Can I block someone's movement?
Yes. You will not be able to 'pass through' other characters and NPCs.Source: Official FAQ, 15-09-2012
This book contains information about NPC's and your reputation with them.
Yes. You will not be able to 'pass through' other characters and NPCs.Source: Official FAQ, 15-09-2012
Settlements will be able to hire NPC guards. The higher reputation the settlement has with its guards, the larger the pool of possible guards they can draw from when hiring new ones.Source: Official FAQ, 15-09-2012
Yes, guards have life counters.Source: Official FAQ, 15-09-2012
Yes, they get better at their skills by use, just like PCs.Source: Official FAQ, 15-09-2012
A settlement will need to house guards by providing either guard posts, barracks or garrisons, each one being able to hold more guards than the one before.
Guards will also need equipment that must be supplied by the settlement. A guard that doesn't have proper equipment will not leave his housing. Settlements may set up contracts with its citizens to equip the armories.
Yes and we will stress that you ignore your reputation with others at your own peril.
If you commit enough crimes against a settlement, your reputation will proceed you and you'll be met by angry citizens, both PC and NPC, that are free to exact justice on you. If this happens to be in the settlement that you're a citizen of, expect to get escorted to the edge of town in a not so friendly fashion to begin your time in exile.
Your shopkeeper will certainly remember when you forget to pay him his wages by not bartering so hard for the best prices or conveniently forgetting some inventory a customer might be looking for. Mistreat him enough and he'll quit working for you, possibly taking a few things with him for compensation.
Own a settlement? Watch how you tax your citizenry. Not only will the PC citizens be upset, your guards may start responding to problems a little slower or outright leave to go to work for your adversaries. Keep running your settlement's guards to their deaths? Don't expect many replacements when they abandon their post.
Yes, your reputation with other PC, NPCs and settlements will be crucial, sometimes to your very survival.
I've never cared for the min/maxing other games allow and displaying numbers encourages just that.
"Ooo! I hate the look of my weapon but it gives me 0.0004 more DPS!"Source: Forums (Brax), 16-09-2012
You'll be able to set people as 'unwelcome' to your properties. While we haven't finalized the details, it will basically mean they will get a warning when they step onto your property to get off said property or they'll be flagged as trespassing.Source: Forums (Brax), 18-09-2012
The hunter often becomes the hunted. I anticipate the lives of the would-be PK will be so much harder and shorter than the town or group player due to the ravages of the wild slowly taking its toll on the character, much less the losses doled out by other players. If you choose for your character to be an outlaw or a murderer, it's not going to be an easy life by any means, but that's why I think it'd be so much fun. Those characters you do raise to a fearsome status by the number of player kills you've inflicted will definitely have earned that fear and loathing (on the boards and in the game) that comes with hearing or seeing the character's name.Source: Forums (Varl), 13-10-2012
Yea, each race will have their own language. Each language will be its own skill.
Also, don't forget NPCs might not know multiple languages. What if half your human NPC guards don't speak arrwic and your PC captain happens to be an arrwic that doesn't speak human?Source: Forums (Brax), 19-10-2012
Yes, yes, and sort of. Of course choosing the race option will only be available when there is more than one race.Source: Forums (Brax), 20-10-2012
They will exist. The settlement has to attract them first as they are very aware of how a lord will treat his citizens.Source: Forums (Brax), 24-10-2012
There will not be random NPCs just roaming about. The only NPCs slated for launch are guards (to help keep you alive) and shopkeepers (to help run your shop).Source: Forums (Brax), 24-10-2012
Yes, you can be identified as a "bad guy" if you do enough bad things, whether the viewer knows your name or not.Source: Forums (Brax), 05-12-2012
Remember, the sociopaths are food too. Players that create griefer characters just for the sake of griefing others still have to work at becoming a character skilled enough to actually grief others. Between the environment and policing players, it won't be very easy to be a jerk in TOA.
In an open pvp world, there's always the risk of people like those, but if they think it'll be an target rich environment where they're never the target, they'll be in for a very big surprise. Wouldn't it be ironic for the griefer to whine to the devs about being griefed by the world?Source: Forums (Varl), 07-12-2012
Yes, interrogating someone is 100% illegal.Source: Forums (Brax), 29-12-2012
As far as playing the PKer, I've never really got into that playstyle too much over the years, but I can see myself giving it a go in TOA. Why? Well, to me, it'll be just as challenging and difficult to stay alive as a dragon will find it to be, and that level of struggle attracts me. It'll definitely be a hard life to try and live, seeing how the people you prey on will "bite back", so to speak, in reputation hits against you every time you kill someone. So, as a PK, while I might be gaining a short term boon by killing you and taking what you have, where am I going to go to profit from my kill? Certainly not at your settlement, if I even knew where you called home, which I won't unless I'm also a somewhat proficient interrogator.
