Shattered Kingdoms

Where Roleplay and Tactics Collide
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 Post subject: Re: Idea: depression
PostPosted: Wed Feb 15, 2012 6:55 pm 
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Joined: Fri Nov 26, 2004 1:03 pm
Posts: 1593
Location: pyrathia
I want to know how this wont encourage people to have multiple gm alts to do random killing? To me it seems to encourage alts which i think kills mains

I also want to know how this will keep people from just killing the same person over and over everytime they log in if that person wishes to avoid pk.

I do see a major problem. If one cabal wants to take anothers relic and the defending cabal gets people to defend and the defenders die, will the winning cabal be too weak to kill the guardian with 3-4 debuffs stacked on each member?


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 Post subject: Re: Idea: depression
PostPosted: Wed Feb 15, 2012 7:08 pm 
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Joined: Mon Jun 21, 2004 12:58 pm
Posts: 3632
Location: Spokane, WA
I would say it would only affect cities, where there are guards normally. If you get ganked during a cb raid, it shouldn't affect that, at all. Since cb raids actually require thought behind it, it should not affect it. Which is what this debuff would be intended to do. If people actually had to think before they killed someone, then it will actually help overall. Thoughtless PK, is boring to everyone but the thoughtless person.


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 Post subject: Re: Idea: depression
PostPosted: Wed Feb 15, 2012 7:15 pm 
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Muktar wrote:
I would say it would only affect cities, where there are guards normally. If you get ganked during a cb raid, it shouldn't affect that, at all. Since cb raids actually require thought behind it, it should not affect it. Which is what this debuff would be intended to do. If people actually had to think before they killed someone, then it will actually help overall. Thoughtless PK, is boring to everyone but the thoughtless person.


Yeah this, why the hell don't you type crap for me all the time.


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 Post subject: Re: Idea: depression
PostPosted: Wed Feb 15, 2012 7:16 pm 
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meztiso wrote:
I want to know how this wont encourage people to have multiple gm alts to do random killing? To me it seems to encourage alts which i think kills mains

I also want to know how this will keep people from just killing the same person over and over everytime they log in if that person wishes to avoid pk.

I do see a major problem. If one cabal wants to take anothers relic and the defending cabal gets people to defend and the defenders die, will the winning cabal be too weak to kill the guardian with 3-4 debuffs stacked on each member?


That would be multiplaying and against the rules.


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 Post subject: Re: Idea: depression
PostPosted: Wed Feb 15, 2012 7:39 pm 
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Joined: Mon Dec 01, 2008 2:01 pm
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Location: I'm in a glass case of emotion!
SK Character: Retired Troll
I don't think there needs to be any mechanic that discourages pvp any more than current mechanics already do. This is a mud with unrestricted player-killing. There is already the law code, and things like fatigue that restrict the amount of pvp that is possible or wise. I wish there was a lot more pvp in the game, to be honest. I would get rid of bounty NPCs, personally, though I will say that I am really happy with how they've been nerfed since I started playing. They were absurd then.


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 Post subject: Re: Idea: depression
PostPosted: Wed Feb 15, 2012 7:42 pm 
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Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
I am not certain why it's difficult to see that this idea is dumb. It isn't as if there's a plague people are going around in SK killing without any RP, but rather I'd say that there's a plague of people who act as if their character should be immune to PK for whatever reason despite them playing a PK/RP mud. Restricting someone's ability to PK whoever they want as long as it is necessary is completely nonsensical and if anything would encourage idiots to do even more stupid things without considering the consequences of their actions.


If you want there to be a downside to PKing your character, then make your character difficult to PK, or get some friends who can actually do something in the PK arena. Either that or just get over the fact that SK isn't made for you to play by yourself. It's the conflict and possibility of PK at any point that make SK so fun.


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 Post subject: Re: Idea: depression
PostPosted: Wed Feb 15, 2012 7:43 pm 
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Joined: Mon Jun 21, 2004 12:58 pm
Posts: 3632
Location: Spokane, WA
Call it Spiritual Fatigue, which is caused by a soul departing a body before heading to the River and as a final act of revenge the spirit grabs some of the attacker's essence. Having it trigger when a soul departs to the River, would also help with large pvp battles and everyone suddenly gets Spiritually Fatigued. Also, if people want to go and gank a town, if they can do it quicker than the first pc to leave to the River, they can still cause lots of mayhem.

[edit] Edoras the point of this kind of idea is to discourage random pk. Random pk is rpless no matter whichever lame excuse they come up with.


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 Post subject: Re: Idea: depression
PostPosted: Wed Feb 15, 2012 8:27 pm 
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Location: I'm in a glass case of emotion!
SK Character: Retired Troll
Edoras wrote:
I am not certain why it's difficult to see that this idea is dumb.

Seriously. This is just a bad idea. It would do a poor job of addressing a problem that does not even exist, and have a negative impact on the game.

It's so nice when Edoras and I agree on things. It takes me back to happier days.


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 Post subject: Re: Idea: depression
PostPosted: Wed Feb 15, 2012 8:28 pm 
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Joined: Sun Jan 08, 2012 8:56 pm
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It also discourages legitimate PK, and would in effect lessen RP. As people would hide out to rest off the effects in a safe place.


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 Post subject: Re: Idea: depression
PostPosted: Wed Feb 15, 2012 8:46 pm 
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Joined: Fri Nov 26, 2004 1:03 pm
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Location: pyrathia
I just don't think it would fix the problem. I am taking the position that there is a problem here, not because I think there is but for pointing out that this "fix" would not work even if that problem did exist.


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