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BatMUD Forums > Guilds.sailor > Re: merchant ships

 
 
#1
25 Mar 2008 03:19
 
 
Melemkor - will we have the merchant ships or not?
(the ones who cannot attack, and cannot be attacked, and cannot
earn any bonuses etc). Yes or no. Please.

~/A

 
Rating:
-2
Votes:
17
 
 
Acidia
1y, 38d, 5h, 48m, 53s old
Level:
92
 
 
#2
29 Mar 2008 15:16
 
 
Acidia wrote:
Melemkor - will we have the merchant ships or not?
(the ones who cannot attack, and cannot be attacked, and cannot
earn any bonuses etc). Yes or no. Please.

~/A
No. For those who remember the old, original ships from 10+ years ago - you
had to buy a feature to even allow your ship to become involved in combat. I
consciously dropped that method in favor of a more involved ship-going
experience.

In this game, once you step away from the Altar, you're fair game as a player.
Well, the same thing goes for ships - leave a harbor, and you're vulnerable.
There is of course "help player killing" for PvP issues. As ship-related items
become more and more developed, I will hold player ship vs player ship combat
to a corresponding standard.

Melemkor

 
 
 
Melemkor
A r c h w i z a r d
32y, 188d, 11h, 3m, 51s old
Level:
200 [Wizard]
 
 
#3
29 Mar 2008 17:07
 
 
Melemkor wrote:
Well, the same thing goes for ships - leave a harbor, and you're vulnerable.
There is of course "help player killing" for PvP issues. As ship-related items
become more and more developed, I will hold player ship vs player ship combat
to a corresponding standard.

Melemkor
With all due respect: that is so full of s***.
Why does everything in this game have to do with pvp?

You forget, that pvp rules do not apply to ship combat. You don't
die when somebody shoots you down. You lose time, money and interest
on this game as you need to gather your belongings from the bottom
of the ocean and buff up again.

Why does a 15-20M ship that you've spent so much time and effort
have to be a target of one players ridicule so easily?

You really should step into a mortals boots for awhile, and for
example gather that 20M of money and decent gear without
just typing eval find_player("me")-add_money(20M);
Then wait for months for somebody to finish the ship, and
then go out sailing, just to get shot down and be ruined
of your game for the next hour and a half just because some
dude with even more time than you decided you're toast.
And what can you do about it? NOTHING.


Again, with respect - you're not thinking straight here.
You think sitting there above the clouds you can make a fair
judgement on this issue. Think again.
95% of the players I've talked about this (Ulver didn't seem to
agree with this, but he shouldn't count) say that they
would be prepared to buy a large ship and do more for the game
if there weren't the pirates.

I'm going to point for the oompteenth time to the best example
in existence: World of Warcraft. That game has the _perfect_
setup for pvp. It has servers for pve-players that can be
undisturbed if please, but can get loads of pvp action with
one push of a button (enable pvp) when you become a sitting
duck. Or just rush to the opposing factions city and fight
your heart out. I call that you give us the same here.

If one wants to be left alone and experience the game without
childish harrasment, one could do so.

Stop living in 1998 and smell the present day.

 
Rating:
9
Votes:
33
 
 
Acidia
1y, 40d, 21h, 7m, 6s old
Level:
92
 
 
#4
29 Mar 2008 17:31
 
 
Acidia, you could not be more wrong.

To put it most simply, ships are a feature, not a requirement. They make life
easier yes, but they do cost time, effort, and in some cases aggravation. If
you want a pve experience, use the ferries, navigators, and/or wanderers.
There are plenty of ways to not interact in a pvp atmosphere and still move
around. So, consider ships an incentive to participate in a pvp environment.

But, Mel, I would love some benefit for running actual trade routes...even if
they are stupid little mnavy-only, nun-like tasks, it would be much
appreciated.

Han.

 
Rating:
6
Votes:
22
 
 
Hannibal
268d, 15h, 13m, 46s old
Level:
90
 
 
#5
29 Mar 2008 17:31
 
 
I find it curious that this issue pops up from time to time, but here we go
again.

