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Old June 13th, 2008, 11:02 AM     Doffy is offline   #1
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Default Funcom:Questions on the fugitive system

Alright... so we're getting the fugitive system. From what was in the newsletter it sounds like a great alternative to the prison idea.

Some things should be clarified though.

You acquire different levels of being a fugitive the more you kill lower level players.

From Blue (regular player) to Orange (average fugitive) to Red (hardcore fugitive)

We all have some questions (which I will add to this list), though understandably nothing is probably set in stone, but it would be nice to have a general idea of how it works.

1. How is this indicated to everyone? Do they appear on the world map, the local map, or the mini map?

2. Is there a list that you can bring up for your local area, or the entire server?

3. Can you hunt them down by switching to their instance?

4. Will fugitives still be able to instantly exit the game (or their instance) when they are in orange/red status?

5. Is there a planned cooldown once a player stops killing lower levels?

6. Does fugitive status go away quicker when they begin killing players their own level?

7. Does the fugitive status travel with players to pvp mini games?

8. Can a player simply switch their gear once they reach RED status (or know they are going to die) so that they don't lose any of their good items?

9. What if a low lvl stands in my AOE on purpose? then his high lvl friend ganks me after i've turned red and loots all the gold i just aoe farmed?

10. What is to stop players from making sure that after a noob-ganking spree that a friend is the one that kills them so they can then just get their item(s) or gold back from them afterwards?




Please try to answer some of these questions so we can make sense of this new system.

Thanks in advance!

If anyone else has questions pertaining to the fugitive system please ask them in this thread, and I will edit them into this post.


For those that have no idea what I'm talking about, this is directly from the new newsletter:


PvP consequences – the fugitive system

No longer will evil misdeeds go unpunished. Of course, Hyboria is ruthless and barbaric so don’t expect anyone to deal out justice just because someone smacks you about with a very heavy axe, but some justice is actually now being introduced to the world.

This is where the fugitive system comes in, presented in a set of colors defining your fugitive status – from blue to orange and eventually the deadly red.

Everyone is by default classified as “blue”, but your actions as a player killer will affect your fugitive rating. If you kill someone way under your level, you will notice that you will very quickly move to red. So will actions such as killing someone repeatedly, or other general unfairness. The more serious the crime, the quicker you rise in fugitive.

Obtaining red status will be quite painful to you. This means that other players can kill you without rising in fugitive level, and if they manage to kill you while you have red fugitive you will actually drop one of your better items and gold that they can loot!

Of course, turning red will be a double-edged sword. Sure, it will get you a lot of attention and many will probably see you as a danger to be avoided. But at the same time, people will hunt you down for your items and your gold so be very, very careful!

Last edited by Doffy; June 13th, 2008 at 12:50 PM..
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Old June 13th, 2008, 11:05 AM     Doffy is offline   #2
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ask questions & guess answers

Last edited by Doffy; June 13th, 2008 at 11:11 AM..
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Old June 13th, 2008, 11:55 AM     Doffy is offline   #3
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one last bump. I think these questions are important.
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Old June 13th, 2008, 11:57 AM     hemonster is offline   #4
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what if a low lvl stands in my AOE on purpose? then his high lvl friend ganks me after i've turned red and loots all the gold i just aoe farmed?
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Old June 13th, 2008, 12:03 PM     forumtank is offline   #5
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if they follow the traditional way

im pretty sure that they wont be shown on the map or mini map

because that would be just too easy

and losing status probably have to kill alot of mobs (alot!)

and mayb a list if they feel that innovative
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Old June 13th, 2008, 12:11 PM     Doffy is offline   #6
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Quote:
Originally Posted by forumtank View Post
if they follow the traditional way

im pretty sure that they wont be shown on the map or mini map

because that would be just too easy

and losing status probably have to kill alot of mobs (alot!)

and mayb a list if they feel that innovative
If they are not on the list, and not on a map... you are thinking there is only an indicator when you highlight them?

They mention "easier to find" That involves some kind of tracking.
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Old June 13th, 2008, 12:28 PM     Ryum is offline   #7
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Quote:
Originally Posted by hemonster View Post
what if a low lvl stands in my AOE on purpose? then his high lvl friend ganks me after i've turned red and loots all the gold i just aoe farmed?
by recent changes I can only guess that the dev's do not want players to farm mobs... just other players, soon. I have not seen a dev team so worried bout the well being of their mobs over their subscriber base since EQ 1 pre planes of power.

By the dev teams logic, the players should mysteriously just hit lvl 70 players as though they themselves were lvl 70 even though they are lvl 20 at the time. Then you'd have not ganking, cause everyone would stay on, or close to the same level of power in PVP no mattter what.
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Old June 13th, 2008, 12:41 PM     Armstrong is offline   #8
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Quote:
Originally Posted by hemonster View Post
what if a low lvl stands in my AOE on purpose? then his high lvl friend ganks me after i've turned red and loots all the gold i just aoe farmed?

Wow. I had not immediately considered that. A kind of inverse griefing or "PK-entrapment" (tricking someone into PKing when normally they would not do so).

It could also lead to, depending on how quickly your rating grows, a rash of jerks making low-level toons just so they can annoy higher-level players with their "I'm not touching you, I'm not touching you" shenanigans.

Also, what is to stop players from making sure that after a noob-ganking spree that a friend is the one that kills them so they can then just get their item(s) or gold back from them afterwards?

While I applaud the fact that they are trying to make griefing less common and limit the harrassment of lower-level players by higher-level players, this seems to just turn the problem on its head instead of solving it (again this depends on how they implement the system). I suppose that as long as players are in level-appropriate zones, the mobs in those areas will keep the lower-level players from harrassing them (by aggroing on them from a mile away and killing them), but the potential for inverse-harrassment could be huge.
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Old June 13th, 2008, 12:43 PM     Aecursis is offline   #9
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Quote:
Originally Posted by hemonster View Post
what if a low lvl stands in my AOE on purpose? then his high lvl friend ganks me after i've turned red and loots all the gold i just aoe farmed?
You aren't going to get flagged for killing one person. From the way things are worded, it sounds like you have to do quite a bit of ganking to get flagged as a fugitive. Worst case, you port to another instance if lower levels are trying to get you flagged I suppose.
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Old June 13th, 2008, 12:49 PM     Doffy is offline   #10
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Thanks for the questions, I'll continue to add them to the list in the original post.
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