I think the true "PK Terrors" of the game will be the players that don't care about rep hits and live exclusively out in the wildlands as survivalists and bandits, but even they won't have it easy because nature just loves the taste of humans that go rogue from the security and safety of people and society. You guys ruminate on that for a bit while I plan my next hit and pawn. Oh no, not wolves again.... ;)Source: Forums (Varl), 04-01-2013
Standing guard doesn't necessarily have to mean only at the mouth of the tunnel. Being a guard to protect friends and/or employers and be the first line of defense (as well as being an early warning system for the employers when someone or something attacks) would be very nice to have when your plying your trade skills. Having them stationed within proximity of you to be an effective shield and give enough time to the employer to respond and fire back aiding his guards could mean the difference between losing a LC and not. If the pay was good enough, it might be worth it.Source: Forums (Varl), 06-01-2013
You can mine within the NPC guard protected areas of your settlement/kingdom.Source: Forums (Brax), 10-01-2013
Your character will have a reputation standing with each settlement and the NPC's and PC's within. So the more bad things you do to citizens of a settlement the lower your reputation is going to fall to. At a certain threshold you become kill-on-sight to that settlement. Your reputation will always try to go back to neutral when you're in negative, but it's gonna take a very long time and in the mean time you'd best stay out of that settlement.Source: Podcast (Brax), 14-01-2013
First, it seems like there is a misunderstanding about our NPC's. We're going to have two types of NPC's: guards and merchants. Merchants, they do not carry an infinite amount of money or inventory, they're actually run and stocked by player characters. So whatever the player characters can put on those NPC's is what you will be able to buy, and that's it.
You will be able to sell to those merchant NPC's based on what their boss, the player character, tells them to buy. And of course the NPC has to have the proper amount of coinage on them to buy your items.
That taken care off, there will be no settlement minting. Creatures are not going to be dropping gold, unless it makes very good sense for them to have gold in the first place. We're essentially running a gold-silver-copper system.
You guys might be surprised to know that the majority of the money is going to come out of the ground, through mining.Source: Podcast (Brax), 14-01-2013
Basically, there aren't going to be NPC's with money. The only money they'll have, is what the players put on them to purchase things for them. Zero standing merchant NPC's with money, zero civilised merchants that will just stand there and take your goods all day in return for money. That's not an option, simple as that.Source: Podcast (Brax), 14-01-2013
This is a great question, frankly, because it's not 100% determine yet. But as of right now, you won't be able to name anybody when you're unconscious, because you really won't see anybody. We'll probably disable parts of the interface so that you can't name them. That doesn't mean they're not subject to reputation penalty, because that's a game mechanic that's going to happen regardless.Right now, you can't name someone when you're unconscious, but that could change.Source: Podcast (Brax), 14-01-2013
This actually hits on a much bigger topic of "lord-griefing", settlement rulers that grief other people based off their power of owning a settlement. We have taken a lot of precautions when it comes to protecting citizens and even non-citizens from the lords of the settlements. But, there are mechanics in place (the settlement reputation system) where if you do enough bad things to the citizens of a particular settlement, then you will automatically be put on kill on sight. But as far as a lord specifically denying access to a particular player that doesn't have a negative reputation with the settlement, he can't really do that. A lord cannot target specific citizens or non citizens to essentially grief. Be it through taxing, or kill on sight, those sort of things.
We walk a fine line there and we realise that, but if you haven't done any harm to the settlement, they can't really do any harm to you without them answering to their own guards and their own laws.Source: Podcast (Brax), 14-01-2013
The reputation system is going to allow for error. Things are going to happen. That's why the reputation system is going to allow for a couple of hiccups, essentially. It's one thing to accidentally hurt a friendly, versus hurting 4 or 5 friendlies in a very short amount of time.Source: Podcast (Brax), 14-01-2013
Overt actions such as attacking someone will automatically affect your reputation while covert actions like stealing will only affect your reputation if you're noticed by a PC or NPC.Source: Forums (Brax), 17-01-2013
The idea is, if the victim of an attack is able to resurrect, that he or she would then be able to inform the authorities of the assault/murder, thus the nick against your rep with the settlement to which the victim belongs. Obviously, if it's a permakill murder, the character won't be coming back to report anything, so I would think those would be crimes an attacker will be able to get away with, but they'll also be quite rare. Personally, I'd be okay with permadeaths being unreportable too.
