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Messages - EvilMammoth

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Ideas and suggestions / Re: Trading
« on: September 03, 2018, 03:40:41 am »
 And here comes my view:


 a) Newbies and undeveloped players should be available to trade too. Not only high tier players, who “researched” commerce. For new player map may look too big, dangerous and unrevealed. So it can be a problem for him to run and find trading station of another developed player. A newcomer should be also available to set his trading table and sell some raw materials (stone, fiber, wood, farm production and other). So developed players can come and check if they need something (they always need raw materials) and buy it.
 b) I strongly sure that copper coins should be removed out of trading system. It cost nothing and can be found in rad-towns. Therefore, as a seller – I don’t want to trade my goods for those copper coins. Because I can go and loot it myself in radtown. Or craft it at low cost out of cheap copper.
 On another side – gold coins have its value. Gold is hard to find, it is needed in high level craft so it is interesting to sell goods for gold.

 So just remove copper coins and add 1-2 types of coins, made of gold + steel in different %.
 Like :
- 1 gold coin (clean gold)
- 1 mixed 30% gold + 70% steel coin
- 1 mixed 10% gold + 45% iron + 45% copper coin

 All types of coins should contain valuable gold. No any of those should be available easy to loot in radtowns. It should be possible to smelt coins back into gold, steel, iron, copper ingots with 10-20% material loss.
 Any player, even newcomer, should be able to craft at least cheapest coins.
 c) Players need to barter. For example: I want to sell 20 canisters of mineral oil, so I set price not just in coins, but also/instead I can set price in one of the raw materials and, may be, even simple resources - 2000 fibers, 3000 iron ore, 130 iron ingots, 30 berry jam bars, 5000 planks…

 d) As one of the players noticed – it will be nice to have some kind of list, where players can find united information: who sell what and where.

 c) May be it will be interesting idea to think about safe zones for trading, so seller and buyer can come and be sure – they will not be robbed. Guarded underground market, island or orbital trading – can be a kind of solution.
 Because on PVP servers raiders can wait near trading station for buyers and sellers.

 d) Player’s trading stations should be VERY hard to destroy even with explosives because seller lose everything inside. No one will set trading station in the middle of the PVP map and put good stuff inside, because first griffer will destroy it “just for lulz”

Ideas and suggestions / Re: Wipe > abilities > skill tree
« on: August 28, 2018, 08:52:30 am »

 I am playinng again and again after each wipe and feel fine. Wipe is wipe - it means everything starts from the very beginning. If you and your mates will have high skills and developed researhes - you will not give a chance to newcome players.
 Every time wipe comes - it is nnot a problem from me to develope again and reaise my skills. This is exactly the part of the game. And all players have same fair start. Now i have alomst all skills about 20 and all Tiers researched long ago. I have free unspent 12 000 LP. So where is the point for me to start such developed after wipe? TO dominate?

 THe real reason you want to keep it - is to dominate with your frineds on the map. This is nnot fair and nice idea. Wipe is the new strat for every one. Fair start.

 If you will be able to repair items - production will stop. There will be no need inn getting new resources and crafting new items, trading. Just like in real life it will just kill global economy and trading.

 Night (dark time) is only 5 hours. From 23-00 to 4-00. So you have 19 hours with light. You want more?

 Rad towns give you nice loot. It shouldn't be free. Take anti-radiation meds, craft anti-radiation suit, kill monsters - and you will be rewarded.




Today I was shortly testing farming (to be able to start testing cooking next) so I have very few comments:
1)   Watering cans
I want to attract your attention to cost of crafting plastic watering can. Please, think about balancing it. Now it costs 25 valuable plastic.
  For compare: full assault armor, helmet + body and legs, needs for craft 60 plastic + some steel. SubMachinegun – 10 plastic.
 Now lets check if for this precious cost we receive adequate quality: using plastic watering can to pour 10 plants we lose 4% of its durability. That means that this plastic can will pour 250 plants. That shows us that 1 plastic used to pour 10 plants.
 Now if we check same for other watering cans we see that for copper can – 1 copper ingot will pour 11 plants, for steel can – 1 steel ingot + 0.4 flux pour 16.7 plants.
 1 plastic – 10 pours (1 mineral oil and 0.2 coal !)
 1 copper – 11 pours
 1 steel + 0.4 flux – 16.7 pours

 Yes, I know there are different capacity. But choosing between extra run for oil (if I have it) and few steps to my closest well – I will choose second.
  Please, reduce it’s cost hardly, or make it almost unbreakable for such price. I used my plastic can on my 22 plants just few times and it 79% durability.

