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 Post subject: Cabal/Trib/City PK
PostPosted: Thu Aug 09, 2012 10:32 am 
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Mortal Philanthropist

Joined: Mon Jun 21, 2004 12:58 pm
Posts: 3632
Location: Spokane, WA
So, on a certain other place, there was a discussion about this and that PK seems to be right now either in ganks squads or only when both sides agree for their to be (if not they go hide).

Not trying to suggest anything, just trying to start a dialogue to see what everyone's opinions are on what is wrong with the current cabal/trib/PK

My list:
Cabals are way too easy to retreat to, to hide. Keeps players from leaving their hideouts.
Too many gate targets in the cities. Makes outlaws way too easy to get into the city and do a flyby gank.
Bounty NPCs are just fricken annoying and doesn't do anything for the game.

Not claiming that these are my suggestions but mainly from what I heard or adapted
Make only the relic room Guarded with a magical barrier (how the barrier can be taken down is up for debate) and of course, if you have someone else's relic there will need to be some method of handing it to a NPC that can walk through the barrier.

Make cities not able to gate/rift/teleport/anyother fast travel way in or out. If this is done then people can't just flee to their stronghold easily to get out of pk, but at the same time give everyone enough time to get ready or for lowbies to go hide.

Have a crystal or something in a city that can be destroyed so that fast travel can be enabled again. If destroyed, make it so that not just money is thrown at it to repair it but some sort of gathering mission that anyone can do. Or make several crystals protecting different districts.


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 Post subject: Re: Cabal/Trib/City PK
PostPosted: Thu Aug 09, 2012 10:50 am 
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Mortal

Joined: Mon Jan 02, 2006 7:47 pm
Posts: 3776
Location: Virginia
SK Character: Amorette
Quote:
Make cities not able to gate/rift/teleport/anyother fast travel way in or out. If this is done then people can't just flee to their stronghold easily to get out of pk, but at the same time give everyone enough time to get ready or for lowbies to go hide.


Do you know how much this would suck for newbies? There's a reason you recall directly to the inn now.


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 Post subject: Re: Cabal/Trib/City PK
PostPosted: Thu Aug 09, 2012 10:57 am 
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Mortal Philanthropist

Joined: Mon Jun 21, 2004 12:58 pm
Posts: 3632
Location: Spokane, WA
ladyjennbo wrote:
Quote:
Make cities not able to gate/rift/teleport/anyother fast travel way in or out. If this is done then people can't just flee to their stronghold easily to get out of pk, but at the same time give everyone enough time to get ready or for lowbies to go hide.


Do you know how much this would suck for newbies? There's a reason you recall directly to the inn now.


Like I said, I am trying to start a dialogue so that hopefully someone can come up with a better solution than what is currently done.


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 Post subject: Re: Cabal/Trib/City PK
PostPosted: Thu Aug 09, 2012 11:27 am 
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Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
I haven't read Muktar's post entirely because it's probably got some crazy stuff in it, but...

ladyjennbo wrote:
Quote:
Make cities not able to gate/rift/teleport/anyother fast travel way in or out. If this is done then people can't just flee to their stronghold easily to get out of pk, but at the same time give everyone enough time to get ready or for lowbies to go hide.


Do you know how much this would suck for newbies? There's a reason you recall directly to the inn now.


This wouldn't suck for newbies at all: recall would still go to the inn for citizens. Newbies aren't going to be gating in and out of cities anyway.


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 Post subject: Re: Cabal/Trib/City PK
PostPosted: Thu Aug 09, 2012 2:29 pm 
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Immortal (Inactive)

Joined: Wed Jun 13, 2012 1:14 pm
Posts: 828
SK Character: Sargas
That was my post Muktar is referring to. I am notorious for thinking of random little systems that I think would be cool for the game to have.

Here was what I suggested, with new changes:

- Set all major cities to no-transport. This means: no gates, teleports, summons and rifts anywhere in the city. Recall is still an option; to make it mostly fair, WoR would have to get nuked out of existence and raw recall timers should get lengthened severely when involved in PvP as opposed to PvE (8 ticks from 2).
- Find the major choke points of every city and populate them with small groups of guard NPCs to serve as speed bumps. The center square of any city always has a sizable group.
- Create a low number of "patrolling" NPCs that can walk around places. These guards report attackers, but they don't if they get massacred too quickly to say anything, and won't yell if they die within 1-2 combat rounds; a well-placed backstab silences them, or an invisible petrification, etc.
- Attacking a city raises an alarm, always, over tribunal channel and in yells. You know when a city is under attack. Flyby ganks are no longer an option; laying siege to a city will take effort and numbers. Anyone that fights the guards raises an alarm, always.
- Destroying the warding crystal removes the no-transport property of the area, allowing for rifts, gates and all sorts of things to become available.
- The warding crystal sucks at defending itself, but is surrounded by guards. It has no real attacks of its own except maybe lightning breath.
- Outlaws are never protected by the law in any way, for any reason. To create diplomatic immunity for diplomats, tribunals can use 'tribunal immunity X', which allows someone diplomatic immunity so they can come to your city to talk things over; this should encourage RP. Abusing this for ganks and [REDACTED] gets you ousted as leader, no ifs, ands or buts.

