Shattered Kingdoms

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How would you like to see bounty NPCs changed?
Change their frequency to be as mentioned in the first post 33%  33%  [ 4 ]
I've got my own ideas and I've put them in a post. 17%  17%  [ 2 ]
Not at all, leave bounty NPCs alone! 25%  25%  [ 3 ]
Cookies 25%  25%  [ 3 ]
Total votes : 12
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 Post subject: Bounty NPCs suggestion!
PostPosted: Tue May 20, 2008 6:57 am 
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Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
My suggested change, reasons which are to follow:
A) Make bounty NPCs in cities spawn at most one NPC per PC. (No two bounty NPCs showing up for one outlaw, ever)
B) At most, only two bounty NPCs should spawn at all at any given time. For example, if a group of six really wanted people are walking around in a city, instead of spawning 5-6 NPCs each room, it would spawn probably a guaranteed two every time they moved a room.

After reading D-A's thread about auto surrender, I realized one main reason why people will do whatever they can to stop racking up crimes. I'm making a suggestion here based on what I've seen as A)A tribunal member before and after the bounty NPC changes, and B)A necromancer who attacked Exile 3-4 times(Two of of which were very successful, IMO, and one of which I got caught)

Bounty NPCs -killed- even fighting in enemy cities. It completely killed it, and I'm telling this from experience. As Valtari, I joined the Peacekeepers because I saw Taslamar being destroyed over and over again by necromancers, Harlequins, Empire, Adepts, everyone and their mother. As a result, I got really excited about joining up so I could "get in on the action." And I did. I was pretty noobish, so I got owned a lot, but there were also times where I defended the city against some of the most powerful players in the mud, which made me feel pretty cool. That was all -BEFORE- bounty NPCs.

Then bounty NPCs came along.

Those two-three man groups that used to be able to attack cities and even hunt tribunal members (like myself) just stopped coming. The only groups that attacked Exile consisted of at least 4-5 players and usually showed up when I was the only person around to defend: 1v5 isn't a winnable fight, even with bounty NPCs thrown into the mix. The very reason that I had joined the Keepers (The constant skirmishes and attacks due to our many enemies) ceased to exist.

Now, playing Vince, I can see why they did: After racking up about oh... twenty days or so of crimes (Which is pretty easy to do as a necromancer attacking a city) I would -easily- spawn TWO paladins every single city-room I walked into. Honestly, that's ridiculous: I understand that as a really wanted individual that it shouldn't be easy to walk around in a wanted city, but there comes a point where in order to balance the game, you've thrown in WAY too many NPCs, and it's just a big boring old NPC fest. If I wanted to go to the Outlands, I would have done it.

In my opinion, bounty NPCs killed a lot of what made tribunals fun, and even though I don't expect them to be completely removed, I wish they would be made less frequent.

Again, restating my suggested change:
A) Make bounty NPCs in cities spawn at most one NPC per PC. (No two bounty NPCs showing up for one outlaw, ever)
B) At most, only two bounty NPCs should spawn at all at any given time. For example, if a group of six really wanted people are walking around in a city, instead of spawning 5-6 NPCs each room, it would spawn probably a guaranteed two every time they moved a room.

Why? Because it sucks to attack a city and be completely immobile due to NPCs. It's PvP, not PvE. If the players can't hold their own city, then their city should fall rather easily. That's my viewpoint, at least.


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 Post subject:
PostPosted: Tue May 20, 2008 7:43 am 
Completely remove bounty NPCs. They don't do anything but hurt the game.


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 Post subject:
PostPosted: Tue May 20, 2008 7:49 am 
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Joined: Thu Dec 22, 2005 7:27 am
Posts: 5014
Location: Hiding
There should be spy NPCs that tell you locations of enemies in your lands(outlwas at least), I like bounty NPCs.


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PostPosted: Tue May 20, 2008 7:55 am 
Syndal wrote:
Completely remove bounty NPCs. They don't do anything but hurt the game.


QFT.


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PostPosted: Tue May 20, 2008 7:58 am 
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Joined: Sun Dec 07, 2003 1:51 am
Posts: 1682
Location: Denmark!
Replace bounty NPCs with a notice on the trib channel of a 'scout' sending a message of 'xxx (an outlaw) has been spotted at <room name>'.

Same chance and the outlaw would get some sort of, you catch a glimpse of a scout running away from you.


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PostPosted: Tue May 20, 2008 7:59 am 
Here's an idea. Send those messages to everyone that Tribunal has an alliance with.


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PostPosted: Tue May 20, 2008 8:01 am 
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Joined: Sun Dec 07, 2003 1:51 am
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Location: Denmark!
Leave that to the players to communicate.


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PostPosted: Tue May 20, 2008 8:02 am 
See that's the problem though. What if there aren't any members of Tribunal X on? I was under the impression that was the reason the game has Bounty NPCs to begin with.


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 Post subject:
PostPosted: Tue May 20, 2008 8:11 am 
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Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
If that was the reason, then Bounty NPCs would cease to appear when trib members are on, similar to CRS NPCs.

But bounty NPCs are completely independent of defending players.


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PostPosted: Tue May 20, 2008 8:31 am 
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Joined: Thu Dec 22, 2005 7:27 am
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Syndal wrote:
See that's the problem though. What if there aren't any members of Tribunal X on? I was under the impression that was the reason the game has Bounty NPCs to begin with.



Then the enemy outlaws are likely just passing through, being no ones there to kill?:/


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