Brax: When you kill someone, your reputation with the settlement your victim is a citizen of will be affected, regardless of where you kill them. If you killed the person within the borders of a settlement -- his, yours, anyones -- your rep with that settlement will also be affected.
Varl is talking about not affecting rep if your kill was the victim's last death (perma-death). This hasn't been decided yet.Source: Forums (Varl), 18-01-2013
Yes. Any negative rep will slowly creep back to neutral. Keyword is 'slowly'.Source: Forums (Brax), 18-01-2013
No. Wolves aren't generally thought of as friendlies anywhere.Source: Forums (Varl), 20-01-2013
Guards will act on violations of the laws and an innocent person being attacked, regardless of where he comes from, is certainly such a violation. Now if the victim had a bad rep with the settlement, the guards might just watch without intervening or, in the case of very bad rep, they'd hop in and brain the victim until he stops twitching.Source: Brax, 20-01-2013
I wasn't planning on letting this go for awhile yet but ... oh well!
NPCs won't carry their inventory on them. You'll need to have a shop in order to hire an NPC merchant. The type of shop you have will dictate which type of NPC you can get to work there. In other words, don't set up a smithy and expect to hire an herbalist merchant. The merchant is specialized in his field and will only deal with those items. So, a tailor merchant will only deal in clothes, cloth and the items surrounding them.
Merchants won't be pushovers. They won't be guard level tough but they should be able to hold their own in most situations, at least long enough to alert any nearby guards for assistance.
You'll be able to hire multiple merchants in a single shop. The goal is to allow the shop owner to permission others to also have merchants within the same shop. No guarantee we'll be able to pull that off at this point.
This part isn't finalized either but I sure hope we can cram it into launch. Items stolen will be marked as 'hot' for a set amount of time. Anyone caught with stolen goods in their inventory (don't forget guards will randomly ask to search your inventory) will be punished accordingly.Source: Forums (Brax), 29-01-2013
As soon another character damages you, intentional or not, their rep will take a hit and they will be flagged as attack-able for a short period of time where you and others can retaliate against the attacker - even to the death - with no impact to your rep.
BowenTheKotoc: So if someone is swinging at you but misses, if you retaliate and hit first you would take the rep hit?
As it stands now, yes.Source: Forums (Brax), 19-02-2013
If you invest time and energy into your NPC gaurds, yes, they will be able to stomp some PCs into the dirt.Source: Forums (Brax), 04-03-2013
NPC guards will raise in skill the same way PCs will - through use of the skill. Along with giving guards commands to 'guard here' or 'patrol there', a lord will also be able to send them to the arena (if he has one) to raise their skills by sparring against other guards and even PCs.Source: Forums (Brax), 06-03-2013
And if the kill was done in stealth inside a settlement, it's ok to take the hit?
Murder is murder. If you want to be a murderer, be one. Just don't expect the welcome wagon when you enter your victims' settlements.
Murderer: "Now hold on your lordship! I admit to killing your poor farmer but I did it beyond your borders!"
Lord: "Oh, why didn't you say so in the first place?! Come on in! Are you hungry? Should we warm you a bowl of stew?!"Source: Forums (Brax), 15-03-2013
Let's put aside all the other issues raised in this thread and focus solely on the idea of killing people in the wilds with no consequences.
Let's say that we are all in the same settlement and you are the oh-so-evil PK. Each morning you faithfully pack your lunch, kiss your wife on the cheek, walk your dog, then head out a few hundred meters outside the settlement's border and settle in for a long day of PKing your fellow citizens.
You manage to kill two dozen of your fellow citizens. Your inventory is overflowing with loot so you decide to call it a day and head back into town. As you reach the treasury, you see most of your victims. They mean mug you like nobody's business. You chuckle. They want to do things to you that we don't dare describe but they can't because you've taken no reputation hit against the settlement because it was out in the wilds.
Do you honestly see that as being fair?