2)   Storage for harvest
Simple thing – where to keep it? So I got 75 tomato from just 3 spots. It have very low nutritional value to eat it “as it is”, so I need to storage it somewhere until I will be able to cook something with it. Best in-game fridge have only 8 storage slots.  So 75 tomato from only 3 plants will fully fill it.
 As I see – either food should be able to stack better (50-100 in slot), or last longer without cooling (vegetables and berries, at last), or fridge have to be much bigger. Or maybe there should be some kind of special storage for vegetables and fruits – cellar or silo.

3)   Canisters.
Please, consider ability to fill canisters with water and salt water. Keep all receipts still to use only glass bars with water, where it needed, but let players to transport water and other liquids in late game in canisters (between barrels, well, sea and other possible in future liquid containers). It is strange to have lot of canisters and not be able to fill it with water in one barrel (or well, or sea) and transport to another barrel.

4)    Foraging, mining and maybe even looting - bug report
Finely I found bug, which don’t let me to rule the land =))
 When I mine ore, in low right screen corner it shows that I got more, than I really receive in my inventory. Same with foraging berries, sugarcane, stone, chemistry, mushrooms, sand and other.
 In right corner it shows that I’ve got 3 mushrooms – in my inventory I receive only 2. I mine 7 stone – receive 5.
 Didn’t noticed it on chopping trees, when testing. Also didn’t test it on looting rad-zones.

 Here I add some screenshots (check amount of resource shown in right corner and compare it to inventory).

 P.S. Why it is not posible to add atachments here? I tryed different codes to post picture with preview - it doesn't work.

  Thank you!

Thank you for your suggestions again, some are really on point and we've added it to our todo list and will do in one of the next versions soon.
While a few other have already been implemented in the version we are releasing next.

Now, there's one thing I would like to stress again, and that is the fact that the game is still in EARLY ALPHA state currently, so some of the things are in our todo list anyway, we simply haven't yet gotten to them and it's common sense for us to do them eventually, for example creatures A.I. - we haven't even started working on it. Current A.I. system is just a placeholder.

 Sure I understand it. I just can't know what is in your plans and "to do" list already and what not. So I just say everything I want to comment so you can check what could be missed out of your sight and plans and think if you want to add it in your future plans and choose priority.

Good news :)
It is already implemented in the upcoming version! In automatic mode now it will only enable lights at night if there are any players nearby and disable in other cases to save fuel. Basically the ideal implementation.

 Great! Agree, this is good way to solve lights question.

As ai_enabled replied in discord regarding this - you can just click anywhere outside the window to close it. And you can also press open inventory button (its right next to WASD so you don't have to reach far) two times to close it. But clicking outside the windows is really the easiest way.

 Yes, thanks. But... It will be great if single clicking "E" button will also take us out of menu, without jumping to inventory. Today I tried it and as for my feelings, when you do opening and closing chests when deep in crafting - you make open/close operation about 20-30 times in few minutes. So this extra "E" clicking and entering inventory for closing every menu is not great, truly saying. And just as for me - my hands always try to exit menu with double "E" button. 
 So, If there is a way to make E work also as exit button when menu (chest or workbench) in addition to open Inventory button. Or maybe add Q button, or ability to add button player to choose like toggle running.

Next update that we are releasing soon now has "strength boost" medicine which you can use to significantly boost effectiveness of different tasks utilizing strength. Such as mining or chopping down trees. Give it a try once it's out! :)

 Cool! Sure I will. But as I remember we already have strength boost, crafting from coffee berries and herbs. "Strong and simple" versions. I use it every time I need to brake walls with my mace. Maces - I mean. To brake 1 stone wall row now I need 8.1 iron maces and strong strength booster (working with 20 lvl melee skill).

 What I really wait is stamina booster. Running across global map is real pain - I have to run down to desert entrance, then run up across all desert to my oil pump, and then back again. It's OK, I will deal with it. But if there was some medicine for long runs (some need to go to the sea for salt water, some need run to desert, some of them - to far away radioactive zone, some - to market/shop)  it will give us a chance to solve cutting off some boring minutes.

 As idea : it can boost stamina very high and for long time, but cut strength a lot and ban shooting skill - so players could not use it as battle boosters and use this medicine only for special occupations. 


 And some more. I'm sure many of it is already too in "to do" plans, but here and further I just keep saying what I would be glad to see and my suggestions:

  1)map markers
 Need a lot ability to set simple markers on my global map - places I found and want to remember.

