Shattered Kingdoms

Where Roleplay and Tactics Collide
VOTE NOW!
It is currently Wed Nov 27, 2024 2:35 am

All times are UTC - 8 hours




Post new topic Reply to topic  [ 33 posts ]  Go to page Previous  1, 2, 3, 4  Next
Author Message
 Post subject:
PostPosted: Mon Nov 09, 2009 9:22 am 
Offline
Mortal

Joined: Wed Sep 24, 2008 12:21 pm
Posts: 4452
Achernar wrote:
Therea are lots of gate targets in cities. Aren't the only of you protecting a need to have quick access to PKing people in tribunals? I thought everyone said that tribunals had it too hard. Now everyone is saying that tribunals don't deserve this kind of protective measure?


Tribunals have too much protection. They have bounty hunter NPCs that spam die en masse and tribunal NPCs.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Mon Nov 09, 2009 10:11 am 
Offline
Mortal

Joined: Fri Apr 17, 2009 9:50 pm
Posts: 5522
The no transport in inns made it rather dangerous, in my opinion, rather than safe. I can summon people I want to mentor right to the inn again, now, so I'm happy for that much.

Tribunals need to not have divided loyalties of engaging in PVP yet trying to stop crime. The entire setup is an impossible scenario to pull off without individual interpretation, not that that's bad I guess, but there really is little consistency offered up from the system itself save for a distrust of tribunal leaders. The law immunity promotes PK in cities, yet Dulrik's vision is for PK to be dissuaded there. Banishment promotes reliance on automated systems, yet the vision is for tribunals to be player-organizations, not auto-pilots.

0. If the powers that be don't want PK in starting city inns, put copies of the "Hey! No fighting here!" astral watcher script there--send aggressive parties to their respective recall stones or somewhere outside the kingdom a la Banishment. Problem instantly solved.

1. Consider making a space for region-based PK and for tribunals to have a vested interest in maintaining superiority over that space, and then you might be going somewhere. Not the binary system of CRS, but a more flexible system leveraging some basket of goodies instead of holding a trump card over the bag of tricks. Monopoly or Risk, not Capture-the-Flag.

2. Remove bounty NPCs from everywhere except the places that the brass has said PK shouldn't occur: starting cities. The wilderness is "wild" for a reason, is it not? Replace the banishment store lock-out with ridiculous price gouging that goes straight to the tribunal coffers.

3. Let alliances allow guards to move about in allied territory. Y'all already fixed war.

4. Make tribunal membership public?

5. Make Uxmal free-for-all. Lawless does not mean law immune, does it?

6. Allow dual membership in a cabal as well as a tribunal, except in cases of leadership.

Those are some of my ideas, for what they're worth.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Mon Nov 09, 2009 10:15 am 
Offline
Mortal

Joined: Wed Oct 07, 2009 5:04 am
Posts: 3066
SK Character: RAWR!
grep wrote:
5. Make Uxmal free-for-all. Lawless does not mean law immune, does it?


It pretty much does. They don't have laws. How the hell can they be subject to laws they don't have/enforce?


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Mon Nov 09, 2009 10:19 am 
Offline
Mortal

Joined: Fri Apr 17, 2009 9:50 pm
Posts: 5522
evena wrote:
grep wrote:
5. Make Uxmal free-for-all. Lawless does not mean law immune, does it?


It pretty much does. They don't have laws. How the hell can they be subject to laws they don't have/enforce?


With swords and spells.


Also:

7: Allow unicode in notes. I have maps I want to share! :/


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Mon Nov 09, 2009 10:21 am 
Offline
Mortal

Joined: Wed Oct 07, 2009 5:04 am
Posts: 3066
SK Character: RAWR!
grep wrote:
With swords and spells.


With oppressive a-holes coming into their country and enforcing their rules in Uxmal.

Funny. Doesn't the Talon hate when the Hammer does this same stuff?


