Shattered Kingdoms

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 Post subject: Re: Faction RPK Revamp
PostPosted: Wed Dec 19, 2012 7:01 pm 
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Joined: Sat Feb 23, 2008 5:38 pm
Posts: 381
I'd get behind this idea if in the case the diplomat is murdered horribly, their cabal status automatically changes to "surrendered" to whatever faction just killed them. In addition, their faction has to pay a 10 obsidian a RL week restitution to said opposing faction. That way said diplomat has incentive to not be a total douchenozzle when it comes to RPing diplomacy in exchange for the penalties for PKing said diplomatic any PKer might receive.


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 Post subject: Re: Faction RPK Revamp
PostPosted: Wed Dec 19, 2012 7:03 pm 
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Joined: Wed Sep 24, 2008 12:21 pm
Posts: 4452
Not sure where Finney made an ad hom attack there.


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 Post subject: Re: Faction RPK Revamp
PostPosted: Wed Dec 19, 2012 7:12 pm 
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Joined: Wed Oct 07, 2009 5:04 am
Posts: 3066
SK Character: RAWR!
FinneyOwnzU wrote:
Right. I think I get it now. If I disagree with you, it is not because your idea is flawed or bad - it's because I am "ridiculous".

Thanks for clearing that up.


You're acting ridiculous in this thread, Finney. First, you just say that it's bad with no reason. Then, you insist that it's my reaction to the law code, which couldn't possibly be further from the truth. Finally, you propose it's because I hate PKers and I need some help with my own leadership agendas with hard coding. I can't possibly be interested in actually bettering the game, it's just about bettering my own experience.


I'm anxiously awaiting your suggestions for rewarding roleplay and encouraging interaction between the two player types. . . . Oh, snap: You're only good for (rudely) shooting them down.


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 Post subject: Re: Faction RPK Revamp
PostPosted: Wed Dec 19, 2012 7:22 pm 
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Joined: Wed Apr 24, 2002 11:51 am
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evena wrote:
FinneyOwnzU wrote:
Right. I think I get it now. If I disagree with you, it is not because your idea is flawed or bad - it's because I am "ridiculous".

Thanks for clearing that up.


You're acting ridiculous in this thread, Finney. First, you just say that it's bad with no reason. Then, you insist that it's my reaction to the law code, which couldn't possibly be further from the truth. Finally, you propose it's because I hate PKers and I need some help with my own leadership agendas with hard coding. I can't possibly be interested in actually bettering the game, it's just about bettering my own experience.


I'm anxiously awaiting your suggestions for rewarding roleplay and encouraging interaction between the two player types. . . . Oh, snap: You're only good for (rudely) shooting them down.


It already exists, so there is no need for suggestions or additional code.

I had plenty of both RP and PK on my last character, since I don't tend to focus on one to the exclusion of the other. Your premise that there is limited and/or no rewarding interaction between player types that are focused on PK or RP is incorrect. I had plenty of interactions with both types over the last few months.

Your argument and suggestions are both seriously flawed - they are based on incorrect premises like RP characters are not viable in CRS and that there is no rewarding interaction between the PK and RP crowds.


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 Post subject: Re: Faction RPK Revamp
PostPosted: Wed Dec 19, 2012 9:55 pm 
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Joined: Wed Oct 07, 2009 5:04 am
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SK Character: RAWR!
Is that why several players, including superman, styles, and even patrisaurus agreed with me that there's an issue to be addressed, even if they don't agree with my suggestion?






Quote:
It already exists, so there is no need for suggestions or additional code.


*facepalm*


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 Post subject: Re: Faction RPK Revamp
PostPosted: Wed Dec 19, 2012 10:15 pm 
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Joined: Mon May 19, 2008 5:06 am
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Location: Seattle
SK Character: Theodoric
I don't know if I agreed there's an issue - I don't think there is one that can be dealt with via coding, or that should be.


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 Post subject: Re: Faction RPK Revamp
PostPosted: Thu Dec 20, 2012 6:36 pm 
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Joined: Sat May 07, 2005 8:16 am
Posts: 4124
Location: Las Vegas, Nevada
SK Character: Achernar
I have my own suggestions in response to this idea. Instead of penalties or bonuses, why not give a faction leader the ability to know who their members have killed or been killed by.

Code:
cabal battles jimbob

Jimbob has killed:
Mikey on (time & date)
Sue on (time & date)

Jimbob has been killed by:
Ricky on (time & date)


This gives leadership the ability to move on actual PK action. Boot your loose cannon, declare truce, war, peace for battles won or lost. See who is turning the tide of a war. That sort of thing. Of course there would be loopholes, but this gives more meaning and substance to diplomacy without giving power to RP centric characters that haven't the rep to be off limits.


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 Post subject: Re: Faction RPK Revamp
PostPosted: Thu Dec 20, 2012 9:38 pm 
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Joined: Wed Apr 24, 2002 11:51 am
Posts: 1500
Achernar wrote:
I have my own suggestions in response to this idea. Instead of penalties or bonuses, why not give a faction leader the ability to know who their members have killed or been killed by.

Code:
cabal battles jimbob

Jimbob has killed:
Mikey on (time & date)
Sue on (time & date)

Jimbob has been killed by:
Ricky on (time & date)


This gives leadership the ability to move on actual PK action. Boot your loose cannon, declare truce, war, peace for battles won or lost. See who is turning the tide of a war. That sort of thing. Of course there would be loopholes, but this gives more meaning and substance to diplomacy without giving power to RP centric characters that haven't the rep to be off limits.


I actually like this idea. On another game I play, you get broadcasts over your clan channel whenever a clan member kills or is killed by an enemy player. This has many, many applications...and I approve.

Make it so.

Image


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 Post subject: Re: Faction RPK Revamp
PostPosted: Fri Dec 21, 2012 5:07 pm 
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Joined: Mon Apr 18, 2005 11:29 am
Posts: 753
Then people won't be able to lie and start trouble against others if there is empirical evidence through such a command. How would it take into consideration of identity theft or disguise?


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 Post subject: Re: Faction RPK Revamp
PostPosted: Fri Dec 21, 2012 5:11 pm 
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Joined: Fri Sep 22, 2006 2:42 pm
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Travorn wrote:
Then people won't be able to lie and start trouble against others if there is empirical evidence through such a command. How would it take into consideration of identity theft or disguise?


If it took account a certain cabal skill, this would make a faction able to create so much havoc..I'd love it.

Disguise however is exactly that. Most NPCs have truesight so disguise doesn't work on em anyways. I could see it ignoring that.


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