Differences:

- Remove bounty NPCs.
- Smaller cities cannot afford to be protected in the same way, so places like Tlaxcala, Everclear, etc. do not have the same protection granted to them.
- Tribunal salary/maintenance is now for positioned guards and to maintain the crystal. Repairing and replacing the crystal is expensive in case it gets destroyed or damaged.
- If the word of recall nerf happens, sieging a city is now very risky business. Guards will still drop fast, but trying to just blitz in for a quick gank is no longer feasible. I've been watching a lot and the game has turned into "guerilla gank: the game -- now featuring law mobz" for the most part.
- Anyone in the same group that does an attack on a gate ought to be labeled an attacker of the city. Any one who kills an attacker in defense of the city should be rewarded, not thrown in jail. No more "oh I was with the war party but didn't get reported" -- any one who attacks should immediately get thrown on the board for what we will now label "criminal assistance," which should be some sort of minor jail time for whoever gets flagged. Personal accountability, etc.

What else? Remove the ability for leadership to be used to do the commands o guard accept X and o guard leave. Guards will always be stationed. They're meant to, you know... guard. You can benefit from buffs from a guard, but any NPC you want to take with you from now on is a pet. This means that if someone is attacking, they will just come by themselves. No more having Queen's guards taking hits for you, no more using legionnaire captains to soften enemies up, no more relying on Balacha to taunt enemies still for you. Players should primarily rely on their own merits to play and getting rid of NPC wars is really the only way. It's hilarious to me that practically all PK is done behind shit-tons of NPCs and that people care so dearly about silly ratios of kills and deaths.

Finney wrote:
This still solves nothing, since bounty NPCs are not the problem. This is simply not a PK game. The less safe you make the cities, the more likely people are to use cabal headquarters and other "safe" and obscure places to socialize.


This actually makes cities more safe, in that it now takes more time to break into a city -- you can no longer gate in, walk inside, gank. Now, attacking a city raises an alarm, and people involved can get together to fight.

Yes, sounds like a radical change, but I watch things go on and it's sooooooooooooooooooo boring. I have a whole piece on CRS that I've suggested before (not for your eyes) that would encourage huge CRS fights instead of relic-ganking, too.


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 Post subject: Re: Cabal/Trib/City PK
PostPosted: Thu Aug 09, 2012 2:33 pm 
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Joined: Thu Aug 31, 2006 1:50 pm
Posts: 3502
Location: Canada
SK Character: Karsh
Sargas wrote:
I have a whole piece on CRS that I've suggested before (not for your eyes) that would encourage huge CRS fights instead of relic-ganking, too.


This would probably have to be basically a complete overhaul of the system, which I think has been made abundantly clear will not be happening.


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 Post subject: Re: Cabal/Trib/City PK
PostPosted: Thu Aug 09, 2012 2:39 pm 
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Joined: Wed Jun 13, 2012 1:14 pm
Posts: 828
SK Character: Sargas
ObjectivistActivist wrote:
Sargas wrote:
I have a whole piece on CRS that I've suggested before (not for your eyes) that would encourage huge CRS fights instead of relic-ganking, too.


This would probably have to be basically a complete overhaul of the system, which I think has been made abundantly clear will not be happening.


Actually, not really. It takes a lot of the already-existing pieces and leaves them almost untouched.


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 Post subject: Re: Cabal/Trib/City PK
PostPosted: Thu Aug 09, 2012 3:34 pm 
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Joined: Fri Sep 12, 2008 6:07 am
Posts: 473
Location: Canada
SK Character: Zarg
I thought SK was about tactics, I do not see the point of punishing people that use skills and spells to do what they want. Does the criminal system in SK need work? YES! Absolutely, however not everyone that plays PK's or is part of a Tribunal or a Cabal. You might as well make it an option to select what cabal or tribunal they want to be part at creation.

Some suggestions
- You can report any crime to any guard of a city.
- All items are confiscated for any crime, if it is small one you are given all your things back.
- If you are to be executed for your crimes, all your things are sold and the money is deposited into the tribunal account.
- If you are to be executed for your crimes you can at any time simply type execute and you are executed, however you are cursed for the remaining time.

Make committing a crime a nightmare, something that no player wants to do.


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 Post subject: Re: Cabal/Trib/City PK
PostPosted: Thu Aug 09, 2012 4:07 pm 
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Joined: Mon Jun 21, 2004 12:58 pm
Posts: 3632
Location: Spokane, WA
Sargas, I didn't want to say you specifically because of the cross-sites, but yes, it was him that I made this post to talk about how this game could get better in terms of pvp. Generally speaking I don't see why this can't also be implemented to the CRS, instead of crystals, it is the items. I personally, think that having complete safe havens from individuals is really wrong and counter-productive. Should an individual be able to take the relic? No, never. Same thing about ganking the city's crystal. Everything should be open enough that no one is ever perfectly safe, but dangerous enough so that 1v1 ganking or small group pk can happen if done stealthy. Does that mean that larger groups under invis might be more easily detected by the guards and those that are solo, or low number get ignored, possibly. Sure.

I know that if I want to be left alone from attacks from anyone, I go hang out in the cabal keep, all nice and sound never worrying about the loner that wishes to do 1v1 on me or small group, knowing that if they attempt to attack the guardian, they will get their butts wasted and if not the guardian the massive number of NPCs with me joining in at that time.


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 Post subject: Re: Cabal/Trib/City PK
PostPosted: Thu Aug 09, 2012 4:40 pm 
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Joined: Sat Oct 13, 2007 11:01 am
Posts: 1302
Location: BFE Arkansas
SK Character: Addison
Like button for sargas's post


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