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Mon Nov 09, 2009 10:22 am 
Offline
Immortal

Joined: Sat May 07, 2005 8:16 am
Posts: 4124
Location: Las Vegas, Nevada
SK Character: Achernar
grep wrote:
0. If the powers that be don't want PK in starting city inns, put copies of the "Hey! No fighting here!" astral watcher script there--send aggressive parties to their respective recall stones or somewhere outside the kingdom a la Banishment. Problem instantly solved.

1. Consider making a space for region-based PK and for tribunals to have a vested interest in maintaining superiority over that space, and then you might be going somewhere. Not the binary system of CRS, but a more flexible system leveraging some basket of goodies instead of holding a trump card over the bag of tricks. Monopoly or Risk, not Capture-the-Flag.

2. Remove bounty NPCs from everywhere except the places that the brass has said PK shouldn't occur: starting cities. The wilderness is "wild" for a reason, is it not? Replace the banishment store lock-out with ridiculous price gouging that goes straight to the tribunal coffers.

3. Let alliances allow guards to move about in allied territory. Y'all already fixed war.

4. Make tribunal membership public?

5. Make Uxmal free-for-all. Lawless does not mean law immune, does it?

6. Allow dual membership in a cabal as well as a tribunal, except in cases of leadership.

Those are some of my ideas, for what they're worth.

0. This is too far, but interesting to consider. I love experimenting, but perhaps this would be dangerous.

1. I'm not sure about this.

2. I'm fine with this.

3. Dulrik is adamant that tribunals already have the maximum amount of offensive power they need in being able to attack their enemies. There are other options to give tribunals that ally, but this isn't on the table.

4. I've suggested this. I don't know if the right people are convinced, but I am.

5. I'm fine with this. It allows for everyone to have equal footing, but allowing for a little more chase.

6. Think bards.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Mon Nov 09, 2009 10:25 am 
Offline
Mortal

Joined: Wed Oct 07, 2009 5:04 am
Posts: 3066
SK Character: RAWR!
There's nothing - ABSOLUTELY NOTHING - stopping this from happening in Uxmal or any other nation. I'm really not sure what you're getting at.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Mon Nov 09, 2009 10:29 am 
Offline
Immortal

Joined: Sat May 07, 2005 8:16 am
Posts: 4124
Location: Las Vegas, Nevada
SK Character: Achernar
The discussion is about tribunals, because it affected only kingdoms that had tribunals. There was no impact on Uxmal in this change or its reversion.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Tue Nov 10, 2009 10:17 pm 
Offline
Mortal

Joined: Mon Feb 17, 2003 9:55 pm
Posts: 1365
I think the problem here was more about recalling in inns. Recall, and especially recall potions, are a big part of player defense. Without PK access to recall points, it's too hard to kill the defensive-minded.

Protecting inns from gate/summon has merit. I would far rather see people meeting there instead of hiding in safe rooms. Just move the recall points back to the stones first.

Arguing that it becomes too hard to kill tribunal members seems strange to me. Remember, they have an IC obligation to defend not only their capital city, but their whole nation. How hard can it be to force a fight outside their inn?


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Tue Nov 10, 2009 10:54 pm 
Offline
Mortal

Joined: Mon Jun 17, 2002 4:18 pm
Posts: 2026
Location: In the palm of the left hand black
Why in the blue blazes are we trying to dictate "where pk should occur"?

It should occur in every single square inch of the mud, especially in cities (noobie zones not included...unless you're a noob).

This entire discussion is assanine in my very humble opinion. Tribunals are extremely powerful. It's rediculous how easy it is to defend a city. You don't even have to do anything but run away and watch your enemies splatter themselves on bounty NPCs and guard groups. It's so easy that a [REDACTED] caveman could do it. Why are we still trying to beef up tribunals at all? They are fine. If anything we need to remove bounty NPCs so that players actually have to think beyond move south, c summon, move south, c summon to defend a city.


Top
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 33 posts ]  Go to page Previous  1, 2, 3, 4  Next

All times are UTC - 8 hours


Who is online

Users browsing this forum: No registered users and 89 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group