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Rugre View Drop Down
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Direct Link To This Post Topic: fighting crime
    Posted: 13 Nov 2010 at 00:19
I just got robbed. must have been several dozens of thieves. they nearly cleaned me out

I strongly hate thieves in real life. it is a gutless, dishonorable and disgusting behavior that should be obliterated from this game

Here are my suggestions:

1 - you can't trust thieves: if you use them it is unrealistic that they would return all goods they take to your village, they'd keep half for themselves or more, for sure. that way you could use thieves to hurt your enemies, not necessarily to benefit yourself

2 - you should have policeman to catch the thieves. i know the saying "takes one to know one" i myself dislike having to build thieves units, and would rather have another unit to police my village.

3 - every thief that is caught and sender is identified, that information should go on the profile of the player, like a criminal record: how many times he was caught stealing, and when was the last time. so that way you know what kind of neighbors, allies and enemies you have to deal with


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G0DsDestroyer View Drop Down
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Direct Link To This Post Posted: 13 Nov 2010 at 02:20
huh, finally someone who actually sees things from my point of view.
I do indeed hate building thieves and have only used them 1 time on an inactive next to me to see what would happen, then i killed them. As far as policemen go i think that scouts could be used to a more effective measure by actually protecting the town against all types of diplomats, because a scout is obviously the best kind of diplomat informationwise and strengthwise or so it should be.
 
The thing about putting the theiving on the profile page would be putting a Karma meter on this game as i shall call it. It would reflect the actions of that player and how good or bad they are, but then of course you have the problem of deciding what is good and what is bad. But it is possible to have one.
 
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HonoredMule View Drop Down
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Direct Link To This Post Posted: 13 Nov 2010 at 03:20
A pragmatist isn't going to be overly concerned with labels.  Especially when the distinction is academic.  Thieves take your stuff.  Armies kill you, then take stuff no one happens to be around to own anymore.  Thieves get the bad rap, but it's the effect that should concern you.  Another perspective:  when armies had terrible carrying capacities, I used thieves to raid inactives since they brought more home for the upkeep and traveled faster besides.  It's just using the tools at your disposal.

In one-player games like the Elder Scrolls series, I always play a thief and pilfer everything of value I can get my hands on--except stuff belonging to (living) NPCs I considered friends or allies.  In a game like this, I farm inactives early in the game when those resources are crucial, and thereafter just support myself and maybe do some trade.  Why the difference?  Context.  I care more about what I'm doing here because here I'm doing it to real people, and disusing people doesn't sit well with me.  Luckily for me, an environment powered by real people brings about the real-world phenomen whereby sowing kindness reaps benefits that outweigh the apparent advantage of being cold and calculating without consideration for others.

If you want to be angry at people for the fact that they are abusing you, I understand.  But the method by which they exert that abuse is irrelevant.  It is the treatment of people toward each other that is in question and the cause of conflict...not an in-game mechanic that is obviously sanctioned as "fair game," as evinced by its intentional inclusion in the game.

----

I do like the idea of players getting abstract level rap sheets, like number of times a player has raided an active player (without naming targets), number of different active players raided (without naming targets), number of times caught: stealing, blighting, sabotaging, assassinating, etc., running (rough and at least a few days out of date) totals of units killed or resources raided, and so on.

I say without naming targets because that could potentially reveal sensitive information that compromizes the targets.  Getting named recently or repeatedly suggests you're a desirable target for that activity, for example.  Getting named at all with regard to military operation suggests your troops have been recently destroyed leaving you defenseless.  The information that is important is that which helps establish a general reputation even before finding some connection via social circles and conflicts, and possibly mitigating the inaccuracies of nth-party human reporting down to reasonable levels.
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G0DsDestroyer View Drop Down
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Direct Link To This Post Posted: 13 Nov 2010 at 03:57
You raise some good points HonoredMule, the people who actually play this game are real people and should not be treated like crap. The method, however, i believe is somewhat relevant as when using diplomats there is no easy way to distingush the person thieving, asassinating, etc. When you are attacked you know who attacked you and you can do something about it. Usually threats to people who are stealing from you are not taken seriously by the thief and they keep doing it.
And correct me if i am wrong, but i believe that thieves can steal advanced resources as well as basic ones as opposed to the armies which can only take the 5 basic resources? So therefore theiving is also a worse way to hurt people who have no army, just the supplies to build one.
 
Oh and a way to see how much a person has used the diplomats other than scouts and spies is to look at a person's player ranking, it doesn't give an accurate judge of what they were using, but i believe most of them are from theives, not sure though.
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Jerec Cross View Drop Down
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Direct Link To This Post Posted: 13 Nov 2010 at 05:34
An interesting idea.

Here are a few thoughts on the matter:

The "police" units would probably be formed under a constable and watch system (perhaps a fitting unit name would be "Dogberries" as a little reference to Much Ado About Nothing. Wink)

For some balance a city could not have constables and thieves, the city would have to choose one or the other.  Thieves would probably not find it profitable to work in a city with constables and constables would not (we would like to think) want to serve a master who employs thieves.  None of the other diplomatic units, namely saboteurs and assassins, would be affected by having constables as those units are more for war-time.

