Ganking and how it ruins the game.

    • I'm going to address each point individually regardless of the fact that I think you are not a very smart individual and probably a roleplayer.

      1. Negative reputation should force a player to be flagged as full PvP
      all the time. If a player is seeking to run around killing players who
      are not flagged for PvP, then the fair consequence would be to make them
      always subject to the same.


      2. As negative reputation increases then market place tax should
      increase. This should be a dramatic increase. In the real world,
      thieves do not get full value for the items that they steal.


      3. Alliances and guilds should be able to set a threshold on their
      territories that causes players with negative reputation to be kill on
      site to the npc guards of those territories. This would allow
      organizations in the game to choose whether to promote ganking or not.


      4. As negative reputation increases your character should appear on the
      mini map. Not sure if its possible, but high levels of negative
      reputation could also cause you to be searchable.

      Point 1. I Actually like this one. I have no problem with always killing people.

      Point 2. Fine, I'll move my shit onto an alt with positive rep.

      Point 3. Why would an alliance or guild punish its members for playing the game?

      Point 4. Yes, bring me more people to kill. I'll have a party of low rep people flag up with me and I'll be the bait for my team.
      Discord: Redsaw#6002

      Think before you speak, just because you feel a certain degree of emotion behind your opinion does not make it a fact.
    • Redsaw wrote:

      I'm going to address each point individually regardless of the fact that I think you are not a very smart individual and probably a roleplayer.

      1. Negative reputation should force a player to be flagged as full PvP
      all the time. If a player is seeking to run around killing players who
      are not flagged for PvP, then the fair consequence would be to make them
      always subject to the same.


      2. As negative reputation increases then market place tax should
      increase. This should be a dramatic increase. In the real world,
      thieves do not get full value for the items that they steal.


      3. Alliances and guilds should be able to set a threshold on their
      territories that causes players with negative reputation to be kill on
      site to the npc guards of those territories. This would allow
      organizations in the game to choose whether to promote ganking or not.


      4. As negative reputation increases your character should appear on the
      mini map. Not sure if its possible, but high levels of negative
      reputation could also cause you to be searchable.

      Point 1. I Actually like this one. I have no problem with always killing people.

      Point 2. Fine, I'll move my shit onto an alt with positive rep.

      Point 3. Why would an alliance or guild punish its members for playing the game?

      Point 4. Yes, bring me more people to kill. I'll have a party of low rep people flag up with me and I'll be the bait for my team.
      Actually, those suggestions, wouldn't be too bad if you wanted to put them in the Feedback & Suggestions area. The only thing I'd add is that if full-time criminal red was to be instantiated, as a trade-off, removing ciminal portal setting and blue map bans. In blue zones still no bubble and if you're red, you can't attack in blue zones but can be attacked (and mobbed/zerged) by the blues.(being red, naturally you'd drop full loot even in blue zones)
    • Dc1a0 wrote:

      Redsaw wrote:

      I'm going to address each point individually regardless of the fact that I think you are not a very smart individual and probably a roleplayer.

      1. Negative reputation should force a player to be flagged as full PvP
      all the time. If a player is seeking to run around killing players who
      are not flagged for PvP, then the fair consequence would be to make them
      always subject to the same.


      2. As negative reputation increases then market place tax should
      increase. This should be a dramatic increase. In the real world,
      thieves do not get full value for the items that they steal.


      3. Alliances and guilds should be able to set a threshold on their
      territories that causes players with negative reputation to be kill on
      site to the npc guards of those territories. This would allow
      organizations in the game to choose whether to promote ganking or not.


      4. As negative reputation increases your character should appear on the
      mini map. Not sure if its possible, but high levels of negative
      reputation could also cause you to be searchable.

      Point 1. I Actually like this one. I have no problem with always killing people.

      Point 2. Fine, I'll move my shit onto an alt with positive rep.

      Point 3. Why would an alliance or guild punish its members for playing the game?

