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 Post subject: Re: Can we please put a cap on jailtime?
PostPosted: Mon Dec 03, 2012 1:06 pm 
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Joined: Mon Jan 02, 2006 7:47 pm
Posts: 3776
Location: Virginia
SK Character: Amorette
Nightwing wrote:
What you're fighting over is a symptom of a problem that could be addressed more elegantly: PCs shouldn't rack up crimes for killing law enforcement NPCs -- e.g., tribunal guards that auto-attack outlaws, and auto-spawning bounty NPCs. Sort of a hybridization of the "low murder vs. high murder" and "tribunal members can be attacked without breaking the law" rules already in place.

That way you differentiate between the person who accidentally stumbled into the gate while his tribunal was at war, and the serial killer of PCs and small children.


I agree with auto-spawn bounty NPCs not counting, but not law enforcement NPCs. Some people like to go out of their way to kill these NPCs and I think it should count against their sentence. Besides, if you kill them right, they can't report you. :P


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 Post subject: Re: Can we please put a cap on jailtime?
PostPosted: Mon Dec 03, 2012 1:48 pm 
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Joined: Mon Nov 14, 2005 7:21 pm
Posts: 2506
Location: The yellow brick road
SK Character: Bran
Rodwen wrote:
They continue towards the city, and a NPC spawns to attack them. This NPC would function like that of a cabal guardian as far as how strong it is and how much health it has. If a group of three people show up, and one of them is banished, then the NPC spawns prepared to take on three PCs. If the character is victorious in killing this city guardian, then they can enter the city freely. Of course, they are still highly wanted and will be attacked on sight by all the guards.


Your suggestion was interesting until this...Just no.

I like solo PvP a lot more than group PvP and I do it often. Not being able to enter a city due to a "guardian" strength NPC stopping me would be very dumb. If I wanted to get past a guardian NPC to kill someone i'd go fight a cabal base.


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 Post subject: Re: Can we please put a cap on jailtime?
PostPosted: Mon Dec 03, 2012 1:53 pm 
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Joined: Fri Dec 26, 2008 1:22 pm
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mundufisen wrote:
Your suggestion was interesting until this...Just no.

I like solo PvP a lot more than group PvP and I do it often. Not being able to enter a city due to a "guardian" strength NPC stopping me would be very dumb. If I wanted to get past a guardian NPC to kill someone i'd go fight a cabal base.


But that's just it. The someone you're wanting to kill isn't in a cabal base. They are in a city. And okay, make it half strength. I just want it harder to get in via some sort of NPC that you have to fight to get by and is pretty challenging.

Edit: The thought behind the city guardian was the need to replace the jail system fight that had to happen when breaking someone out. The war party would be gone, so I thought of something to put in it's place, but now that I think about it, it could just be the war party that spawns.


Last edited by Rodwen on Wed Dec 05, 2012 8:22 am, edited 1 time in total.

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 Post subject: Re: Can we please put a cap on jailtime?
PostPosted: Mon Dec 03, 2012 1:58 pm 
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Joined: Mon Jan 02, 2006 7:47 pm
Posts: 3776
Location: Virginia
SK Character: Amorette
Rodwen's idea is super interesting but will never get implemented.


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 Post subject: Re: Can we please put a cap on jailtime?
PostPosted: Mon Dec 10, 2012 10:23 am 
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Joined: Sat Dec 08, 2012 5:41 pm
Posts: 234
Location: New Brunswick, Canada
SK Character: Prindle
In a previous mud I played factions had different levels of authority, (this was true of all factions and not just the political/kingdom based factions)

For example: First level guards would be able to flag crimes, but not capture or enforce them. As the guard proved themselves in RP to the Faction, they'd be promoted a level and now maybe they could try to capture criminals, a higher level they could summon/command two NPC guards in their group to help them, etc.

Either way what it boiled down to is this:

The highest levels of the factions had the ability to pardon offenses, and remove people from jail.

The expectation was though that jail was not an END to a threat, it was the beginning of an RP opportunity. Criminals might have been lectured, or tortured, etc. etc.

At the end of the day there was a degree of control allowing for the release of the prisoner.

This helped keep criminal / justice relationships on better RP terms, and made sure the jail wasn't the END of the rp experience.


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 Post subject: Re: Can we please put a cap on jailtime?
PostPosted: Mon Dec 10, 2012 10:32 am 
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Joined: Wed Oct 07, 2009 5:04 am
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SK Character: RAWR!
The reason that some people have a problem is that NPCs report crimes in SK, so you can end up with a long wrap list without ever having encountered a PC character.

Leadership of tribunals can (but don't often) give pardons and paroles, and all members can have one NPC tribunal guard at their disposal in their group.


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 Post subject: Re: Can we please put a cap on jailtime?
PostPosted: Sat Dec 15, 2012 10:22 am 
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Joined: Wed Sep 24, 2008 12:21 pm
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I actually found it quite funny this thread came from the same player that would charm people and force them to play pretty princess make-up, and then comes and complains when another player forces him to do something he doesn't want to do. I sort of feel that that was the point from the player that did it though.

Suck it, newb.


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 Post subject: Re: Can we please put a cap on jailtime?
PostPosted: Sat Dec 15, 2012 10:29 am 
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Joined: Fri Sep 22, 2006 2:42 pm
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ninja_ardith wrote:
I actually found it quite funny this thread came from the same player that would charm people and force them to play pretty princess make-up, and then comes and complains when another player forces him to do something he doesn't want to do. I sort of feel that that was the point from the player that did it though.

Suck it, newb.


Those sessions lasted approximately 5-15 minutes. 450 hours is 8 hours + and is far easier to accrue with bounty NPCs in cities. Either you attack everything in the room simultaneously or you get spam reported.

Honestly, I have no idea why you guys whined so much about Alis. Most of the people she charmed kept their gear. My character was stripped before hand so that only added to the jailtime involved. I find it funny that the people who hate losing are the ones that hate being charmed. I don't mind being charmed and there being RP involved, even if it involves death. I can recover from that.

What you can't recover from is having to sit and stare at the screen for 8 hours or more because no one can break you out because of all the lighties around or that one [REDACTED] hat preventing your only hope of escape. It's especially worse since with the changes you can't even kill yourself to get out. It's abuse when I use the charm spell to actually RP, yet its not abuse to use it to intentionally grief people. Good reasoning there, hypocrites.


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 Post subject: Re: Can we please put a cap on jailtime?
PostPosted: Sat Dec 15, 2012 12:40 pm 
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Joined: Fri Aug 24, 2012 3:21 pm
Posts: 906
Lately, the only charm abuse I see is from NPCs, leaving you charmed for sometimes upwards to 30mins+. Jailtime over a certain amount becomes an OOC punishment to say, "Hey, you know you should keep this <stuff> down slight, eh?" People who are jailed should be able to have an IC way to work off their time. Not just trying to beat their head on a wall as certain people gleefully revel OOCly that they have your rump over a rail. By making them work in mines for coin and/or gladitorial combat gives them something semi-active to do while replenishing the coffers of the trib they most likely farmed several hundred obsidian on. Better yet, make sentences equal to the obsidian value lost. Ie... every hunter they kill, their time is in accordance to the replacement of the bounty NPC for the trib. If they have enough coin on themselves and/or bank to cover the cost. They are given a day or killed... or something not that long.


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