Should bandits really chase you all the way into town?

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Velka
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Joined: Mon Feb 29, 2016 5:16 pm

Mon Feb 29, 2016 5:30 pm

TL;DR no sensible bandit would chase anyone into town, making the bandits avoid town would also open up a lot of more sensible, immersive starts.

To me, this makes the starting portion of the game make so sense. On experimental each dusk bandit gives at least 1000 gold, since their pants are worth gold now, and you can sell them as slaves for an extra 400. This makes aggroing and luring bandits into town the best current moneymaker I can find, faster than trading and more reliable than looting nests (especially since nests got slightly replaced with bandit camps).
The problem I see with this is that is makes no sense. A group of 8 bandits chasing 1 guy across the desert, sure makes sense, but those bandits should know the city is full of guards they can't fight, especially not as an army. If the bandits did think they could kill the guards in the city, why are they wandering the desert chasing the naked guy with a stick?
In my opinion the developers should give all the desert roaming enemies some sense. It would add a lot more immersion to the game, and open up a lot of opportunities to design more indepth starts.
They could add hunting parties the player could join, where each person send would get some training while having NPC allies to heal them, as well as getting a cut of the profit.
They could flesh out the stealth, give the bandit camps some buildings, and the player could assassinate bounties.
Hell, maybe the player could run along with the bandits, and it could be like a chaotic looting spree where everyone rushes for it, and maybe sometimes bandits will demand items and attack if they don't get them.

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Chompster
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Fri Mar 04, 2016 4:35 pm

yup, definitely agree.

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Anonymouse_Captain
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Sat Mar 05, 2016 1:45 am

Velka wrote:TL;DR no sensible bandit would chase anyone into town, making the bandits avoid town would also open up a lot of more sensible, immersive starts.

To me, this makes the starting portion of the game make so sense. On experimental each dusk bandit gives at least 1000 gold, since their pants are worth gold now, and you can sell them as slaves for an extra 400. This makes aggroing and luring bandits into town the best current moneymaker I can find, faster than trading and more reliable than looting nests (especially since nests got slightly replaced with bandit camps).
The problem I see with this is that is makes no sense. A group of 8 bandits chasing 1 guy across the desert, sure makes sense, but those bandits should know the city is full of guards they can't fight, especially not as an army. If the bandits did think they could kill the guards in the city, why are they wandering the desert chasing the naked guy with a stick?
In my opinion the developers should give all the desert roaming enemies some sense. It would add a lot more immersion to the game, and open up a lot of opportunities to design more indepth starts.
They could add hunting parties the player could join, where each person send would get some training while having NPC allies to heal them, as well as getting a cut of the profit.
They could flesh out the stealth, give the bandit camps some buildings, and the player could assassinate bounties.
Hell, maybe the player could run along with the bandits, and it could be like a chaotic looting spree where everyone rushes for it, and maybe sometimes bandits will demand items and attack if they don't get them.
But..... how am I going to earn monay now?
"That's it! Cheese! We'll go somewhere where there's cheese!" -Wallace

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Hatsune_Neko
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Sat Mar 05, 2016 1:59 am

trade.
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Kamos
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Sat Mar 05, 2016 9:13 am

Like a peasant?! UNTHINKABLE.

Velka
Posts: 11
Joined: Mon Feb 29, 2016 5:16 pm

Sat Mar 05, 2016 4:02 pm

Anonymouse_Captain wrote:
Velka wrote:TL;DR no sensible bandit would chase anyone into town, making the bandits avoid town would also open up a lot of more sensible, immersive starts.

To me, this makes the starting portion of the game make so sense. On experimental each dusk bandit gives at least 1000 gold, since their pants are worth gold now, and you can sell them as slaves for an extra 400. This makes aggroing and luring bandits into town the best current moneymaker I can find, faster than trading and more reliable than looting nests (especially since nests got slightly replaced with bandit camps).
The problem I see with this is that is makes no sense. A group of 8 bandits chasing 1 guy across the desert, sure makes sense, but those bandits should know the city is full of guards they can't fight, especially not as an army. If the bandits did think they could kill the guards in the city, why are they wandering the desert chasing the naked guy with a stick?
In my opinion the developers should give all the desert roaming enemies some sense. It would add a lot more immersion to the game, and open up a lot of opportunities to design more indepth starts.
They could add hunting parties the player could join, where each person send would get some training while having NPC allies to heal them, as well as getting a cut of the profit.
They could flesh out the stealth, give the bandit camps some buildings, and the player could assassinate bounties.
Hell, maybe the player could run along with the bandits, and it could be like a chaotic looting spree where everyone rushes for it, and maybe sometimes bandits will demand items and attack if they don't get them.
But..... how am I going to earn monay now?
Right now you can loot beak thing nests and then start trading, but half of my suggestion here was that they make more immersive ways to make money that are viable right off the bat.

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Abek
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Sat Mar 05, 2016 5:49 pm

It's already listed on their to-do list, thankfully.

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Caius
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Joined: Fri Apr 01, 2016 7:45 pm

Tue Apr 05, 2016 4:38 am

Mining is another option. There are few iron or copper mines just outside cities. It takes some time, but it's very easy cash, while you waiting for roaming bandits and lure them to the guards.
[/Ungrateful country, you shall not have my bones! ] Sicpio Africanus

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Mattk50
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Tue Apr 05, 2016 5:56 am

there are now a lot of much better options for making early money than luring bandits into town. I think its time for AI groups to get some fear coded in so they arent all suicidal lunatics. After tackle is implemented though.

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