Shattered Kingdoms

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 Post subject: Re: Silly codes (that make no sense)
PostPosted: Mon May 02, 2011 9:07 am 
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Joined: Wed Sep 24, 2008 12:21 pm
Posts: 4452
I was very justified in taunting his warlock, and killing him. But yes, you can blame me for this code. Because of this code, anybody who successfully uses a certain ability and never gets outlawed is technically never allowed to be harrassed by the authorities, even when they know with no uncertainty that it is that person breaking the law. I believe I actually told him that if I caught him on Taslamaran soil that I'd kill his character for killing allies, and lo and behold what does he do? Traipses right on in. So I carried through with my threat because he represented a serious national security breach.

The code as it is set up now is like a terrorist bombing some military installation or something overseas not killing anybody and then coming to shore here and giving us a thumbs up because it's he's okay to walk around here because he *only* attacked a tribunal member. It's no surprise that it came from someone that QQed because he couldn't do whatever he wanted to do without any in game consequences. If I go and attack someone in any kingdom I should really expect for 100 more guards to be rushing out and all of them screaming, "it looks like a good day to use excessive force!" at me.

This is one of those [REDACTED] changes up there with recall taxing xps, and CRS, oh and taunt being completely overpowering when I played that swashbuckler. Now the class has just become a joke again.


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 Post subject: Re: Silly codes (that make no sense)
PostPosted: Sat May 07, 2011 10:25 am 
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Joined: Mon Mar 31, 2003 4:02 pm
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I don't see why it's not within a tribunal leaders authority to outlaw people who aren't yet criminals? How can this even be abused aside from randomly outlawing low levels. I'd say 95% of the time it would be better rp for the person to be outlawed than not outlawed. I mean yeah in the current system I can't outlaw you.... that doesn't prevent me from killing you and taking all you're things, which is more devastating than being outlawed and completely valid rp.


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 Post subject: Re: Silly codes (that make no sense)
PostPosted: Sat May 07, 2011 12:51 pm 
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Dulrik has confirmed on multiple opportunities that tribunal leaders are not seen as characters who have been granted the ability to create law or statutes, only enforce them. In other words, in the player run organizations called tribunals, the NPC-run law code takes priority to player actions. There's been vague offering of banishing people with enough good RP, but terms have never formally nor visibly been established.

The community had (and lost) deathmark a long time ago.


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 Post subject: Re: Silly codes (that make no sense)
PostPosted: Sun Jun 05, 2011 6:34 pm 
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Joined: Sun May 29, 2011 12:28 pm
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In other words, we, the playerbase, have no authority to actually determine the direction we travel in?


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 Post subject: Re: Silly codes (that make no sense)
PostPosted: Sun Jun 05, 2011 6:37 pm 
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Anjin wrote:
In other words, we, the playerbase, have no authority to actually determine the direction we travel in?


Nevil Shute wrote:
He was a very great artist at the business of designing aeroplanes, and like all great designers in the aircraft industry he was a perfect swine to deal with.

There is, of course, a good deal of explanation in the psychology for this universal characteristic of the greatest aeroplane designers. A beautiful aircraft is the expression of the genius of a great engineer who is also a great artist. It is impossible for that man to carry out the whole of the design himself; he works through a design office staffed by a hundred draugthsman or more. A hundred minds, each with their own less competent ideas, are striving to modify the chief designer's original conception. If the design is to appear in the end as a great artistic unity, the chief designer must be a man of immensely powerful will, capable of imposing his idea and way of doing things on each of his hundred draughtsman, so that each one is too terrified to insert any of his own ideas. If the chief designer has not got this personality and strength of will, his original conception will be distorted in the design office and will appear as just another, not-so-good aeroplane. He will not then be ranked as a good chief designer.

All really first class designers, for this reason, are both artists, engineers, and men of a powerful and intolerant temper, quick to resist the least modification of the plans, energetic in fighting the least infringement upon what they regard as their own sphere of action. If they were not so, they could not produce good aeroplanes.


You choose to go in His direction. That's what you have the authority to choose. :drunk:


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 Post subject: Re: Silly codes (that make no sense)
PostPosted: Sun Jun 05, 2011 7:12 pm 
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Joined: Mon Jun 21, 2004 12:58 pm
Posts: 3632
Location: Spokane, WA
Knowing that when there was all of that stuff and people abused the code continually and if Ardith is using the ability to get around the law code for him attacking others, the char should get deleted just for abusing what should be considered a bug at this time. RP or not since the player base, like Ardith, seems that their RP reason justifies anything they do, D ends up taking it away. People don't show restraint when the code was in place and I am so glad that it isn't there anymore.


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 Post subject: Re: Silly codes (that make no sense)
PostPosted: Sun Jun 05, 2011 7:37 pm 
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Ardith already left the SK community after having a character deleted for bug abuse.


The wheel truly does turn, doesn't it?


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 Post subject: Re: Silly codes (that make no sense)
PostPosted: Sun Jun 05, 2011 7:53 pm 
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Joined: Mon Jun 21, 2004 12:58 pm
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grep wrote:
Ardith already left the SK community after having a character deleted for bug abuse.


The wheel truly does turn, doesn't it?


Then maybe I did choose a good time to come back!


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 Post subject: Re: Silly codes (that make no sense)
PostPosted: Sun Jun 05, 2011 8:10 pm 
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Oh, he's back, too. He was gone about two weeks before marathonning a copypasta of Ralina, according to the data.


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 Post subject: Re: Silly codes (that make no sense)
PostPosted: Tue Jun 07, 2011 1:25 am 
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Anjin wrote:
In other words, we, the playerbase, have no authority to actually determine the direction we travel in?


Dulrik has been hard at work removing the "player run" from cabals and any vestiges of the idea.

Muktar, you still confound me as you're still complaining about a character I played that was Justiciar of Taslamar during a period when there was no ruling body, and the Justiciar answers only to the now Queen. Basically I was de facto dictator since there was no family going around boning each other and proclaiming their divine right through lineage or whatever to rule the kingdom.

This was met with one of the biggest POS GRPs I've ever seen to install a new Queen into the kingdom to meet Dulrik's vision of law enforcement bodies that only enforce the law, and don't make it. Pretty much he's a fan of modern day republics or whatnot like our own that separates the duties of government between legislation and enforcement. Personally I think it robs the different governing structures of each nation, and adds a layer of hilarity due to these undying ruler figures that are only accessible when an imm wants to do some RP with them.

I still relish the RP that cannibal did with his hellion Slayne where he usurped Imperial rule and became the new emperor of the Empire. Unfortunately, I don't think there can be as inventive storylines as that in the current game, and we're left with a stagnating never changing story that really isn't all that enthralling.


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