The crux of the idea is it should be harder to play a criminal. Not because you fear the penalty box but because game mechanics are in place that make it more challenging. Successful criminal game play should be end game stuff, done by those who are highly skilled at the game and know the tactics/mechanics thoroughly.
Ultimately I think this means more fun for them and overall less dying for everyone else. It also gives people something to work for......ever hear someone ask "Are you good enough to be a PK/thief?". I never have...but you should.
It may seem counter intuitive to say that removing statloss will make the situation better but if some minor wing clipping occurred at the same time, the near immediate result would be fewer criminals. The current system promotes more pks, rolling in groups and noob attacks.
Hoodfigure. I am completely on board... there should be accountability. But..
The traditional penalty box approach does not and will never work, regardless of whether you go heads and temp or death and perm stat loss. All this does is promote multiple PKs per account and rolling groups. This happens because it effectively circumvents those systems and makes the criminal element close ranks to avoid death based penalties.
More ideas...:
If you are grey, thief or PK:
- greatly increased failure rate for hiding or stealthing in areas that are lit. This one should be for everyone really. Hiding in plain sight...Ugg.
- thieves get 1-2 second delay on stealing a disarmed weapon
- from original post...but all criminals greys/thieves/reds have increased stam loss
- criminals - reduced travel speed. say 5%-10%. (their crimes weigh heavily on them and make them slightly slower)
- thieves go grey to the person they stole from..always, even on successful steals.
- regular greys can't gate, they have to wait to turn blue
- thieves/pks have a 3 minute timer from a kill/steal where they can't use gates
- criminals can't throw expl pots as far - 20% distance reduction (their arms are so tired from strangling cats they can't toss it those last few feet)
No directly nerfing combat abilities..ie reducing healing amounts or damage outputs..but the associated parts of the skill, like timers or distance can/should be modified slightly to put the criminal at a disadvantage.
If you add financial or penalty box punishments to criminal behavior all that happens is you force them into a protective state. This means rolling in groups and/or attacking noobs. No one in UO should be concerned about dying..or have consequences for it.
Ultimately I think this means more fun for them and overall less dying for everyone else. It also gives people something to work for......ever hear someone ask "Are you good enough to be a PK/thief?". I never have...but you should.
It may seem counter intuitive to say that removing statloss will make the situation better but if some minor wing clipping occurred at the same time, the near immediate result would be fewer criminals. The current system promotes more pks, rolling in groups and noob attacks.
Hoodfigure. I am completely on board... there should be accountability. But..
The traditional penalty box approach does not and will never work, regardless of whether you go heads and temp or death and perm stat loss. All this does is promote multiple PKs per account and rolling groups. This happens because it effectively circumvents those systems and makes the criminal element close ranks to avoid death based penalties.
More ideas...:
If you are grey, thief or PK:
- greatly increased failure rate for hiding or stealthing in areas that are lit. This one should be for everyone really. Hiding in plain sight...Ugg.
- thieves get 1-2 second delay on stealing a disarmed weapon
- from original post...but all criminals greys/thieves/reds have increased stam loss
- criminals - reduced travel speed. say 5%-10%. (their crimes weigh heavily on them and make them slightly slower)
- thieves go grey to the person they stole from..always, even on successful steals.
- regular greys can't gate, they have to wait to turn blue
- thieves/pks have a 3 minute timer from a kill/steal where they can't use gates
- criminals can't throw expl pots as far - 20% distance reduction (their arms are so tired from strangling cats they can't toss it those last few feet)
No directly nerfing combat abilities..ie reducing healing amounts or damage outputs..but the associated parts of the skill, like timers or distance can/should be modified slightly to put the criminal at a disadvantage.
If you add financial or penalty box punishments to criminal behavior all that happens is you force them into a protective state. This means rolling in groups and/or attacking noobs. No one in UO should be concerned about dying..or have consequences for it.