1) It is actually quite difficult for a player to sink another player. You can
escape to a harbor, anchor and gain the imunity shield, or hit a tradelane
(which makes pursuit very difficult).
2) The costs for salvaging are purposely very low. Admittedly, the time
requirement is almost certainly the most significant at this point.

And, most importantly...

3) Sinkings by players are quite rare. I went through the logs again, and it
seems that there have been ~15 sinkings in the last 2.5 months. Sorry, but I'm
not going to go spending my coding time for this when "everything in this game
[has] to do with pvp?" == 1 sinking every 5 days.

Melemkor

 
Rating:
8
Votes:
16
 
 
Melemkor
A r c h w i z a r d
32y, 188d, 13h, 3m, 55s old
Level:
200 [Wizard]
 
 
#6
30 Mar 2008 04:47
 
 
Melemkor wrote:
I find it curious that this issue pops up from time to time, but here we go
again.

1) It is actually quite difficult for a player to sink another player. You can
escape to a harbor, anchor and gain the imunity shield, or hit a tradelane
(which makes pursuit very difficult).
2) The costs for salvaging are purposely very low. Admittedly, the time
requirement is almost certainly the most significant at this point.

And, most importantly...

3) Sinkings by players are quite rare. I went through the logs again, and it
seems that there have been ~15 sinkings in the last 2.5 months. Sorry, but I'm
not going to go spending my coding time for this when "everything in this game
[has] to do with pvp?" == 1 sinking every 5 days.

Melemkor

Yes, you guess why they are so rare? Because nobody is stupid enough to stick
around with their ship in a vulnerable area. The first time I got my ship out
I got sunk within 5 minutes. My point being exactly what youre referring - no
sinkings, because there are no ships floating around. They just rush like hell
from port to port. What's the friggin fun in that? I want to take my ship,
float around arelium, pick up passengers, transport them around and all that
jazz without being afraid all the time some jerk comes and shoots me down.
It's enough to spam pursue to catch another ship if you're spent enouhg
dough for the enhancements. "I'm sorry passangers. Some highbie is going to
fuck us in the ass in 20 seconds, please bail out."

And please understand I'm not talking about players chasing eachother
around the world, and how difficult it is to sink another ship. I'm talking
about letting ships roam free in the world. What's the goddamn harm in that.

Puuh!

~/A

 
Rating:
3
Votes:
23
 
 
Acidia
1y, 41d, 8h, 7m, 29s old
Level:
92
 
 
#7
29 Mar 2008 17:37
 
 
Acidia wrote:
I'm going to point for the oompteenth time to the best example
in existence: World of Warcraft.
Perfect setup for PvP? World of Farmcraft?
I'd just like to point out that PvP servers seem to be much
more popular than PvE servers in WoW. Player versus player
interaction is an intergral part of BatMUD and has always
been so. We have some limitations to ensure it does not get
totally out of hands, but demanding invulnerability from
other players, is like demanding an Immortality-mod for
Quake/CS - it will not happen.

-- Gore

 
Rating:
10
Votes:
10
 
 
Gore
A r c h w i z a r d
9y, 295d, 20h, 1m, 49s old
Level:
600 [Wizard]
 
 
#8
30 Mar 2008 04:53
 
 
Gore wrote:
Acidia wrote:
I'm going to point for the oompteenth time to the best example
in existence: World of Warcraft.
Perfect setup for PvP? World of Farmcraft?
I'd just like to point out that PvP servers seem to be much
more popular than PvE servers in WoW. Player versus player
interaction is an intergral part of BatMUD and has always
been so. We have some limitations to ensure it does not get
totally out of hands, but demanding invulnerability from
other players, is like demanding an Immortality-mod for
Quake/CS - it will not happen.

-- Gore

Let them do the PVP there. That's why there are pve-servers
for people who are not determined to kick the living crap out
of eachother every single goddamn change they get.

And you are missing my point also. For fucks sake please
read this again, and please do understand it:

SHIP PVP IS NOT PLAYER KILLING SINCE THE PLAYER DOES NOT
DIE, HENCE THE GODDAMN RULES DO NOT APPLY.

