Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Tue May 06, 2008 1:50 pm 
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SK Character: Achernar
Its not necessary, but if changes are going to be made, they should be smaller than the initial post. Not that huge.


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PostPosted: Tue May 06, 2008 2:20 pm 
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Pulse slows to normal makes sense too, how fun was it when you were trying to sleep though ?

Leave junk as it is.


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PostPosted: Tue May 06, 2008 2:58 pm 
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Guh. I regret ever mentioning sensibility or realism. That's not the point, and comparing these suggestions to unrelated code changes is not logical or fair given the context of the discussion. Though I am fond of the sensibility of these suggestions, the point was pretty much to wimp jlooting.

As Threnody said, player courtesy cannot be counted on to make death in PK less OOCly frustrating. With certain player's methodologies, not jlooting is poor RP and should be frowned upon, regardless of how much work and background are behind a character's belongings. Attaching any lasting, IC meaning to an object becomes too risky because it is almost assured that if you die, you will lose everything you have. While in older days, jlooting might have been considered 'dishonorable', in recent years SK has lost any strict sense of what is honorable and dishonorable for any given character to do. The justification for a jloot need be nothing more than "He is my enemy, and it would be foolish to allow him the tools that might endanger me" - and that's that. One command, and hundreds of hours of investment can be destroyed.

In-game policing is not the solution. Players have proven time and again that they will do whatever possible to gain an advantage in PK, and if that includes forcing an enemy to waste another week pointlessly rebuilding their kit, that's what they'll do. When that power is available through a single command, why shouldn't they? It's just too easy.


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PostPosted: Tue May 06, 2008 3:22 pm 
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Salandarin wrote:
Players have proven time and again that they will do whatever possible to gain an advantage in PK, and if that includes forcing an enemy to waste another week pointlessly rebuilding their kit, that's what they'll do. When that power is available through a single command, why shouldn't they? It's just too easy.

If it is so pointless to you, don't enchant your kit.

If it's not pointless, then why would anyone allow his enemies to have such advantage for the next encounter?


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PostPosted: Tue May 06, 2008 5:40 pm 
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Salandarin wrote:
Guh. I regret ever mentioning sensibility or realism. That's not the point, and comparing these suggestions to unrelated code changes is not logical or fair given the context of the discussion. Though I am fond of the sensibility of these suggestions, the point was pretty much to wimp jlooting.


I would hardly regret putting this idea out there if I were you. It's a very good idea and would add a strong realism to the game. Just like having a permanent space station on the Moon however, the idea isn't as feasible as we'd like it to be. This problem would also re-create other problems, some of them I'm sure won't be initially caught. For instance, the CRS guardians now have to be tweaked so that armor is still correctly (and immediately) junked.

I even respect the problem you're really trying to solve. Part of the burnout factor with my last two characters was because of the toll the PK arena takes on you. I'm not a big fan of jlooting and I think it should be severely reduced. But the issue isn't with the code, it's with the players who sit back behind their computers miles away and don't realize the effect their actions just had on another player. Let's face it, some players on this game are assholes. (I wouldn't doubt there are people who dislike me because of something I've done. If you're reading this and you hate me, I'm sorry. I didn't mean it and I'd love a chance to apologize.). And even if they're not assholes people don't always play nice in the sandbox. It's life. Finding ways to automatically encourage people to play nice, but I don't think this is the way.

sleeper


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PostPosted: Tue May 06, 2008 8:17 pm 
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DA, I called it pointless because it becomes pointless, when your gear is going to inevitably get lost. This is especially true when fighting odds that are not in your favor. Perhaps you've never been in that kind of situation, but having played a character that fought alone for several months straight, I feel I can speak with some relevant experience on the matter. It doesn't take long for the fun to get sapped out of PK when you have to sit in an empty room for 10-15 hours trying to ensure that you won't get one-shotted by petrification or finger of death, only to lose the kit again as you get steamrolled by three mercs. That's why people quit and delete.

sleeper: That's basically the problem. The history of this game is quite clear in showing that player courtesy does not win out over tactics that increase your chances of winning. Code cannot change player attitudes and mentalities, but it can limit the impact those attitudes and mentalities have on other players.

It's this very problem that led to the wimping of spells like final strike, and to a lesser extent, voodoo. On the whole, players cannot handle the responsibility to be considerate of other players when doing such limits their own fun. From a self-centered perspective, that makes sense. You don't play a game to sit on your haunches and let the other guy win, you play to kick [REDACTED] and have fun. Beyond OOC player mentalities, there are also IC player mentalities that are incredibly pervasive. The common us vs. them mentality leads to an impossibility for IC mercy or grace.

The solution, I believe, is in a change to the junk mechanic.


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PostPosted: Tue May 06, 2008 8:24 pm 
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Currently: Junk is elegant, simple and effective. Why muck it up with restrictions? If you don't want to junk, dont do it. Hope for the same consideration in return if you wish. Simple is elegant and 'Junk all" is about as elegant as it gets.

N_G


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PostPosted: Wed May 07, 2008 12:47 am 
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I'm actually in favor of this. One thing for example is sacred suits. I mean, you have an adamantite armor that's sacred and possibly created by a God themselves (Dunno the backstory but eh) it shouldn't be able to just go "Zabracadfabra!" and fwoom, it's gone. Anything protected by divine magic should be difficult to destroy.

Not only that, I've not been on SK in some time because of the whole "us vs them" mentality. It gets stale fast. You go out, find equipment, get killed it, it's junked. Go out find some more, aren't even properly armed, and get killed again. Yeah, from my perspective, a lot of the players here have trouble understanding that there is another PERSON on the other side of the screen. Not a computer. You wouldn't like being griefed 24/7, why do it to others?


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PostPosted: Wed May 07, 2008 2:32 am 
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So do you all also agree with wimping a certain Fist skill?

Using your logic a single finger should be impossible to destroy the divine undestructable armor.

As for getting constantly jlooted, it's your problem. Accept defeat after getting jlooted, stay low, away from PK, enchant your EQ greatly again, go once fully prepared for another PK attempt.

If you get rez and rush into PK, you ask to be killed again and again and junked again and again.


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PostPosted: Wed May 07, 2008 5:19 am 
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Dark-Avenger wrote:
So do you all also agree with wimping a certain Fist skill?

Using your logic a single finger should be impossible to destroy the divine undestructable armor.

As for getting constantly jlooted, it's your problem. Accept defeat after getting jlooted, stay low, away from PK, enchant your EQ greatly again, go once fully prepared for another PK attempt.

If you get rez and rush into PK, you ask to be killed again and again and junked again and again.


pure ownage


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