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 Post subject: Re: Please make the inns relatively 'safer'
PostPosted: Thu Oct 06, 2011 3:52 am 
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Joined: Thu Jan 22, 2009 4:41 am
Posts: 2596
Location: Witness Protection
SK Character: Cyndane - Talys
I would like to politely say that I think cities are perfectly safe. That is all.

And I love all of you, even the amazing people who started all this wonderful desire to make cities impregnable fortresses where people can hide and never have to PK.

Please remember that SK is a RPK MUD. Not a RP or PK MUD.


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 Post subject: Re: Please make the inns relatively 'safer'
PostPosted: Thu Oct 06, 2011 4:20 am 
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Joined: Sat Dec 27, 2008 12:48 pm
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Location: Rockin' your world
SK Character: Snuffles
No one said anything about impregnable fortresses. Just make them a bit more safer, not the laughing stocks of safety that they are now.


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 Post subject: Re: Please make the inns relatively 'safer'
PostPosted: Thu Oct 06, 2011 4:30 am 
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http://shatteredkingdoms.org/forums/viewtopic.php?f=23&t=21716


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 Post subject: Re: Please make the inns relatively 'safer'
PostPosted: Thu Oct 06, 2011 5:05 am 
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Sakhul wrote:
No one said anything about impregnable fortresses. Just make them a bit more safer, not the laughing stocks of safety that they are now.


Again, no.

It's already hard enough to get 90% of the MUD to pk without it being 6 defending vs 2 attacking, or something else silly. The 6 don't need more NPCs to help them vs the 2.

And again. Literally. Since I have GMd Keleza, there have been /two/ attacks up north. One was *gasp* 6 attacking vs 2 defending, and the 6 still lost. The other was Lynard/Pilnor(and guard) vs Deamuce/Keleza and they didn't move any farther than the room they popped into via a rift. Because cities are perfectly safe and they didn't want to die horribly. (5 minutes later we went to Sith'a'niel and killed bounty NPCs and Pilnor, without a guard NPC on our side. So hard to PvP with 2vs2!)

Every city already currently has plenty of rooms (stacked with guards) that defenders could use to their advantage.

As I said in my /own/ thread. If anything, bounty NPCs need to be completely removed, and the regular city guards need to be made tougher. But none of this "no gating in, must go through a room with 1234325 shouting NPCs to get into city!" Just improve the regular city guards.

Cities are fine.


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 Post subject: Re: Please make the inns relatively 'safer'
PostPosted: Thu Oct 06, 2011 5:15 am 
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Joined: Sat Apr 19, 2003 11:19 pm
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It seems like this is just another manifestation of the skill and knowledge disparity between the top players and the rest.
If you make cities so hard to attack that only the best players can successfully attack, then you are simply limiting the number of people who can be involved in city attack rpk. Unfortunately, these top players play all the time so there's going to be an attack as often as they feel like making it happen. Do you want it to be so hard that nobody can attack a city?


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 Post subject: Re: Please make the inns relatively 'safer'
PostPosted: Thu Oct 06, 2011 5:26 am 
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WickedWitch wrote:
And again. Literally. Since I have GMd Keleza, there have been /two/ attacks up north. One was *gasp* 6 attacking vs 2 defending, and the 6 still lost. The other was Lynard/Pilnor(and guard) vs Deamuce/Keleza and they didn't move any farther than the room they popped into via a rift. Because cities are perfectly safe and they didn't want to die horribly. (5 minutes later we went to Sith'a'niel and killed bounty NPCs and Pilnor, without a guard NPC on our side. So hard to PvP with 2vs2!)

I can guarantee you that it isn't the city that they were worried about. It is YOU. If you were on the lightie side, there would be constant attacks on the north, and you flippin know it. No one is afraid of the cities. They are afraid of YOU and the darkie team, and you should be able to see that. Let everyone log off but one person that isn't Ardith, Tirn, or Syn and see how many more attacks are made against the North. It isn't the city guards that are stopping them from attacking the North. It is the PCs that they know will rape their faces if they tried anything.

Point in fact, Ardith, Tirn, Syn, you guys are awesome.


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 Post subject: Re: Please make the inns relatively 'safer'
PostPosted: Thu Oct 06, 2011 5:35 am 
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Ummm...

I've attacked alot of places where Syn, Ardith, or Tirn have been defending. People just need to grow some balls if they're scared of them.


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 Post subject: Re: Please make the inns relatively 'safer'
PostPosted: Thu Oct 06, 2011 5:50 am 
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theDrifter wrote:
It seems like this is just another manifestation of the skill and knowledge disparity between the top players and the rest.
If you make cities so hard to attack that only the best players can successfully attack, then you are simply limiting the number of people who can be involved in city attack rpk.


Or you're giving the newer players a better chance of defending their own city from attack. Let's face it, it's far more likely that old vets of pvp will attack cities, than it is that those newer to the pvp arena will do so.

Owned.


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 Post subject: Re: Please make the inns relatively 'safer'
PostPosted: Thu Oct 06, 2011 5:52 am 
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Joined: Fri Jul 09, 2004 8:43 am
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Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
WickedWitch wrote:
And again. Literally. Since I have GMd Keleza, there have been /two/ attacks up north. One was *gasp* 6 attacking vs 2 defending, and the 6 still lost. The other was Lynard/Pilnor(and guard) vs Deamuce/Keleza and they didn't move any farther than the room they popped into via a rift. Because cities are perfectly safe and they didn't want to die horribly. (5 minutes later we went to Sith'a'niel and killed bounty NPCs and Pilnor, without a guard NPC on our side. So hard to PvP with 2vs2!)


I'm not sure if you're being purposefully being obtuse or if you were actually dropped multiple times as a baby. The reason that no one attacks the North when you're online is because their gear sucks, they're not GM, and ultimately because bounty NPCs make any defender with a ranged attack completely overpowered. It should, as a result, come as absolutely no surprise that no one bothers attacking the North when all you have to do is run around spam-casting call lightning at range (The most powerful ranged attack spell by -far-) while they fight endless bounty NPCs when all you have to do is WALK AWAY after your guard NPC gets below 50% if they ever manage to engage. It's stupid as balls.

Conversely, you are not fighting against any trib scouts, trib warlocks, or swashbucklers, so you have absolutely no reason to fear an attack going south, whereas other PCs who are playing front-row classes that actually have to risk in PvP need to actually put some thought into attacking.

It's the same reason why you constantly spam-died as Zahirana: You attacked regardless of the fact that you had no business doing so, and you didn't kill anyone but yourself. Apparently you would rather that people played their lighties as stupidly as you played Zahirana.


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 Post subject: Re: Please make the inns relatively 'safer'
PostPosted: Thu Oct 06, 2011 6:59 am 
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Joined: Sat Aug 20, 2011 7:28 pm
Posts: 126
This isn't about the kill/death ratio. At least, not for me. It is about opening up the game to newbies and people who aren't hardcore veteran PKers.

Again, I have yet to see an argument for how making cities more secure so that people can congregate there to RP or help newbies is a bad thing.

You can't force people to fight you. The security of the city has nothing to do with whether or not someone avoids a fight.

Let's be honest: The PK system in SK isn't that hot. It is serviceable. The RP and the characters is why people stay so I would think something that facilitates RP and makes it more accessible to new players is good. We want new players, right?

Or do you want to just fight the same six people?


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