update wrote:
- Leadership: Tribunal guards will travel to kingdoms where you are at war.
- Law: Bounty hunters will tell tribunals when they engage their quarry.
- Law: Killing NPC soldiers who are enemy combatants is not against the law.
- Law: Reduced chance of spawning bounty hunters in the wilderness.
- Law: Attempted murder/mugging against tribunal members can not be reported.
These changes as a whole are excellent. In one update we see tribunals powers greatly increase and kingdoms
begin to get the ability to engage in warfare. I don’t understand all the crying over these updates, so lets look at them one by one.
Leadership: This is such an obvious buff to tribunal power it shouldn't need any discussion. Although, a point was made about how tribunals now will have to face stronger opposition when defending. This is true if the change is only looked at from one angle. Granted invading forces will be stronger, but now your invading forces will also be stronger. This also only applies to factions at war, meaning you know who might be looking to invade and can act accordingly (preparation, preemptive strike, etc.). Which also gives greater influence to the diplomacy system and a reason to make peace or reach a compromise. Also defenders will now have the advantage of advanced warning and location of enemies due to another part of this last update (see below).
Bounty hunter warning: This is the boon to defenders I mentioned. Now bounty hunters will tell the tribunal when and where enemies of the state are within the boarders. Tribunals have all the defensive benefits they’ve always had but now they also get an advanced warning system. This is a mighty powerful upgrade in defensive tactical ability.
Killing NPC enemy combatants not illegal: This is a needed change and please note that this is
enemy combatants, which I read as members of a faction at war with your faction. If kingdom warfare is desired (which the player base voted highly for), then racking up tons of NPC kills just for acting out that warfare needed to be curbed. Without doing that, racking up those crimes would act as a deterrent to practical application of kingdom warfare.
Reducing wilderness bounty hunter spawning: I see this as having three impacts, all beneficial. First, it reduces the ability to drain a tribunal’s account by just running up and down the boarder, thus encouraging actual attacks (aka the ability to defend the tribunal account). Second, makes the above advanced warning system not over powering. And third, it makes traveling to an attack destination much more feasible.
Attempted crimes against PC tribunal members is legal: This is the one I don’t like but it is a necessary evil. Unfortunately, tribunal members brought this change on themselves by abusing the system. Hence tribunal members don't have a right to complain, but they don't have to meekly accept it either. I suggest not wasting time and energy crying about the change, instead spend that energy trying to devise an alternate solution.
All in all, I think these up dates are fantastic. I would suggest that any “enemy of the state” (aka member of a warring tribunal) cause bounty NPCs to spawn at least at a very low rate (increases with number of crimes). I also suggest that if one enters a city that a warning cry of invasion goes out within that city. This would allow newbies/lowbies to move out of the streets and likely battle grounds to avoid getting caught in the cross fire.
Lei Kung