only work against others who have "PvP" toggled on? And since a player automatically enters PvP mode when attacked, that means you will in effect be able to hit your allies since they are more than likely going to be in PvP mode as well, however that PvE party may or may not be in PvP mode as they kill that mob and therefore may not be effected by "friendly fire".
One more thing, I really think range damage should be able to injure players of opposite alignment to begin with; regardless of rather friendly fire has been turned on or not.
Maybe replace the cool down times with DEX instead of CON? As both STR and DEX are more offensive stats? And since dex is suppose to represent speed it would work well for being used in cooldown speeds as well.
I think they are just a way for others to know who you are going to be playing as outside of the game and be able to put a story to your character and all for role playing purposes. As Specter said, they have not true tie-in to the game, so even though you have a hero profile with one name and setup, you may not actually have that character in your game at all.
Toggling PvP on/off to me makes no sense and appears to only cause more confusion and complexity than warrented. I had first read the article as toggling "Friendly Fire" on/off which to me would make sense and be good to have... but not turning PvP itself off or on. That completely goes against a Crime System where there is a penalty for attacking players who do not want to be attacked. I can see you adding in the PvP toggle for PvE since Arboreus is not currently in, but this is a PvP Test which means we already know going into the game that it is for PvP and not for PvE.
Personally, I would suggest making the PvP toggle to be a "friendly fire" toggle. If you have PvP togglable, are you going to have it so that "both" parties have to have "PvP" turned on? Or can one party (in PvP mode) hit another party (not in PvP mode) and that party member would have to toggle their own PvP before ever being able to defend themselves??? If a person can only attack someone who is also in PvP mode, then is that really a crime system?
I would suggest re-thinking the "PVP & Friendly Fire" section of that news article.
I think we should charge KP and not Gold to get rid of karma!
(as KP is actually worth something, while Gold has no backing)
So you are wanting to know if a "good" player will be able to "move" a cart stolen back from an "evil" player, and if so, will the original owner be able to take back ownership of the cart.
Gotcha.
They already said that "evil" players are able to be attacked by "Good" players at any time. So if an "evil" player steals the cart, then yes, you can help the "good owner" get his warez back :).
Also, if you are "Evil" you can still help the "good owner" get their cart back
@PeachMcD said in Winter Alpha Spotlight - Criminal System:
e or real time is an important question! Thanks for bringing t
So far, everything has been on Real Time, so I would expect the bounty time to be real time as well.
You learned just how much you hate having to eat Rice and Beans every day?
(and just how hard it is to find a 5 leaf clover in a clover patch? )
Supercalifragilisticexpialidocious
(Beat that one! Mwuhahaha! )
No Each test stage only lasts 1 month. The one for this last alpha test ended earlier today.
Also... all data will be whipe for the next test stage.. meaning everything you did this last test will be deleted and you will have to start your character all over again.
I personally prefer having only a single "good" class build per character. If someone wants to be able to multi-class they should have major disadvantages for doing so.... such as a bard being a jack of all trades but mediocre at every one of them. Having to have other players in a party to fill roles, improves parties and keeps down game imbalances.
@Razvan said in Prometheus, did y'all disable mouse click emulation?:
Hmm, wai
I think you mis-read Gothix's message. We have never been able to have WASD movement, and the devs have said that they will not implement it (until forced to). Gothix merely stated that he would "personally enjoy" being able to have WASD, but he knows they won't.
Keybindings will strictly be for re-assigning the keys to the actions that are already able to be used by pressing a key. S-ocial, I-nventory, C-raft, Hotbar keys, etc.
And they are suppose to have an "auto-lock" piece of some type added for movement in the next test stage which will auto-mate the mouse button being clicked for movement while moving. What technique they will use, has yet to be stated. They have only stated that they will implement one.