Shattered Kingdoms

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PostPosted: Mon Aug 30, 2010 5:18 pm 
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Eh.

It gives tribunals something to do with economies.


But, really, tribunal leaders aren't even trusted to be allowed to properly banish people. You think they're going to be given something like control over economy?


A dream is a wish your heart makes.


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PostPosted: Mon Aug 30, 2010 5:31 pm 
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What do you mean Tribunal leaders can't banish people?


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PostPosted: Mon Aug 30, 2010 5:37 pm 
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It means that clever enemies can commit a boatload of crimes, get reported for them, and be a general menace to your city and still escape banishment.

Going mode stun in pvp and having your buddies finish off your enemies, for example.

Or doing crimes while tribunal leaders are offline, and serving your sentence immediately.

If tribunal leaders were actually in charge, they'd be able to banish people in other tribunals they're at war with, and they'd be able to banish people who had a lengthy criminal record, regardless of whether they had served their sentences yet.


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PostPosted: Mon Aug 30, 2010 5:38 pm 
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Banish has requirements that most players can circumvent.

Why? Because apparently tribunal leaders aren't actually leaders, but enforcers of laws made by NPCs.

If you ask me, tribunal leaders should be allowed to modify the law settings in a Kingdom and configure the presence of things like bounty NPCs, guards, and economic subtleties.


But they aren't. Because players can't be trusted.

There isn't even a way for allied tribunals to realistically help one another, or for a tribunal to realistically engage in war with a cabal, as far as the mechanics are concerned.


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PostPosted: Tue Aug 31, 2010 4:07 am 
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Yeah there is. You kill the people in the cabal.


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PostPosted: Tue Aug 31, 2010 6:25 am 
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Being from Ontario, Canada, I get taxed enough. NO MORE TAXES!!!!


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PostPosted: Tue Aug 31, 2010 9:46 am 
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Edoras wrote:
Yeah there is. You kill the people in the cabal.


In other words, your tribunal requirements of having to go defend your city when the cabal storms it with a prepared and overwhelming force come with precious few benefits to go against the cabal's organization itself.

Tribunals are basically there to provide vets with buffs and group sizes that the diminishing playerbase cannot sustain. That's all that's positive about the feature.


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PostPosted: Tue Aug 31, 2010 10:33 am 
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grep wrote:
Edoras wrote:
Yeah there is. You kill the people in the cabal.


In other words, your tribunal requirements of having to go defend your city when the cabal storms it with a prepared and overwhelming force come with precious few benefits to go against the cabal's organization itself.

Tribunals are basically there to provide vets with buffs and group sizes that the diminishing playerbase cannot sustain. That's all that's positive about the feature.


You said that there isn't a way for a tribunal to realistically engage in war with a cabal. But there is. You murder the crap out of the cabal with your guard NPCs/prayer/armor/bless/shield that you have 24/7, and then when you kill them, you take their corpse and run away laughing because you have lighten load. If you really want to grief them, team up with a cabal that's warring against them and take their relic.

Would you rather defend a city, with bounty NPCs that, while useless for damage, spawn five at a time every step that a large outlawed group takes a step, numerous low and high-level guards that will join your group and help you beat the crap out of the invaders, and plenty of room to run and formulate a plan of attack, or would you rather defend a cabal headquarters, where there isn't anything to get in between you and the force that is attacking except an outer guardian that aggros all NPCs in the room, including YOUR pets if you're defending, some worthless NPCs that all run into the enemy group like a bunch of idiots to be slaughtered, or an inner guardian that gas blasts ALL NPCs and non-cabal PCs in the room when it's attacked, inevitably turning it against you?

Oh, and don't forget that if you lose the fight in your city, you lose your stuff and some street cred, but if you lose the fight in your cabal HQ, you lose your stuff AND all of your cabal skills until you gank your own relic back from their guardian, which is now stronger because they took your relic.

Cabals are good, but if people like me weren't boycotting CRS, they'd be MUCH more screwed over than tribunals, and leadership and law immunity is an incredible boon in both PvP and PvE. There's not even anything from stopping you from playing like Elynthen and logging off or just not defending whenever the city is attacked. That's all the benefits and no drawbacks, baby!


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PostPosted: Tue Aug 31, 2010 10:56 am 
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By being in a tribunal, you get bounty NPCs that act as an information network giving you directions to your enemy. You get buffs/raise dead or resurrection, faction channel, and you get law NPCs in a non-secretive faction, to better kill your enemies or defend your allies.

By being in a cabal, you get a closed area guarded by a guardian with a mounted ranged defense, special skills & spells (as opposed to perma-buffs), faction channel and probably in a secretive faction, to better kill your enemies or defend your allies. (Hammer and MC usually aren't secretive.)

The only thing I think should really be done, is Hammer should get law exemption in Taslamar. But it should be the only kingdom with a setup like that.

I've been a big fan of CRS since it came out. Unfortunately, after that first week where one cabal held every relic for a while, it's undergone a constant boycott, so it has never reached it's full potential. How many of you have been in cabals where because your relic got taken, your vet leader(s) pretty much quit the character?


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PostPosted: Tue Aug 31, 2010 10:58 am 
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B00ts wrote:
By being in a tribunal, you get bounty NPCs that act as an information network giving you directions to your enemy. You get buffs/raise dead or resurrection, faction channel, and you get law NPCs in a non-secretive faction, to better kill your enemies or defend your allies.

By being in a cabal, you get a closed area guarded by a guardian with a mounted ranged defense, special skills & spells (as opposed to perma-buffs), faction channel and probably in a secretive faction, to better kill your enemies or defend your allies. (Hammer and MC usually aren't secretive.)

The only thing I think should really be done, is Hammer should get law exemption in Taslamar. But it should be the only kingdom with a setup like that.

I've been a big fan of CRS since it came out. Unfortunately, after that first week where one cabal held every relic for a while, it's undergone a constant boycott, so it has never reached it's full potential. How many of you have been in cabals where because your relic got taken, your vet leader(s) pretty much quit the character?


::raises hand::


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