Other > General Game Discussion
What is 2238 right now ?
Brujah:
--- Quote from: avv on October 23, 2012, 08:27:20 pm ---So you deny the list of bad things a stranger can inflict on you are false?
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That also depends on the stranger's mindset.
avv:
--- Quote from: Brujah on October 23, 2012, 08:57:31 pm ---That also depends on the stranger's mindset.
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Basically same what t888 said.
--- Quote from: T-888 on October 23, 2012, 08:28:59 pm ---Mindset is not some profit or something you can hold in your hand, a player behind the screen is not a wooden plank, he thinks, makes choices, decisions and with all that accounted for a certain mindset exists and is developed as the player experiences more of the game. Some players just like to socialize because of certain principles of what is acceptable and enjoyable for them, might be a scout or not, it's the players mindset witch will allow to not pull the trigger and inquire rather with words than bullets, after that talking with a corpse on the ground might not be fun for them as it might spoil immersion or something.
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So in other words, the mindset of other players is something you can't control. Since the chance that random player will lead you to his base and hand out free stuff is less likely than the occasion that he might do something harmful, it's best to act against the possibility that the player is harmful.
It's undeniable truth that if you are on unknown alt and meet a weaker character it's more profitable to kill him than socialize with him. It's not profitable to be nice. I keep munching about this profit, but we must observe the game by means of raw data, not some roleplay mumbo jumbo that everyone has diferend ideas about.
Pacifism:
--- Quote from: avv on October 23, 2012, 09:39:56 pm ---Basically same what t888 said.
So in other words, the mindset of other players is something you can't control. Since the chance that random player will lead you to his base and hand out free stuff is less likely than the occasion that he might do something harmful, it's best to act against the possibility that the player is harmful.
It's undeniable truth that if you are on unknown alt and meet a weaker character it's more profitable to kill him than socialize with him. It's not profitable to be nice. I keep munching about this profit, but we must observe the game by means of raw data, not some roleplay mumbo jumbo that everyone has diferend ideas about.
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Can we all agree that different people do things there way? Some like to blast every bluesuit on the off chance he/she has 10 caps (Probably not worth the bullets/Cells/Rockets you wasted) and some like to help out said bluesuits. Its hard to attract people to a game where everytime they get up someone knocks them down and says "Wastelands Harsh, get used to it Noob" but if you like wasting people out of caution, griefing or strictly business go ahead. If you like helping people out go ahead.
There is no point in trying to tell eachother the "Right Way" over the forums. No ones gonna budge from there position of course.
Gruik:
--- Quote from: Pacifism on October 24, 2012, 12:03:53 am ---Can we all agree that different people do things there way? Some like to blast every bluesuit on the off chance he/she has 10 caps (Probably not worth the bullets/Cells/Rockets you wasted) and some like to help out said bluesuits. Its hard to attract people to a game where everytime they get up someone knocks them down and says "Wastelands Harsh, get used to it Noob" but if you like wasting people out of caution, griefing or strictly business go ahead. If you like helping people out go ahead.
There is no point in trying to tell eachother the "Right Way" over the forums. No ones gonna budge from there position of course.
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Pretty much what I wanted to say from beginning, but through conversation it seems like you didn't point out that avv is not talking about "the right way to play", but the way we are forced to play / get used to play by experience. This last point about experience is determinant, this mindset we all talk about.
Here a concrete example : long time ago, the big french team know as The Cajuns (or "The Charlemagnes", depending on which session we're talking about) tried to set up many ways to help noobs, welcoming them, giving them stuff, trusting them and encouraging them to play with us. The result was a betrayal from a dissident french group, and our first base rape. From then we became only PK's for a while, there was problems everyday with our allies (principally VSB and Red Dots), and so much rage with our ennemies.
From the moment you allow players to kill each others anytime anywhere, trust is a very relative concept.
--- Quote from: avv on October 23, 2012, 09:39:56 pm ---It's undeniable truth that if you are on unknown alt and meet a weaker character it's more profitable to kill him than socialize with him. It's not profitable to be nice. I keep munching about this profit, but we must observe the game by means of raw data, not some roleplay mumbo jumbo that everyone has diferend ideas about.
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You're wrong on your way of thinking, it's profitable to be nice. Just, for example, in order to get allies and set up a little group who have its chances of survival. The problem is that there is no way to make these alliances in-game, we have to make everything from outside ; forums, IRC, whatever... In all others MMOs, making guilds/alliances/groups is principally doable in-game, where out-game is more for feedbacking/organizing a bit more. Something between namecolorizing and visible reputation on player's skins/HUD is what we need, because the principle of "faction" in FOnline is quite relative since ever.
avv:
--- Quote from: Gruik on October 24, 2012, 11:11:36 am ---You're wrong on your way of thinking, it's profitable to be nice. Just, for example, in order to get allies and set up a little group who have its chances of survival. The problem is that there is no way to make these alliances in-game, we have to make everything from outside ; forums, IRC, whatever... In all others MMOs, making guilds/alliances/groups is principally doable in-game, where out-game is more for feedbacking/organizing a bit more. Something between namecolorizing and visible reputation on player's skins/HUD is what we need, because the principle of "faction" in FOnline is quite relative since ever.
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It's not as profitable to be nice as it is to be mean.
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