Shattered Kingdoms

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PostPosted: Mon Apr 20, 2009 2:45 pm 
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Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
Ain wrote:
EDIT: I still don't like that Judgement affect.


I don't really see why, as you're suggesting something incredibly similar, but in fact -more- debilitating. Your collar idea is just as bad as jail (Because it makes your character completely useless) except worse, because people can gank you.

I had only suggesting making them less powerful, not turning them into level 5 players that can't even send/reply to tells.


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PostPosted: Mon Apr 20, 2009 2:56 pm 
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I like the collar idea... it made life very interesting for my character and I think it would for others as well.

I also think it would make tribunals more interesting to join.


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PostPosted: Mon Apr 20, 2009 3:49 pm 
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IF that were to be implemented - I trust it's self-explanatory that it would only be donned with the express allowance of the subject.


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PostPosted: Mon Apr 20, 2009 3:58 pm 
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SK Character: Ain
As it currently is - yes it is. I could see it going hand in hand with the already existing "parole", for instance.

I mean, I could probably code some NPCs that would slap a collar on a criminal in a fight, but that bucket of lols would quickly run dry.

I could see, and I suppose in it's ideal, a NPC clapping a collar on a stunned lawbreaker, then sending them on their way - but there are several functions of the collar that'd have to be reworked in such an instance for the sake of fair play.


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PostPosted: Mon Apr 20, 2009 3:59 pm 
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Sorry to say it, but I wouldn't be behind that idea. It's an interesting ALTERNATIVE to jail time, but nothing more than that (caps lock is for emphasis, not offense).

Plus, it would be easy to work around it by having someone gank you - wasting a sentence.


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PostPosted: Mon Apr 20, 2009 4:13 pm 
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SK Character: Ain
I was actually going to bring that up - and really that's a fine workaround for me. IMO, that's one of the things that makes it better than "Judgement". The goal here is to provide a punishment that keeps people in the game and playing as opposed to idling away pressing 'l' every few minutes. As for it being an alternative - of course it is, that's what we're discussing here. Alternatives to jail time. Thing is, however, the collar jennbo wore (and something I forgot to mention as I jotted down collar conditions), is that there's a time-limit on the collar. Certain number of ticks, it pops off. So, what would you rather do? Spend 36 days inside a room where you can't really do anything besides send an occasional tell, or spend 36 days doing whatever you like while having some of your skills/spells effectively disabled (and not to mention that if you die you don't necessarily HAVE to worry about the collar anymore).


Edoras - I know you're defensive about your idea, and I'm semi-defensive about mine because I like it, and I know it works, but:

Judgement will appear on one's affects list as "Judgement" And disable him from using any skills or spells above Journeyman status.

Don't like it. My collars would block either/or active skills/spells, or possibly neither depending on regionary laws. Disabling both is, in essence, reducing them to the level 5 character you mentioned.

Similar to spirit disorientation, it cannot wear off while the affected is dead.

Here is where the collar and your idea is similar. Due to scripting limitations, the time under the collar cannot decrease while the character is dead.

Keep in mind, I'm saying I have ideas on what I can make the collars do, and that they can vary based on region - such as the sentencing works currently for law-based areas. Your idea of Judgement just is not versatile.


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PostPosted: Mon Apr 20, 2009 4:41 pm 
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Ain wrote:
The goal here is to provide a punishment that keeps people in the game and playing as opposed to idling away pressing 'l' every few minutes. As for it being an alternative - of course it is, that's what we're discussing here. Alternatives to jail time. Thing is, however, the collar jennbo wore (and something I forgot to mention as I jotted down collar conditions), is that there's a time-limit on the collar. Certain number of ticks, it pops off. So, what would you rather do? Spend 36 days inside a room where you can't really do anything besides send an occasional tell, or spend 36 days doing whatever you like while having some of your skills/spells effectively disabled (and not to mention that if you die you don't necessarily HAVE to worry about the collar anymore).


Edoras - I know you're defensive about your idea, and I'm semi-defensive about mine because I like it, and I know it works, but:

Judgement will appear on one's affects list as "Judgement" And disable him from using any skills or spells above Journeyman status.

Don't like it. My collars would block either/or active skills/spells, or possibly neither depending on regionary laws. Disabling both is, in essence, reducing them to the level 5 character you mentioned.


You say Solanum lycopersicum, I say tomato. I'm really convinced that we're arguing for basically the exact same change for the exact same reasons with only cosmetic differences: You're advocating a skill-limiting item with a limited duration proportional to crimes that can't be removed and doesn't decrease in duration during death, and I've suggested a skill-limiting debuff that has a duration proportional to crimes that can't be removed and doesn't decrease in duration during death. We're really on the same page here.

But I would advise you to take a closer look at the difference between A) disabling all active skills OR all active spells and B) Disabling both active skills and spells that are -above journeyman.- If you look at that you'll realize that removing all of a mages' spells, for example, is completely nullifying, whereas removing just self defense, scribe, locate object, mass invis, polymorph, summon, detect aura, enchant armor, enchant weapon, recharge, depetrification, gate, petrification and final strike is much less crippling.

Journeyman spells and above is very close to crippling, while not nullifying, in my opinion. Sorcerers still get charm person, shamans still get spirit aura, paladins still get spear of faith, swashbucklers still get finesse, mercs still get specialize, mercs and barbs still get third attack, etc.

I'm not posting this to advocate that the "above journeyman skill/spell removal" idea is the best way to go: I even said in my Judgement thread idea that there are plenty of similar alternatives, such as lowering stats similar to spirit disorientation, or lowering hp or me or something else. I'm posting this to point out that we really are striving for the same goal here. There's also no reason why Judgement, for example, couldn't vary from nation to nation.

Also, I'd really advise against making the collar removable by death: If you do that, then you're essentially setting the hard cap on punished crimes to that of a single spirit disorientation. Bad idea. Also, disabling mental communication can't be a side-effect if this were to be put into the game: That could actually limit being involved in the game -more- than the current law system.


Last edited by Edoras on Mon Apr 20, 2009 4:43 pm, edited 1 time in total.

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PostPosted: Mon Apr 20, 2009 4:42 pm 
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Opinion: That we're having this discussion shows the jail system isn't working well in the first place. The point of jail is largely to discourage murders with little motive. If we're making multi-crimes so OOCly painful we need to talk about reduction, even while multi-crimes still occur, something's seriously wrong.

Maybe it's time to largely decriminalize killing NPCs. Let's say only the first two mob-killing charges contribute to jail time. Then ratchet up the penalty for PK.

Maybe it's time to go back to banishing for crimes: Low sentences, but become a major menace and you're gone. Tribunals become obligated to provide RP justification in their special forums.


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PostPosted: Mon Apr 20, 2009 9:37 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
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It doesn't have to be a problem to get discussed here. Everything gets discussed here eventually, and if you have been reading long enough, you have heard everything get discussed multiple times. :roll:


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PostPosted: Tue Apr 21, 2009 8:46 am 
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archaicsmurf wrote:
Don't do the crime if you can't do the time.




I kind of like this one. I mean it is the character's choice whether or not to commit a crime about 90% of the time. "Ahh I've kill all these people and now I have to pay for it..*cries*" Umm. Yea?

As for with the collar thing, couldn't the affected just have a buddy kill them and then take off?


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