  2)Saltwater boiling
 Please, make it not so long. Evaporating salt looks harder and longer than smelting gold or crafting high tech parts. It looks strange. Player already performed a long run to the sea and back to base with hundreds of glass bars, clicked mouse hundred times to fill all of them, chopped wood (it takes crazy amount of wood, by the way!), and now it feels like he is not just boiling water, but craft philosopher's Stone – that long it takes to get simple salt. It is much easier to get lithium.

 As I see it.

3)Battery’s bug
 When changing battery on flashlight - stack of batteries don’t change (exmpl : was stack of 3 batteries – after reload there are same 3 batteries in stack). And it disappears only after starting to divide this stack 1 by 1.

4)Coal deficit.
Please, give us the way to mine/craft or whatever – coal. Hard to explain how hard to get this resource in any usable amounts, while it is extremely needed to use in late game (for crafting firewood, plastic and other). I can get enough coal now for 1 game session needs only after hours of mining only stone all around map, and I’m not sure how I will do it when there will be much more players with big guns and same needs. =)

5)dehydration status
I think it will be good and fair to add faster dehydration status on using such things as boosters.


Now some suggestions on my favorite subject – leatherworking:

6)Hides, leather and neatsfoot oil (bone oil)
As a man, who works with leather, I feel strange when animals drop ready “leather”. As I think, it will be interesting and will bring more receipts and variability if animals will drop as loot not leather but their hides.
  Here is simplified receipt for crafting leather out of raw hides: water, salt, neatsfoot oil (or other natural oil) and herbs (or bark).
  Now about neatsfoot oil – this is oil, used in leatherworking and leather care. It is made out of neats or simple bones (in Russia it is simply called bone-oil). So in addition of leather receipt here is another new one and good real use for animal bones – crafting oil out of bones.

7)Professions, crafted item’s quality.
Different professions and it’s influence on quality of crafted items - good way to bring some division of players into specialties and push them to trading with each other.
 As I mentioned to Ai_enabled, I liked playing Ultima Online in far far 90’s. And there was such thing as lot of different professions, growing VERY slowly. So it was literally impossible for player to be skilled good enough in more than one (or few chained) professions. Even mining and chopping trees had the biggest difference for low and high skilled players (amount, quality and possibility even to work/chop/mine with high grade materials).
 This situation pushed player to choose professions, cooperate, trade and be proud to be good professional in something. Some players was uniting in profession guilds.
 Other player choose to be traders. Was buying, selling and making money. So they was able to hire and pay other players for defense, who choose to be warriors. To be able to travel across the map, visiting crafters. Because of course there was other players, who preferred to raid and rob such traders.

 I’m sure you know about this game. So I suggest not to copy that game, but may be to take some interesting aspects of it. Growing skill, better resource output, better quality of crafted items – to be able to trade it.
 Something similar you can see in great (and longest ever supported game – since 1992 till now!) game UnReal World. There skill make influence in what quality of raw and intermediary resource, and final product player get.
 Bad skinning skill (or hunting) will bring player low quality hide. And even player with good leatherworking skill will not be able to make good quality leather out of it. Same – no good leather armor out of such leather (with skill armorer or same leatherworking). So such bad leather will be interesting for leatherworker with low skill for training and crafting items, where high quality is not main thing – rope, apron for blacksmith, mittens for foraging and farmer, and other low grade things.
 On other side: only good skinned hide, turned by master into high quality leather, may be used to craft best leather armor, high quality items and other.

 If there will be new special monsters – it will be insanely grate way to add new type of hides for special leather (like freeze, radiation, impact, fire protection…m.b. ability to become invisible for short time (!) or run faster, or walk untouched between some monsters (ability – fear).


 Ok…I should stop somewhere )))

 Thank you!   

 Here comes my next batch of suggestions, comments and other. It is very various and touches different parts of the game, so it was hard for me to unite it by subjects. So I’ll just go step by step, just as I noted it.

 1) Roaming creatures.
 I’m sure it is not considerable feature for now, but roaming together and attacking together as one pride Pig and Wolf – looks strange. I think those should spawn on some distance from each other.

 2) Melee attack/defense position.
 This is hard thing to explain, but attacking from south position in melee is much profitable than doing from sides, and extremely better then attacking from north position. If I attack mob from lower (southern) side - I will take less hits and damage, than doing it from upper (northern) side. I tested many many times. After melee patch too.
  Didn’t get a chance to test it in PVP but I feel it works same way. So… I think it is the very serious moment to check, because who know that thing – will have much more chances in melee.

