Shattered Kingdoms
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Auto law
https://shatteredkingdoms.org/forums/viewtopic.php?f=22&t=23598
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Author:  Cordance [ Sat Jan 19, 2013 2:56 am ]
Post subject:  Auto law

Auto law.
A toggle command that stops you from committing a crime (auto mode stun on defense when attacked). Will stop you from attack/stealing etc. Prompt you with a message in a similar style to the newbie killing message. "That would be breaking the law here!". Without seeing the code I cant tell if this would be a huge change or a minor one. Or create massive lag for the server for the number of times it gets checked. If possible you could give it advanced commands to make it so you could set it to not break the law in different nations.

The thought came to me after someone did something they didnt think was aggressive and then got killed. Putting the killer in jail. When they where not at fault and the person who used the ability should Im sure would have liked the extra prompt. However I think it would also be a huge benefit to true newbies when they first walk out of the newbie school. No more Oh I attack guys on the street now with out at least some warning. It would really come down to how much coding change would need to take place to if it was a good idea or a pipe dream.

Author:  Terrus [ Sat Jan 19, 2013 3:27 am ]
Post subject:  Re: Auto law

There are ways to make yourself familiar with the laws of every kingdom that are easily accessible in character. Most of the time you don't even need to go out of your way to find out what is legal or not, I would recommend visiting every judge/magistrate in the kingdom you're in before doing anything remotely aggressive.

Author:  ObjectivistActivist [ Sat Jan 19, 2013 6:41 am ]
Post subject:  Re: Auto law

Preeeeeetty sure you're talking about a massive code change here. Like, might as well add another class for the amount of code you're talking here.

Also think this could be much more easily handled via NPC script and help files. Not entirely sure that something like this should go into place, either. Accidents happen. Being able to prevent them all would be diminishing.

Author:  Rodwen [ Sat Jan 19, 2013 8:01 am ]
Post subject:  Re: Auto law

And, in the slim but very real possibility of example below, it would be unfair.

Player A is a Peacekeeper. Player B is some random evil doer. Player B comes to do battle with Player A in Taslamar. Player A and Player B notice each other at the same time, and Player B puts in the bash command first, and Player A right after. Player B gets a warning. Player A lands the bash. Totes unfair.

Author:  Meissa [ Sat Jan 19, 2013 11:18 am ]
Post subject:  Re: Auto law

A few ideas in the spirit of this suggestion were made in this thread:

viewtopic.php?f=23&t=23518

Author:  zryych [ Sat Jan 19, 2013 11:39 am ]
Post subject:  Re: Auto law

Rodwen wrote:
And, in the slim but very real possibility of example below, it would be unfair.

Player A is a Peacekeeper. Player B is some random evil doer. Player B comes to do battle with Player A in Taslamar. Player A and Player B notice each other at the same time, and Player B puts in the bash command first, and Player A right after. Player B gets a warning. Player A lands the bash. Totes unfair.
What am I missing here? This example doesn't seem to hold water at all. If player B forget to toggle auto law off, then that's his fault. If he had auto law off, then there is no warning to be had.

While I get the basic reasoning behind it, I don't really think I like this idea. You can pretty easily figure with most skills and spells what is going to get you in trouble. The only real exception that comes to mind are things like persuade and taunt.

Author:  Rodwen [ Sat Jan 19, 2013 5:03 pm ]
Post subject:  Re: Auto law

You're absolutely correct and my post was misguided so allow me to change the coordinates. I'm fine with it so long as it's defaulted to off.

Author:  Cordance [ Sun Jan 20, 2013 2:19 am ]
Post subject:  Re: Auto law

zryych wrote:
While I get the basic reasoning behind it, I don't really think I like this idea. You can pretty easily figure with most skills and spells what is going to get you in trouble. The only real exception that comes to mind are things like persuade and taunt.


The idea has a number of reasons behind it lets people who are less involved with PKing have something protecting themselves from doing something stupid. Similar to making Kill a full word command, I miss the good old days of k issing someone to death.
It gives a non law protected defender a way to get into a fight giving the advantage to the attackers but protecting themselves from becoming outlaws.
If for some strange reason an outlaw wants to not kill bounty NPCs it would give them away to not wrack up crimes from just walking around town.
Finally protecting newbies from doing something stupid. We get all sorts looking at SK. I know of at least 3 cases in the past where people have attacked a guard straight out of newbie school. Although I get a good chuckle out of it I am sure they didnt.
However it really is how much time needs to be invested vs the payoff. If its a total code over hall its not really worth the time. It could be made to work with some minor tweaks to the law code, I think it has great value.

Author:  Smoochy Bovine [ Sun Jan 20, 2013 8:41 am ]
Post subject:  Re: Auto law

How about instead of typing Kill when attacking another playercharacter, you are required to type in Murder instead? Where typing Kill pctarget replies with the message "You intend to MURDER them?"

Easy peezy lemon squeezy~♫

Author:  Tojishiro [ Sun Jan 20, 2013 11:50 am ]
Post subject:  Re: Auto law

That solves the outright kill command but it doesn't solve some area effect abilities like bardic songs or an earthquake spell.

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