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ECorp

How will Identity deal with crime?

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So been wondering for a while.
How will Identity deal with crime, robbery and murder?

We know about the stress system, and how it works for straight up KOS.
But how will mechanics deal with camping greafing and that type of gameplay?

A lot of these games ends up with one reacquiring problem\ game loop.
You grind some stuff, and get man handled by a serg of people while you are picking fruit or mining ore.
I mean a regular Joe can go a entire life time with out getting mugged, attacked or kidnapped in real lfe.

Will there be lets say guards (NPC) for lets say a querry or refinary?
Identity is suposed to be realistic so how will Identity tackel this?
Eventualy everyone will turn to a life of crime as you end up not wanting to do legal becuse of the time it takes and lower profit.

With the risk of losing everything before cashing in anyways.
This leaves the world scewed to a semi anarcy where no one gives a crap.
Criminals should be a higher risk of getting murder while regular legal jobs should be safer.

It be interesting to see how Identity will deal with this side of a game like this.
If legal jobs become unattractive it will effect everything from crafting and economy to the mentalety of players on the server.
Any toughs?

Cheers!!

Edited by ECorp

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19 hours ago, ECorp said:

Will there be lets say guards (NPC) for lets say a querry or refinary?

No, it will be you who needs to hire a player guard.

19 hours ago, ECorp said:

Criminals should be a higher risk of getting murder while regular legal jobs should be safer.

There will be higher stress zones e.g. in the wilderness might have higher stress and in the city lower stress. If it is a high crime location then it will have higher stress levels when in that zone. The stress system does the rest for players.

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