3) Lamps and lights
 a) It is a great feature when we can set auto light in floor lamps. But, please, make it stop doing auto light when player is offline. I’ve loaded 100 oil and next day it was all gone. It was 100 fat cooked. It is…. very expensive, to lose 100 fat in one game session. If I have few lamps on few bases – it will be hard for me to run around and set it all OFF before going offline.
 b) wall torches/lamps/lights needed. It is not really comfortable to set it in the middle of the house. So wall placing will be great.
 c) Extremely needed light source to use with tools. Helmet with candle, helmet with flashlight or whatever – there is need in light when player mine ore, chop trees or melee fighting.
 d) receipt of chemical oil is very expensive on my feelings. Mineral oil is hard gaining and valuable resource to use it for crafting oil for lamps.
4) Iron tools – need rebalance
 Iron tools are too expensive to use in early game, and have no use in middle/late game. When iron tools are researched, its balance of efficiency and cost makes player better using stone tools. Because iron is valuable enough resource to use it on iron tools when player can accumulate it and turn into steel in short time rushing that technology. I would never spend 15 iron to craft tool, when I can turn it in steel, craft steel tool and it will last much longer.
 This is not only my thoughts – I’ve discussed it with other player in game chat. Everyone agreed, that iron tools are (on feelings) slightly better than stone tools but much more expensive. But steel tools gives a feeling «worth the money».
 Yes, I saw it’s durability in scripts, how it is better than stone tools and all that stuff…But I’m talking about economical feelings of early game. Iron tools not worth it’s cost. When I crafted my first iron pickaxe – I was very disappointed of it’s durability and even thought not to learn steel tools, and always work with cheap stone tools, just raising mining skill. But one player told me that steel tools works palpably better, so I give it a try and steel tools are really good because of it’s high durability. But still mining speed is better gaining from mining skill.

 So…Iron tools feels useless – it’s durability not worth cost. Better save that iron for steel.

5) Accidental crushing own house
  Please, make player’s house walls, doors, workbenches and all interior in area of landclaimer – invulnerability to owner’s accidental hits with mace or tools. Very often happens accidental mouse clicks with breaking interior and walls, and other.

6) Landclaimer
 I think that there is too fast jump of landclaimer protection – frim 4 hours to 24 hours. On my feelings there should me something in the middle – like 12 hours.
 Also I feel that lvl7 landclaimer is too expensive – 20 gold ingots needed. I don’t even talk about next 8 level…

7) List of resources
I’m not sure if it is possible somehow, but it would be great to have some info list about resources I have in my chests.
 Sometimes I have to run far just to check – what I have and how much, to make any further plans. And I feel that in future there will be much more resources, so that info will be demanded even more.

8) List of known receipts
 Just the same thing about known receipts – need to be able to see known researched receipts. It is annoying to run and check on workbench - how much resources needed for crafting thing.

9) Locking slots in inventory
 It will be great to be able to make some order in inventory and finish with all that mess. Yes – using middle mouse button to autosort things in inventory we have. But, it messes also (sorts) those things which we set in inventory in special slots, to have it under hand. Like anti-radiation suit, medkits, anti-nausea, food and other stuff. All that placed with love and accuracy items – messes with new loot after middle button click.
 So… It will be great feature to be able to lock items in slots, to prevent it from middle button influence.

 10) Dropping things off inventory
 Please, ass special button + mouse click, or trash slot to be able to drop things without closing it. Now if we need to drop down 2 or more items – we have to take it, close inventory and drop one after one.

 11) Simple closing chest’s and bench’s windows/menus and other
 It will be great if you make possible to exit chest/workbench or any other window by clicking 1 button on mouse (may be – right button). It will be more easy and comfortable than searching for ESC button everytime.

 12) Stacks of different resources
 I think that some stacks sizes should be changed. Like berries – 250 (!!!), plums and peaches – 100, chemicals – 250, stone and ore – 100, salt – 250, clay and sand – 100.

 13) Specials for workers
  a) Pushcart to store ore. Let it decrease players speed
  b) Work suit with no armor but good buff to gaining

 14) Radiation zone’s loot
 It is very and useless to find 1-2 bullets in those zones. Let it be at least 20+ minimum stack to be profitable. 1-2 bullets will always be thrown away because player need inventory slots and it is not usefull to hold such miserable loot in slot.

