Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Fri Dec 26, 2008 1:42 pm 
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Mortal Philanthropist

Joined: Mon Jun 21, 2004 12:58 pm
Posts: 3632
Location: Spokane, WA
Orac wrote:
This is a bad idea. This is the wrong thing to do. This code change would be a mistake.


First, my time of 5mins is completely arbitrary.

Now to you Orac, care to actually explain why this is a bad idea? What is the mistake of making a person actually take their time picking clean someone's corpse?

Gnimral, I didn't say anything about pulse because there is an easy loophole, you have someone that doesn't participate in the battle junkloot then.

Also, I am pretty sure all of the people that didn't even explain why it is bad, are the jlooters and they are the ones ruining the game.


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PostPosted: Fri Dec 26, 2008 2:00 pm 
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Joined: Thu Jun 22, 2006 8:43 am
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SK Character: Airkli
In defense of jlooting.. basically.. if someone dies they dont deserve to keep their things. A corpse lying on the ground is a free for all.

In defense of not jlooting though. It could be a much greater insult to just leave the corpse, fully intact, implying that the opponent is so weak it doesnt matter what gear or loot they have, you dont need it and they are still going to die no matter what they're wearing.


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PostPosted: Fri Dec 26, 2008 2:29 pm 
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Mortal Philanthropist

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Location: Spokane, WA
My idea never said that you couldn't fully loot them. My idea was you couldn't use the get all.corpse command.


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PostPosted: Fri Dec 26, 2008 2:31 pm 
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Smurf, I've heard that line of thinking as regards pure pk muds, but that's not what SK is. I think I've seen Gilgon touting that philosophy also. In SK, it basically translates to being a jerk...at least to most players, from what I hear.

I hate full junk loots, not because of the inconvenience of the armor loss, but because it renders impossible any keeping of mementos, of RP props, of those little things that help give a character flavor. A while back an idea was suggested to make individual objects no-junk, imbuing something with some of your "life force" or whatever, i.e. experience. I liked that thought better; at least you could try to negotiate to get prized objects back, spurring further RP.

The root of the problem is that death simply doesn't mean enough in SK. It isn't RPed by most as anything more than a passing nuisance. Few priests of late demand anything more than "You died? Ok, hold on, poof!" So if people want to push their enemies, the only true inconvenience is to junk everything, which is solely an ooc nuisance. The fact that it is given more weight than the killing itself, ICly, is just...sad. Achernar should be outraged.

The proposed idea is a bandaid applied to a symptom, not the disease itself, but it might make the atmosphere a bit less vitriolic. A quick fix that might be briefly pleasant as long as it isn't regarded as all that is needed.


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PostPosted: Fri Dec 26, 2008 2:35 pm 
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Mortal Philanthropist

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Location: Spokane, WA
The disease itself is in the minds of the players. No legal cure for that. You are right though Threnody, it wasn't suppose to be a cure all, just make it inconvenient for jlooters.


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PostPosted: Fri Dec 26, 2008 2:39 pm 
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Hm, subliminal messages hidden in the black background maybe. A subtle reminder of "This is only a game" intermingled with basic standards of RP and courtesy.


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PostPosted: Fri Dec 26, 2008 2:42 pm 
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Joined: Thu Jun 22, 2006 8:43 am
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SK Character: Airkli
That reminds me of a Chaos priest once that would give rezzes to anyone... but if you were a tribunal member you had to kill one of your own guards. And he had to be there for it.


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PostPosted: Fri Dec 26, 2008 8:27 pm 
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Joined: Tue May 31, 2005 9:16 am
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SK Character: NA - Inactive
Wow! What a craptastic idea!!


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PostPosted: Fri Dec 26, 2008 8:33 pm 
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dalamar wrote:
Wow! What a craptastic idea!!


Wow! What another craptastic response!


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PostPosted: Fri Dec 26, 2008 8:36 pm 
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Joined: Wed Sep 24, 2008 12:21 pm
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Dalamar's response is the end all, be all.


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