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Non-proportional fun, and grievers

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jonny rust:
I've said it once and i'll say it again; this disproportionate fun comes from disproportionate risk.

grief bursters and thieves suffer little to no risk when they should suffer at least as much risk as everyone else if not more since they are acting in enforced environments.

Anyone acting in the wasteland cannot avoid risk, (can you imagine how funny a thief trying to steal from you in the middle of the waste would be?) however ambush traps are probably the least risky endeavor you can undertake in the waste for one simple reason, in my opinion;
I always make outdoors-man characters to avoid people I know I don't want to meet or meet people I know I want to kill, however, last time I checked only one name pops up when I notice an encounter with a player in it no matter how many other players are there along with him. This makes it very hard to spot a trap despite having spotted the encounter... which makes no sense to me at all.

so in summation 3 things I would like to see happen that will not effect the harshness of the waste. In fact I hope they make it harsher.

- more risk for thieves, for reasons I have mentioned before.

- CONSEQUENCES for grievous bursters in ways I have suggested prior to this, because how many suicide killers do you think there would be in a world where everyone is looking out for number one? not many imo and anyone doing it would have a DAMN good reason.

- The chance to see a trap coming, because I can see everything else that comes along. 

Swinglinered:

--- Quote from: jonny rust on August 06, 2011, 04:32:56 AM --- how many suicide killers do you think there would be in a world where everyone is looking out for number one? not many imo and anyone doing it would have a DAMN good reason.

--- End quote ---

Many wastelanders would have PTSD/etc. and also may have sunstroke, alcoholism and other drug problems, plus FEV in the air/water causing mental problems.

It is important to roleplay the crazies that the wastes would inevitably generate.

Wichura:

--- Quote from: jonny rust on August 06, 2011, 04:32:56 AM ---- more risk for thieves, for reasons I have mentioned before.

- CONSEQUENCES for grievous bursters in ways I have suggested prior to this, because how many suicide killers do you think there would be in a world where everyone is looking out for number one? not many imo and anyone doing it would have a DAMN good reason.

- The chance to see a trap coming, because I can see everything else that comes along.

--- End quote ---
- Steal skill was nerfed a lot already, I don't know what remains - disabling it at all? Avoiding thieves is pretty simple - don't enter towns with precious stuff (or keep it in hands) or move a bit if you see anyone coming next to you

- NCRbursterAlt334, NCRbursterAlt335 NCRbursterAlt336 ... man, this is like counting sheeps before sleep :>

- again: move a bit if you see anyone coming next to you


Most of all this whine is tied with NCR more or less. There is lot of things to do instead of living in such shithole.

headshot:
Yeah, avoid being robbed is pretty simple as Wichura said. More ...effective than "Oh my god! He stolen my shit!" or something. Also, the largest population of thiefs lives in NCR. There's other places with similar kind of activities like Junktown, the Hub, New Adytum. Also, this is post-nuclear world, if killing is something normal why stealing should be something evil unusual?

EvilKhan_BG:
Point Blank the thieves *Trollface*

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