 15) Breaking non-claimed  structures
 I think that any structure should be able to brake fast to anyone, if it is not in zone of someone’s landclaimer. It is very strange that I can’t break my own wall in middle of house, because landclaimer don’t reach it one tile and I have to upgrade my claimer to lvl8 just to remove wall.

 16) Meat
I think that:
Pig should drop more meat – it is pig!
Chicken should always drop at least 1 meat. Why I kill chicken and have no profit from doing it? O_o

17) stopping objects
Mushrooms and herbs shouldn’t stop player. I’m sure it should be like rocks, grass and twigs.

18) Sugarcane
  At my feelings sugarcane respawns too slow. If there will be more active players – there will be big deficit of it.

 Ok, it is enough for the moment, I think. Later I want to add some thoughts about leatherworking (my hobby is crafting things using leather), neats-foot oil from bones, some receipts and professions.

 Thank you!

 P.S. I have some words to reply on your previous post, Lurler, but later.

 Hello Devs and players!

 I will try to express here all my thoughts about the game in it's state and bring up some of my suugestions about all it's aspects. I'm not good in English so ,please, forgive me for some possible mess. Thank you!
 So I start:

 1) "Guns&Roses"

-Once more : for the moment Luger is only one ranged weapon of choice. It is extremely cheap to produce and it use cheap 8mm  ammo (almost only raw materials needed to produce). And it brings up best cost/damage results. It is 4-6 shots needed to make pig or wolf run away and finish em with mace.
 -Same time 10 mm hand gun shows same results - 4-5 hits for wolf and pig. But cost of ammo are EXTREMELY high. I used to try all ammo - piercing, hollow and normal - all are bad in same way. Big price with no result.
 -Same goes submachine gun. Low damage with with high fire rate. But  there is no any need in this high fire rate - fire rate of pistoles are fast enough to deal with any monster for the moment. May be it will take use in PVP, but then it will be very short PVP firefights since there is not any way do dodge, cover or use any other battle tactic.
 -Now separately about piercing ammo - it doesn't work at all. Same number of hits needed with piercing ammo, normal and hollow. So...why pay more?
 -And separately about musket and flintlock weapons: there should be much bigger delay in learning this guns and offence2 weapons, because it takes short time between learning musket and 8mm/10mm guns. So there is no need in crafting those relict weapons. Because very soon player goes in better weapons.
 -about 12 mm guns - buff it a lot or remove it. I crafted military shot gun and very VERY expensive 12 mm ammo and it takes 5 shots to kill a wolf! Same as Luger do.

 -Crafting nitrocellulose powder is too complex at my feelings.  Using intermediate materials, which has no any other use.
 - What is the point of revolver gun, if only 20 skill points later I get better Luger gun? Who ever will craft it and what for? Give any kind of use for it - give cheap ammo or 4 times higher durability or something.

2) Food

 - make roasting meat faster. It is fast to roast in real life - it takes 6-10 minutes to cook well done steak for me. I agree with long boiling berry jam, but simple roasted meat should be cooked in a moment. It will not brake any gameplay.
 - Why meat in drying cabinet is drying 1 after 1 ?  It should be cooking in stacks! Long, but in big amounts at same time. For the moment when I put 10 slices of meat in drying cabinet - I will have some of them spoiled before all are cooked! How could that be? When meat is placed for drying - it starts drying all at once, not 1 after 1. And no meat will be spoiled if it was places there. If game mechanic don't let you make meat salting in stacks - make drying cabinet have properties of fridge, where meat will not spoil.
 - We need better ways of preserving food. Freezer in addition to fridge or something. Because only thing we can keep in fridge for some  reasonable time is berry jam and salted meat. Roasted meat spoils in fridge just in 1 real time day, what means that preserving meat becomes pointless. And in real life - we don;t have to place jam and salted meat in fridge to preserve it longer. Jam as any other canned food should not spoil for much longer even without fridge.
 So freezing fresh meat, mushrooms berries in freezing machine can be one the ways to preserve food for longer. Never wanted to start farming, because only interesting food to produce, such as stew, is costs a lot, but can not be preserved for few game sessions (2-3 real time days).
- Canned food. I wish there could be the way to craft canned food. Let it cost a lot (salt, iron, spices  and other) but let us cook it. For long preservation (really long! Well canned meat can be kept for 5-10 years).

 - Yes, as player I am ready to pay time for cooking and preserving food. But I want it to have a point, I want to be sure that it will not spoil until my next game session. Otherwise I will eat raw meat and berries, cooks most simple receipts and forget about farming.