      Point 4. Yes, bring me more people to kill. I'll have a party of low rep people flag up with me and I'll be the bait for my team.
      Actually, those suggestions, wouldn't be too bad if you wanted to put them in the Feedback & Suggestions area. The only thing I'd add is that if full-time criminal red was to be instantiated, as a trade-off, removing ciminal portal setting and blue map bans. In blue zones still no bubble and if you're red, you can't attack in blue zones but can be attacked (and mobbed/zerged) by the blues.(being red, naturally you'd drop full loot even in blue zones)
      Those comments are from the original poster and they were originally in the Feedback and Suggestion area until this giant arguement forced mods to move the thread to the banter section.
    • Redsaw wrote:

      I'm going to address each point individually regardless of the fact that I think you are not a very smart individual and probably a roleplayer.

      1. Negative reputation should force a player to be flagged as full PvP
      all the time. If a player is seeking to run around killing players who
      are not flagged for PvP, then the fair consequence would be to make them
      always subject to the same.


      2. As negative reputation increases then market place tax should
      increase. This should be a dramatic increase. In the real world,
      thieves do not get full value for the items that they steal.


      3. Alliances and guilds should be able to set a threshold on their
      territories that causes players with negative reputation to be kill on
      site to the npc guards of those territories. This would allow
      organizations in the game to choose whether to promote ganking or not.


      4. As negative reputation increases your character should appear on the
      mini map. Not sure if its possible, but high levels of negative
      reputation could also cause you to be searchable.

      Point 1. I Actually like this one. I have no problem with always killing people.

      Point 2. Fine, I'll move my shit onto an alt with positive rep.

      Point 3. Why would an alliance or guild punish its members for playing the game?

      Point 4. Yes, bring me more people to kill. I'll have a party of low rep people flag up with me and I'll be the bait for my team.
      I don't agree with most of the stuff he suggested, but im damn sure you wouldn't do shit if any of this happened.
    • Whining also ruins a game... especially if developers listen to that kind of customers.
      You can see it in every other MMORPG. More causal, more accessible, easier (solo) content etc. and the playerbase is either flatlining or decreasing.

      SBI has allready made the game a bit more casual when they turned into free2play with albion.

      If someone doesn´t want to put any effort into an MMORPG..... sry but...maybe wrong gaming genre?

      The post was edited 1 time, last by Harondale ().

    • Harondale wrote:

      Whining also ruins a game... especially if developers listen to that kind of customers.
      You can see it in every other MMORPG. More causal, more accessible, easier (solo) content etc. and the playerbase is either flatlining or decreasing.

      SBI has allready made the game a bit more casual when they turned into free2play with albion.

      If someone doesn´t want to put any effort into an MMORPG..... sry but...maybe wrong gaming genre?
      You're kind of wasting your time with this thread now that it has made it to banter. I don't think any thread has ever returned...lol

      That said:
      N+4 is not effort, nor skill, or anything except cowardice. What you are calling whining is what people do to warn the devs that the playerbase will flatline or decrease if it doesn't get sorted.

      As I've already said my peace on the matter, I'm now looking forward to the train wreck that I predict will come from the devs not fixing the alliance and n+4 issues. I didn't start the fire, but I'll watch it burn.
    • Balaster wrote:


      I understand this is an open PvP game, but the consequences of this behavior need to be greater than those currently existing. In real life, these behaviors come with severe punishments. The reason for these punishments is because of the amount of harm it brings to civilization.

      Negative reputation should force a player to be flagged as full PvP all the time. If a player is seeking to run around killing players who are not flagged for PvP, then the fair consequence would be to make them always subject to the same.

      Sincerely,

      Balaster Woodwalker
      I like you :3
    • Rixlette wrote:

      Head of the 'Traders and merchants guild'

      But why?

      I'm a solo triad runner and never had issues. Either they don't know what they are doing or... Oh wait, complain here....

      Well this is a PVP game and I did mention this before. Its your own fault if you get ganged and its more your fault if you die twice to the same mistake. Its a joke if you died more than 3 times to the same mistake and even I'm wondering what on earth you are doing wrong.

      Point being. If you run with 20Mil Silver worth of stuff or more, I hope you bring an army or even back up. If not take the savest possible route on the savest possible time of the day. Otherwise you can only blame yourself.

      Ill just keep my popcorn at hand and see how this thread dies like a hundred before them. People will learn.