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What is 2238 right now ?

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T-888:
Profit can't be seen as the only value that drives player interaction and associative actions, it's just not like that. Players do Town Control not because it is profitable and compete just for the sense of sport, to be competitive, it all included boils down to the mindset of players.

Certain behavior is of course more predictable when more factors are involved, like full loot, it all comes in hand with the wasteland theme making new players paranoid to loose gear, some player groups hostile and those witch are against hostility and tend to socialize, that pointed out it encourages the player to make certain decisions on how they want to play the game. Game mechanics can encourage something, but will not make a decision for you or tell you how the game should be played, it is up to the player and each player is an individual and that can make each action in some sort of way unique. Player can kill for different reasons as well be nice, right?

Talking about profit, let's say some sort of system actually is implemented in TC that let non-faction players do trading, mining, basically all possible activities gaining some sort of benefit for the faction that holds the town, that benefit of course will be in game profit - items. To some extent it all really works, but when a gang will have enough equipment and stuff, do you think they still will be nice? The "encouragement" is always there, but it in the end it is up to the gang how to choose to run the city, some will just not care about the benefit, since you can always kill someone for the stuff, not gain artificial bonuses from magic box.

Mindset is what you are, not what mechanics tell you to be. :)

avv:

--- Quote ---Profit can't be seen as the only value that drives player interaction and associative actions, it's just not like that. Players do Town Control not because it is profitable and compete just for the sense of sport, to be competitive, it all included boils down to the mindset of players
--- End quote ---

I'm talking about instances where you meet single players in unsafe areas, not about tc and gangs. You can't deny that when meeting a random wastelander there's a higher risk that he does something harmful than good inside the meeting instance.


--- Quote from: T-888 on October 24, 2012, 07:19:36 pm ---Talking about profit, let's say some sort of system actually is implemented in TC that let non-faction players do trading, mining, basically all possible activities gaining some sort of benefit for the faction that holds the town, that benefit of course will be in game profit - items. To some extent it all really works, but when a gang will have enough equipment and stuff, do you think they still will be nice? The "encouragement" is always there, but it in the end it is up to the gang how to choose to run the city, some will just not care about the benefit, since you can always kill someone for the stuff, not gain artificial bonuses from magic box.

Mindset is what you are, not what mechanics tell you to be. :)
--- End quote ---

So far no matter how much stuff even big gang members have, they always loot their victims. If they just wanted to kill them out of spite, they would leave the stuff.

Besides if the players have so much stuff that they no longer care about it, it's about lacking mechanics that should keep players on their toes all the time. For example trading and taking care of good customers is basically non-existent in this game, you can get everything yourself and then do whatever you want.

T-888:

--- Quote from: avv on October 24, 2012, 08:02:11 pm ---I'm talking about instances where you meet single players in unsafe areas, not about tc and gangs. You can't deny that when meeting a random wastelander there's a higher risk that he does something harmful than good inside the meeting instance.

--- End quote ---

Yeah and so? I am talking about the reasons behind it, why do you keep focusing on some certain scenario anway? It's meant to be like that, mechanics encourage the risk, but it doesn't mean everyone will follow it as a code and try to minimize the threat by killing everyone they meet.

avv:

--- Quote from: T-888 on October 24, 2012, 08:11:46 pm ---Yeah and so? I am talking about the reasons behind it, why do you keep focusing on some certain scenario anway? It's meant to be like that, mechanics encourage the risk, but it doesn't mean everyone will follow it as a code and try to minimize the threat by killing everyone they meet.
--- End quote ---

Because that some dude many posts upwards was telling everyone was so mean to him and blamed the players for it. I wanted to point out that players can't be blamed for what mechanics tell them to do. But even though mechanics tell something, players don't have to listen like you said. So nothing to it.

Gruik:
It's really hard to find out what behavior should be the majority in FOnline, we see it very well reading at our differents opinions. Mechanics aren't sufficient today to decide on that, that's why it's about mindset for now, as already said. I looked a bit about The War Z, which has free-pk feature like FOnline, and today they're having exactly the same problem as we have since the beginning.


--- Quote from: avv on October 24, 2012, 08:02:11 pm ---I'm talking about instances where you meet single players in unsafe areas, not about tc and gangs. You can't deny that when meeting a random wastelander there's a higher risk that he does something harmful than good inside the meeting instance.
--- End quote ---

I can't really reply to that now, as I didn't play enough lasts sessions for my argument to be still valid. Tell me if my following point is still true or not.
Back in the days, in this case of instance, I firstly tried to socialize (aka say "Hello") to see how the player would react. From here, 4 possibilities : he ran away, he replied back and a conversation starts, he replied back and shoots first, or he just shot (before or after my "Hello", but that's irrelevant). Why did I do that ? Because I knew very well my character by experience, as I played mainly with the same one, Awareness didn't shown HP/gear when passing mouse over someone (I was always in combat leather jacket when not TCing btw), and I knew that majority of players couldn't build a good char. So in the case that he shot me, I killed him 99% of the time... So I pretty much never taken any risks by trying to socialize, I don't say it didn't happen, but it was so tiny, and the results of a successfull socialization were 10 times better than a stupid butchery.

All that boring story to say, well experienced players should be an example, you don't have anything to loose of you're on a good team, it's all about ego...


--- Quote from: avv on October 24, 2012, 08:02:11 pm ---So far no matter how much stuff even big gang members have, they always loot their victims. If they just wanted to kill them out of spite, they would leave the stuff.
--- End quote ---

Hmm it's true, and it's a really interesting point to analyze. Why taking the stuff when you don't need it ? I would like to know if majority of players come back directly where they died or don't because they don't want to be chainkilled by a dude who camps his loot, I think this would be really relevant.


--- Quote from: avv on October 24, 2012, 08:02:11 pm ---Besides if the players have so much stuff that they no longer care about it, it's about lacking mechanics that should keep players on their toes all the time. For example trading and taking care of good customers is basically non-existent in this game, you can get everything yourself and then do whatever you want.
--- End quote ---

100% of agreement, economy plays a BIG role in all these problems.

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