Did you read that and understand? Thank you.

This is an oxymoron, you can fuck around with another player,
ruins his game for the next hour without any consequences.
That is PVP but since the rules do not apply there, its not restricted.

I'm asking a change in there. If you restrict ganking player
ships as you do killing players, I'll be more than happy to
park my goddamn boat infront of arelium and let every
pirate shoot the fucking crap out of it so that I'm immune
for the next month.

Thank you for understanding the difference here.

~/A

 
 
 
Acidia
1y, 41d, 8h, 7m, 29s old
Level:
92
 
 
#9
30 Mar 2008 14:38
 
 
I think Melemkor already made it clear in his previous
post that player killing rules do apply to ship combat.
No, we have no intention of setting up a forced-PvE
version of BatMUD.

Perhaps it is you who should read what has been replied
to you, instead of claiming that we don't see your point.

I see your point, and I disagree with it. Based on the
ratings of your posts, it atleast looks like others dis-
agree with you as well.

++ Gore

P.s. Incidentally, in that perfect PvP-game, corpsecamping
and repeated ganking of players with no chance at defending
themselves is prefectly normal, as anybody who has ever
visited STV will know :)

 
Rating:
7
Votes:
11
 
 
Gore
A r c h w i z a r d
9y, 296d, 13h, 51m, 16s old
Level:
600 [Wizard]
 
 
#10
30 Mar 2008 18:53
 
 
Gore wrote:
I think Melemkor already made it clear in his previous
post that player killing rules do apply to ship combat.
No, we have no intention of setting up a forced-PvE
version of BatMUD.

Perhaps it is you who should read what has been replied
to you, instead of claiming that we don't see your point.

I see your point, and I disagree with it. Based on the
ratings of your posts, it atleast looks like others dis-
agree with you as well.

++ Gore

P.s. Incidentally, in that perfect PvP-game, corpsecamping
and repeated ganking of players with no chance at defending
themselves is prefectly normal, as anybody who has ever
visited STV will know :)

Cling to the old school if you will. I still want to point out that
forced pvp is a bit lame. And people who do it well, know
where to hit and how. Players getting on their way pay the price
without any means of defending themselves. This includes ships.
I can only distress so much how a sinking ship just before boot
feels like.

Would you atleast consider these:
1) A module for a ship that when being attacked, shields the
ship on command and roots it to its place for ~10 mins or so.
Works once per hour. This module also slows down the ships
normal maneuvering and perhaps something else.

2) Enlarge the area of non-combat around shipyards and piers.

3) Ship module that cloaks your ship permanently/once per
hour giving it a better chance to flee.

4) Lessen the time for a ship to sink dramatically, so that
it doesn't take ages to recover it. Or again a module that
could scuttle the ship really fast forcing the pirate act
quickly if he wants to loot the ships cargo holds.

Or something along those lines. It's just so utterly
frustrating to be in the mercy of 24/7 players who have
it all, and can make a ridicule out of anyone, making
them think twice if they want to continue playing.
(And no, I'm not quitting).

 
Rating:
-8
Votes:
22
 
 
Acidia
1y, 41d, 13h, 32m, 24s old
Level:
92
 
 
#11
30 Mar 2008 20:34
 
 
There are several problems with BatMUD's PvP mechanics,
most prominently the use of zaps/instant-effect eqs. The
ships are not nearly a priority when it comes to PvP
balance issues.

When I get Melemkor online, we'll do something about
extending the protective radius around harbors. I also
rephrased the help player killing so that it certainly
includes ships as well.

As for the other ideas, I do not think they are good or
should be implemented. The seas (especially outside ports)
are lawless areas. These are dark medievial times, not a
picnic ride on Silja Line.

Our goal should probably be to make it more rewarding for
non-pirates to haul cargo or do other things between cities,
not to eliminate the risk of travelling between the locations.

++ Gore

 
Rating:
13
Votes:
15
 
 
Gore
A r c h w i z a r d
9y, 296d, 19h, 51m, 28s old
Level:
600 [Wizard]