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 Post subject: Law update SHI....Stuff...
PostPosted: Thu Apr 12, 2007 3:18 am 
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- 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.


I try not to shoot my mouth of on these forums but I have to say that unless the Tribunal members are getting more then the ability to bring a law NPC into enemy territory they are getting gimped.

What is the reasoning behind the change where it's now acceptable in the eyes of the law to beat and try to kill SK's policemen? I mean, really? Now adepts can find Guardian, or Talon, or Keeper, and beat them near to death, XXX them so they stay stunned, rob them and do who knows what else to them and they don't get reported?

Or they can try to kill Tribunal members but if they don't succeed they can't be reported so they are free to try again anytime? Basically what this is saying is, hey kill all the tribunal members you want. You can attack them over and over and keep doing it until they die because you won't get reported.

Now that I think about it, I must be interpreting this wrong. Is there some bug where you can report law immune tribunal members for mugging and attempted murder? I mean the perpetrator must be the tribunal member and they can't be reported since they are law immune. That's got to be it. No one would do something this stupid.

If I am right though, can someone explain to me why the law doesn't apply to people who are going out on a limb defending their kingdom? This is the worst change I've ever seen. Never in my wildest dreams would I envision Dulrik making such a blunder. I must be wrong. Can someone explain this to me? I seem to be stupid.


I can live with the few wilderness law NPCs. That's fine. The wilds can't be crawling with a ton of law NPCs every league. Makes sense, it's the wilderness after all. The game is PVP not PVM anyway, this will better enable players to battle, rp and whatever.

I'm guessing NPC Soldiers are upcoming so I'm assuming it's still illegal to walk into a city and start murdering the town guard. Unless Law NPCs are NPC soldiers then this is beyond rediculous.


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PostPosted: Thu Apr 12, 2007 3:29 am 
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The change is not so bad if you expect every battle to result in a death or stun. Because a stun or death does count as a crime. How ever given the ease of fleeing from a losing battle you are right people trying to kill tribunal members can try again and again until they win with out fear of a crime unless a non tribunal member gets involved. If they lose they die no crime for dying if they win they get outlawed but their target is dead. If they stalemate they can try again no harm done.

Having just looked into taking law NPCs into another nation you can never take a law NPC into Uxmal under the current system so that puts it back to rifts gates and portals. So it very average for almost all non spell caster tribunal member unless they have access to rift via their tribunal.


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PostPosted: Thu Apr 12, 2007 5:10 am 
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This update tweaked tribunals in a way that, I feel, makes the game more fun for almost everyone. Tribunal members now get a huge boost in warring nations, enabling you to go chase your criminals elsewhere. Tribunal enemies now face a wimped legal system, which makes people who commit crimes happier.


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PostPosted: Thu Apr 12, 2007 6:10 am 
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Huh. I just thought of something gimpy. All war partys plus one tribunal member go in and fight to stun then have tribunal NPCs (which aren't charms so aren't "you") kill them. Gogo decreased jail time.


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PostPosted: Thu Apr 12, 2007 10:04 am 
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The way I see it, you can no longer be a tribunal member and order your law NPC to attack someone and cause THEM to get a criminal record for assaulting you/the law NPC. I actually like the change. I have seen and heard of tribunal members (almost?) abusing this to get otherwise innocent people arrested and tossed in jail. Despite the change, people will still get reported for crimes and still end up with some lengthy prison sentences. Afterall, most people are in tribunals.


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PostPosted: Thu Apr 12, 2007 10:59 am 
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The change makes sense if you're trying to make tribunals more offensive and less defensive.

Of course, if I wanted lotsa PK action, I'd play in a cabal rather than a tribunal in the first place. I see this as yet another attempt to encourage PK at the expense of RP.

I was already mostly gone. This should finish the job. Not that I'm not thankful for many enjoyable hours playing a great game, but I don't like the direction D's been trying to move it in for years now. Whether the changes will please the audience he's looking for, time will tell.


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PostPosted: Thu Apr 12, 2007 11:39 am 
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While I don't perfectly like the system either, I do think its a step in the right direction. What this does is actually encourage PCs to raid cities, knowing that killing more guards isn't going to make their jail time worse.

Unfortunately, this really encourages a ton more PK...

sleeper


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PostPosted: Thu Apr 12, 2007 11:54 am 
I guess D wants pk in major cities happening more often.

Still, Im not going to applaud or flame his change until I see all the changes about tribunals in the game.

Perhaps it would have been better to postpone these changes until everything was ready, but for the time bein we can just suck it up and wait.
It is a bit silly In-character that attacking a PC guard is not a crime, while attacking an NPC guard is, but hey. As with the passing of 2nd eddition DND to 3d, RP tends to be sacrificed in the altar of game balance :P


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PostPosted: Thu Apr 12, 2007 12:03 pm 
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I think it's a great update personally and I'm very happy with it.


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PostPosted: Thu Apr 12, 2007 12:29 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
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Forsooth wrote:
The change makes sense if you're trying to make tribunals more offensive and less defensive.

Of course, if I wanted lotsa PK action, I'd play in a cabal rather than a tribunal in the first place. I see this as yet another attempt to encourage PK at the expense of RP.

I was already mostly gone. This should finish the job. Not that I'm not thankful for many enjoyable hours playing a great game, but I don't like the direction D's been trying to move it in for years now. Whether the changes will please the audience he's looking for, time will tell.

I don't know how to read this as anything but a huge over-reaction. Tribunals are not intended to be less defensive than before. In fact, I added a feature to make them more defensive - being able to hear where your bounty hunters are finding targets. Being unable to be outlawed for attempted crimes is to stop abusive tribunal members and wouldn't have ever been added if not for that. If I can come up with a better way to stop that problem in the future, I will do so.

As far as adding guards coming with you on wars, this was a change that was highly coveted in player polls. So I guess I'm damned even when I do listen to your suggestions. Still, this is an experiment and I want to see how people use it. If it results in lots of pointless ganking without RP and lots of lowbies are being part of collateral damage, it might be changed or discontinued as a feature.


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