Posted By Kambien at 09:23 AM - Wed May 23 2018
Posted By Wolffje at 09:17 AM - Wed May 23 2018
Posted By Ilyria at 4:13 PM - Wed May 23 2018
Posted By Esoba at 4:10 PM - Wed May 23 2018
Posted By Wolffje at 10:06 AM - Wed May 23 2018
If I hang a griever under the current system he/she loses a few days on his/her spark and then just re-spawns and is able to run back to his/her body, collect most of their gear and go off merrily to find the next person to grief. That is not justice, that is more like getting 72 hours of community service after doing an armed robbery with an AK47.
Completely agree. I would love for leaders to have a wide latitude for punishment. I can see how that can also be used negatively, but I prefer that chance over the certainty of people griefing just because they don't have much in the way of punishment.
A noble is always worst off when dealing with grievers. Either in money, soul time, time spent in this game.
Hence we need to be able to execute a capital punishment. AI is pretty advanced these days so I am pretty sure you could have the Soulbound Engine track all their activities and at some point force a permadeath on a griever when he/she is caught and executed. The blacker your karma, the more spark you lose to a point of losing it entirely.
I would support a Soul Karma system with steadily increasing risk. It would be nice if there was also a system to earn a spark for pro-social behavior (balanced so that the game still makes money). Though that may be more difficult to code.
It is possible for those executing the punishments to keep continuous records, and to execute a prisoner repeatedly based on the severity and frequency of past crimes. Assuming they have to walk back to their body, their body will still be in custody.
So from what I understand you want the heroes to lack content because there'd be less criminals out of fear of losing a significant amount of time for robbing something like a coffee shop, to me somebody shouldn't lose a month for robbing all the coffee shops unless a "good guy" can get penalized in different ways from doing good acts that are as impactful as the bad ones . I don't think that would be a good decision for a story perspective. The point of this game isn't only to be the good guy. It's can also be about being the bad guy. If punishments are too severe than people who decide to be bounty hunters, guards, or adventurers would have less content to enjoy. If somebody goes through the trouble to kill your pets after you've gone through all the right measures probably isn't doing it randomly, if somebody is randomly killing your pets then it's from utilizing the power they spent time to gain. If you've got a major issue put a significant bounty for their head to attract bounty hunters or hire a guild to kill them. I want equal grounds for everything, not one sided gameplay.