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TC system

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pti4ka:

--- Quote from: Red Pants on February 04, 2012, 11:00:27 PM ---leave rpg project in south
--- End quote ---
Skycast told about noobs/crafters ect not about some armed guys who coming for pvp. If some gang will come there will be PvP
But if some noob coming to dug ore on trading TC gang will have choice: kill him or cover and get some % from his deals.
Maybe it's not too easy to realize but It will change game-play too much for the better.


ps. We are forgot:
10) Militia not disappearing after each crash/restart of the server.

Jotisz:
Ehm leaving rpg out of a Fallout based game?
Like it or not but its based on Fallout 1-2 and not on fallout 3 which is mindless shooting.
Its true game contains lots of pvp but if you can't see but that only then its your loss. This game is way more deeper then some pew pew I killed you. And TC is getting to a shape that shows some deepness I like this new infulence system there are problem with it ofcourse there are the wipe wasn't months ago everything is fresh.
About places to fight there is Hinkly (you don't even need to have gear) and Reno people always find a fight there and you can get the stuffs from your victim.

Emperor:
north is war zone not pleyers friendly place

Sarakin:
Why is that in the first place ? Just because people got accustomed to that, it doesnt mean that it cant be (or shouldnt be) changed.

Wannuch:
sure...same with south...remove guards in south and i will be happy. what you dont like this idea?
i would like to kill someone in ncr or hub but i cant with guards walking around...

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