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Other Games / Re: HellMOO: Go to heaven for the climate, and hell for the company.
« on: August 02, 2016, 08:56:41 am »
The main problem with apartment burglary was it was too easy. The ONLY way you could actually play after a certain point in wealth was to log on, do a WHO, make sure all your enemies weren't on, then you could maybe go exploring and farming so long as you did a cautionary who every so often and had a quick means to return home in-case a bunch of douchebags came online.
You could invest in all the diamond locks you want. You could invest in all the security you want. Somebody could still break into your apartment and rip you off - by themselves - AND get away - in the time it would take for you to get home.
Then combine this with the fact there were very few good apartment places, that you had a boat map to let people find any adrift vessels to loot (and that boats had no policing besides shit drones, not that cops could do anything to prevent quick burglaries)... It juts made stealing too easy. And then you had shitty mechanics you could abuse, like who telling your corpmates where you're at exactly (allowing for the worst sort of backstabbery cheese), or apartment plaques telling people where people lived...
I loved apartment burglary, I participated a lot and was robbed a lot. It was fun. It also got old fast. There needed to be more security options, more interplay between robber and rob-ee, more options to hide your stuff or secure it...
And more mechanics to prevent people from picking on new players. Seriously, too many new players were griefed into leaving. Some people were never going to handle the robbery mechanic well, but they didn't need to be subject to additional misery on top of it.
Carebears should be allowed to play too, you can't have a MOO survive if you populate it with just assholes.
Ideally, it's a great mechanic that because of its existence forces people to band together and the game then becomes about that balance of power between corporations. Too often it got to be toxic; the burglars were honestly too successful - low risk, high reward. Even if you killed a burglar in your apartment, you'd get their shit - but so what? They'd just try again soon enough, not like lockpicks were that hard to make. All they'd lose is whatever crap they had on them and in many cases they'd just try to rob you half-naked. Only way you could even try to retaliate was to break into their apartment - which you couldn't do if you didn't have the right friends or weren't brainy yourself, which you still couldn't do if you hadn't exactly pinpointed where they kept their stuff, which you might not if you yourself weren't an asshole too... The worst thing a burglar would lose on a failed attempt was a little playtime and a lockpick. You could lose a lot more time if they took some rare, hard-earned thing from you. It was really disproportionate. Lockpicking ought to have been more challenging.
Not saying where HellMOO went was eventually better for the game, but where it was certainly wasn't ideal, either.
You could invest in all the diamond locks you want. You could invest in all the security you want. Somebody could still break into your apartment and rip you off - by themselves - AND get away - in the time it would take for you to get home.
Then combine this with the fact there were very few good apartment places, that you had a boat map to let people find any adrift vessels to loot (and that boats had no policing besides shit drones, not that cops could do anything to prevent quick burglaries)... It juts made stealing too easy. And then you had shitty mechanics you could abuse, like who telling your corpmates where you're at exactly (allowing for the worst sort of backstabbery cheese), or apartment plaques telling people where people lived...
I loved apartment burglary, I participated a lot and was robbed a lot. It was fun. It also got old fast. There needed to be more security options, more interplay between robber and rob-ee, more options to hide your stuff or secure it...
And more mechanics to prevent people from picking on new players. Seriously, too many new players were griefed into leaving. Some people were never going to handle the robbery mechanic well, but they didn't need to be subject to additional misery on top of it.
Carebears should be allowed to play too, you can't have a MOO survive if you populate it with just assholes.
Ideally, it's a great mechanic that because of its existence forces people to band together and the game then becomes about that balance of power between corporations. Too often it got to be toxic; the burglars were honestly too successful - low risk, high reward. Even if you killed a burglar in your apartment, you'd get their shit - but so what? They'd just try again soon enough, not like lockpicks were that hard to make. All they'd lose is whatever crap they had on them and in many cases they'd just try to rob you half-naked. Only way you could even try to retaliate was to break into their apartment - which you couldn't do if you didn't have the right friends or weren't brainy yourself, which you still couldn't do if you hadn't exactly pinpointed where they kept their stuff, which you might not if you yourself weren't an asshole too... The worst thing a burglar would lose on a failed attempt was a little playtime and a lockpick. You could lose a lot more time if they took some rare, hard-earned thing from you. It was really disproportionate. Lockpicking ought to have been more challenging.
Not saying where HellMOO went was eventually better for the game, but where it was certainly wasn't ideal, either.