Ideas and suggestions / Food preserving (freezer and canned food)
« on: June 09, 2018, 07:01:54 am »
  As I already noted it in nearby forum brach: it will be good idea to add Freezer in addition to Friedge in late game. I think we have to be able to preserve food for some longer than 1 game session or 24-36 hours of real life time. Players payed time it take to collect and cook complex food. So there should be a chance to prederve it.
 To balance it - deeply freezed food may should be unfreezed before use, with 1-2 in-game day time, placed to friedge, or spoiled instead.

 Also may be it would be interesting to add canned food for long time preservation. Player will pay it's toll in time and resources (water,salt,iron/glassbar,spices) to preserve canned food.

Game discussion / Re: Balancing food, freshness and fridges.
« on: June 09, 2018, 06:51:21 am »
 My feedback on fiedge :

 It is only usefull during 1 game session. Becouse on next real life day food in fridge is spoiled or near spoiled. I taked some time to get meat and cook kit with fat, to have food for next few days. But next day I come and see that about 30 roasted meat is almost gone. So...there is no any point in using friedge, becouse presering food in it works only for 1 real time day, what usually means - 1 game session.
 But during 1 game session it is easuer to take few meat from atacking animals and feed yourself. So cooking anything, preserving complex cooked food, making berry jams or collecting berrys to make that jabs in future are pointless. Everything will be gone before next games session.

 That means that it is easier to eat even raw meat and berrys, pass nausea if needed, but not spent time on cooking, preserving food and ,сonsequently, farming. Becouse it is better to use time for more profitable work.

 The only use for friedge I see is holding some waterberrys in it ,if I turned back to base with some of them unused, to craft herbal healing, becouse it spoils too fast.

 My idea is that there should be 2 types : friedge and deep freezer. Becouse freezed meat and berrys in real life could be preserved and used for few years. Let it be very expensive to build or whatever.

Ideas and suggestions / Re: Killers should be named
« on: June 09, 2018, 05:51:25 am »
For this reason I stopped playing.
Waiting for the appearance of a single game or PVE.

 I understand those, who want PVE servers to play. Some times in some games I prefer PVE too. But... How you will get Oil and Lithium in this game then on PVE server, if someone other will claim it first? There are only 3 oil and 3 lithium spots on the map. And this is endgame resources. Oil - is the most needed resource. So if you will not be able to brake walls and reclaim Oil spot, and then defend it - how you will play and plan to win? Trading? I would say that if I had oil spot in such PVE game - I would be a King, becouse all players will chop trees and mine ore for me all day long, for a few canistras of mineral oil and gasoline. That would be not interesting nor for me either for others.

"Be careful what you wish for, lest it come true" (c)

Ideas and suggestions / Re: Killers should be named
« on: June 09, 2018, 05:41:12 am »
Neverless I suggest to name a killer and thief. During the time I was offline I was killed and robbed >:(. This may be part of the game

 Yes, you are right - this is the part of the game.

and of course it takes a real hero to kill and rob an offline player, ...

 No it is not like being a real hero, it is just like playing survival game, where killing, robing, thiefing, raiding, destroying, prevailing is the part of the game, dame as building, dfending, farming, scavanging and raising your own power.

but maybe it would be more thrilling, if the renegade is named.

 No, it will not be thrilling. It will be just unfair to that player, who prevaled over you (read - won), and the only point of that "naming" will be to amuse you, who loosed. This player did his action, using game rules, he was not cheating or braking any gameplay. He played his role wich game lets him to take. Why he should be punished becouse you was too lasy to defend yourself?
 No, this was not me, who killed and robed you. But I used to kill and rob in this game. I worked hard for it - to brake 2 rows of stone walls you have to mine lot of iron and craft over 26 iron maces. Then you will need to brake in - it is a lot of time and work too.
 But also I worked hard ti defend my self - to set really good walls and high level land claimers. I was researching construction technologys and mining a LOT of clay,sand and rock, to build many rows of wall and iron doors.
 So - I did a lot to "win" and prevale. I defended my self. Aand also I did a lot to be able to brake other player's defenses. So WHY I should be punished for that, if this is just a part of the game, as you sad it yourself? If you are not good at PVP - play PVE.

Of course I would prefer to be save while I am logged off, but I understand this could be difficult as well.

 This is not "dificult". This is just not PVE game, where you can save. Imagine that you are under atack in your house. And you are just logging off to "save" yourself. How fair it will be to the atackers?

 All I want to say is : you are missing the point of the game. So just wait gor easy mode and play PVE when it is out. But now it is Alfa test, where we all testing all aspcts of the game.

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