As a trade-off a city with constables would perhaps enjoy a slight production boost (depending on the number of units) for having safer and happier citizens.  A cap on the number of units could be placed based on population to keep this from causing an unbalance there, also too many police with too little to do could be a bad thing!

Constables could also be more effective in detecting and catching thieves.

Anyway, just some thoughts on the matter.


BTW:  I started this post before any of the other responses so this does not take any of that information in to account.

 




Edited by Jerec Cross - 13 Nov 2010 at 05:39
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Rugre View Drop Down
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Direct Link To This Post Posted: 13 Nov 2010 at 12:00
Great feedback from the 3 of you, made me go back and take notes to clarify better my view on this and see if we can get more consensual
My outlook on this topic, as i've posted in another topic, is my concern over the fact that young kids are playing this game ... and this game is telling them stealing is ok, it is profitable and if done smartly, has little or no consequences
So I do not want to be pargmatist on this @Honored, i've gone in to morality and civility mode. kids playing this will never lead armies, massacre villagers, raze cities to the ground ... but they can turn thiefs over night. We, as older people (I'm 35) have a duty to educate them, it is not
There is a community of players, in this game, that from what i've read in the forums, and the respect other players show them, have arrived at top rank by having a fair and moral approach. This community is telling me the culture that rules this server and hence this game, wants it to depict higher and more noble values and actions then those seen in real life. So let's follow through

@Jerec, love the idea a city with constable/police would have higher resource and pop growth then cities with thieves, would benefit all those who refuse to use them

@G0Ds: we are indeed closely aligned on this matter. The method is relevant, if somebody is out to hurt me, I want and need to know who it is so I can fight back

@Honored: hope you see our arguments in a better light. Glad you agree with the criminal record concept. This "rap sheet" should only count after the day it is implemented, the past would be water under the bridge. should not reveal id of victims. should only indicate stealing when detected (e.g. when you use it to farm inactive, would not be picked up). saboteurs i consider a valid military action, not criminal. assassination not sure.
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Robertum View Drop Down
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Direct Link To This Post Posted: 13 Nov 2010 at 13:06
Well as for the naming matter if diplomats have leaders like mil units in the near future then you can construct a diplomat army called police so there is no point to select having thieves or policemen. In real world both exist.
As for the act of theft of course there should be a penalty for the actual thief (player) too, so a suggestion would be to calculate the diplomats arrested by the police so these would stay "in prison" (a tab that can be added in the castle)  for a week with the player paying the penalty in basic resources per hour per diplomat to the victim.
The carry limit for thieves would be better limited to something like 5 (for basic) & 10 (for advanced thieves) advanced resources per diplomat because I don't think that thieves should care for basic resources. 
regards
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Torn Sky View Drop Down
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Direct Link To This Post Posted: 13 Nov 2010 at 14:08
Originally posted by Rugre Rugre wrote:

... young kids are playing this game ... and this game is telling them stealing is ok, it is profitable and if done smartly, has little or no consequences


As HM pointed out, Stealing is wrong but murdering troops then taking resources are ok? Also if the kids are getting their morals from a game then there parents are not doing a very good job of raising their kids.

There are consequences for stealing if you are caught, there are also consequences for not building a proper thief defense your going to keep getting robbed.
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Direct Link To This Post Posted: 13 Nov 2010 at 14:52
Jerec's post concerning the introduction of police or "dogberries"  does have an interesting appeal, but the effect of it might not just effect thieves. You also have to take into account  other aspects of diplomacy in Illyriad such as the assassin, saboteur and sleeper roles that are developed in the Consulate.  This comes to close to Rugre's view of thieves and diplomacy. That it is dishonourable etc and should be "criminalised". Players  need to accept that diplomacy is one the Paths in the game that is available and an integral part of Illyriad.  They need to prepare for the fact that others may send thieves, assassins or sabs to your city to either weaken your defences or prevent you from building an offensive army ( intent honourably killing hundreds lol) from being formed. Sorry Rugre I don't see that it is any less dishonourable than the mass slaughter inflicted by large armies.
 
Sorry guys no dogberries for me. Thumbs Down
 
However, wiithout knowing  the full parameters involved,  I do feel that there may be a problem with the existing form of thief detection.
 
 I believe that Norcaine was complaining to TC on global recently about the ineffectiveness of "interrogation" and "counter intelligence" functions in identifying the origin of thieves who are destroyed by warding spells.  There does seem to be a real imbalance in favour of the "perpertrator" where a ward can effectively destroy two thirds of a party of thieves and yet the defender with all the proper research and units in place cannot identify the perpetrator. I would like to  see this possible point of imbalance addressed
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Direct Link To This Post Posted: 13 Nov 2010 at 14:58
The only thing that i have a problem with is when i fail a mission and there are unit losses i get 100% deaths that just doesnt seem realistic, If i send 1200 scouts to a city they may catch a bunch of them but some should be able to get away
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