I thought something would be obvious to our potential PKs by now but apparently it isn't. Our designs for PKing should teach you that you should never crap where you nap.
You all should know that this conversation has opened our eyes to a few things and we have decided to discuss them in detail. Does that mean change is coming? No. It means we're not above reviewing our designs in light of things you all bring up and if a better solution can be found that is also zero-sum to our time lines, we will by all means change it.Source: Forums (Brax), 16-03-2013
And I also want to make it 100% clear that you take rep hit against the settlement that your victim is a citizen of, not the whole world. If the murder took place within a settlement, you will also take a rep hit against that settlement as well.Source: Forums (Brax), 16-03-2013
So long as you're doing better than the other settlement, NPCs will tolerate a lot. When your losses surpass that of your enemies by significant amounts or the war stagnates for the declaring side, your NPCs will start to suffer.Source: Forums (Brax), 16-03-2013
The [reputation] system will no longer auto-report an aggression. Instead, when you witness or are the victim of an aggression, the aggressor will be temporarily flagged with - you guessed it - an aggression flag. While he has this aggression flag, you and/or any witnesses just need to reticule over him while he is within your perception range. Perception range is heavily influenced by your perception stat and implies he is close enough for you to make out the details of the aggressor. Very much subject to change but a decent perception range would be ~ 30 meters.
Anyone successfully reticuling over the aggressor while within their perception range is given a report they can access via their UI. The report will list the aggressors name (whatever you have named him, is anything) along with their crime. For example you might see "Brax - Assault" or "Unknown Assailant - Theft". This report will only last for a short amount of time, say 5 minutes. Next to each report will be two buttons; Report and Dismiss.
At anytime within the 5 minutes, you can click the Report button which immediately reports the crime to the settlement in which you are a citizen of and the settlement the crime took place in (if it happened in a settlement). You can either click the Dismiss button or don't click either button and let the 5 minutes expire, at which time the report will be removed from your list.
This will allow those that are good enough to possibly get away with theft and murder. A thief might be able to dart around the corner before he can be identified (read: reticuled over). A murderer might be able to ambush his prey with such overwhelming force or from a concealed position that the victim doesn't have time to or simply can't spot his perpetrator.
So it's clear, getting away without being identified should be considered the exception, not the norm.
If the offender was wearing a disguise at the time of the crime and assuming you couldn't see through it, you can still send a report but the offender will not be reported since you are reporting what is essentially the wrong person.
NOTE: Depending on testing we might require you to hit a hot key while reticuling over the aggressor before he is considered identified.Source: Forums (Brax), 19-03-2013
A few things regarding disguises.
It will be costly to create a disguise, nevermind a masterwork that will take multiple crafters to create.
A disguise will only ever fit the first person that wears it. It's a custom-fit sort of deal.
Committing a crime while wearing a disguise could possibly magnify the rep hit you take with a settlement. This assumes someone seen through your disguise and reports you.
NotSoAngryGoat: Could you clear up whether or not if someone in disguise is reported it's essentially a null report or if the disguise takes the rep hit?
Brax: It's the latter.Source: Forums (Brax), 20-03-2013
A lord will not see the KoS list for his settlement. Amnesty can be granted one of two ways:
1) The person on the KoS list can request amnesty from the lord in person. This is obviously very risky for the person on the KoS list. The person on the KoS list must initiate the process and must be in very close proximity to do so.
2) Using the contract system, a request for amnesty can be written up by the person on the KoS list. The request must somehow make it to a treasury that the lord rules over for him to review and approve/decline. It would be wise to contract with a reputable courier service to ensure delivery.
During the process of granting amnesty, the lord will be told if he's granted the requesting person amnesty before, and if so how many times, and how nefarious (in general terms) the person currently is to the lord's settlement.
Finally, in case it wasn't clear, abusing the power of amnesty will come at a very steep cost to the lord's NPCs morale.Source: Forums (Brax), 21-03-2013
It's all in the reticule. If you're about to do something illegal, the reticule will turn a color (probably red). So say you're in combat mode and you reticule over someone that has not given you permissions to attack them. Your reticule would change to a red color. If you reticule over a door that you're not allowed to use, the reticule would change to red.Source: Forums (Brax), 22-03-2013
You won't have to hand-feed the guards. Draconais nailed it in that they will have a supply room in their barracks where their food is placed along with their required armor and weapons.Source: Forums (Brax), 23-07-2013