Shattered Kingdoms

Where Roleplay and Tactics Collide
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After reading the discussion, does this still seem like a good idea to you to bridge the gap?
(5) Yes, I think this is a great idea to bridge the gap, despite any possible side-effects. 38%  38%  [ 25 ]
(4) Yes, I think this is a fair enough solution, although it will create problems. 15%  15%  [ 10 ]
(3) Whether this helps or not, I'm otherwise indifferent. 17%  17%  [ 11 ]
(2) No, Masters may need something, but this isn't it. 11%  11%  [ 7 ]
(1) No, I'm not sure the gap needs to be made any smaller at all. 20%  20%  [ 13 ]
Total votes : 66
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 Post subject: Re: Hrmmmmmm
PostPosted: Fri Jan 18, 2013 1:21 pm 
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Joined: Sat Dec 08, 2012 5:41 pm
Posts: 234
Location: New Brunswick, Canada
SK Character: Prindle
Galactus wrote:
Dulrik wrote:
Smoochy Bovine wrote:
So then, we don't trust in the capability of the Game Staff? We really don't believe in them? You mean we can't trust them to do their jobs at all?

No. It's not a matter of trust, it's just too easy to get away with it. The staff should not be responsible for monitoring anything that can be automated. It only results in more perceived unfairness. That said, if you think someone is a hoarder, report it and there is a (not guaranteed) possibility that an admin will look into and, if appropriate, address the issue.


As long as we don't have clear rules on how many pieces of xtra armor/weapons/stuff you can't even use hoarding will continue. Players are allowed to hold onto weapons/armor/staves/... that just sits in their inventory so that their enemies cannot do use it, at least that is their 'RP' reason. It is flaunted and no one even cares about this type of hoarding.


Well you could make some rules. I don't know. Once you GM (or whatever level limit as per the discussion of this thread) All worn items are unstealable by the mysterious rogues who take things and don't count towards any limits.

Players are then granted X number (to be debated) items in their inventory with quality (Above debatable level)

If the player has more than X number of items in their inventory above debatable level. The mysterious rogues who take items get their day in the sun. (Rule enforced)

I haven't bothered to read every post in this one, but if this hasn't been suggested yet I'd be surprised.


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 Post subject: Re: IDEA: Get rid of thieves after Master (or Champ)
PostPosted: Fri Jan 18, 2013 1:21 pm 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
Why is hate being attributed to me? I never raised the word and even said I thought it inappropriate. You can recognize that something is not ideal without hating it. It is very possible to love someone despite their faults.


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 Post subject: Re: IDEA: Get rid of thieves after Master (or Champ)
PostPosted: Fri Jan 18, 2013 1:22 pm 
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Joined: Sat Dec 08, 2012 5:41 pm
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Location: New Brunswick, Canada
SK Character: Prindle
ObjectivistActivist wrote:
I have been constantly blown out of the water today by your attempts to divorce concepts that are intertwined. Hatred of human nature is identical to hatred of humanity, since humanity is defined by its nature. Logical fallacies are kind of your forte, eh?


I've been constantly blown out of the water by your attempts to put words in my mouth. I said it might be more accepted by people, nothing more.


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 Post subject: Re: IDEA: Get rid of thieves after Master (or Champ)
PostPosted: Fri Jan 18, 2013 1:25 pm 
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Joined: Fri Dec 02, 2011 6:52 pm
Posts: 313
Location: Strawberry Fields Forever~♫
Didn’t mean to write hate. Its a pretty strong word and the sentience was typed purely out of angst..

Smoochy sincerely apologizes for the inappropriate language..

-promptly draws a wakizashi from its sheath and presses the blade to her stomach-


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 Post subject: Re: IDEA: Get rid of thieves after Master (or Champ)
PostPosted: Fri Jan 18, 2013 1:27 pm 
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Joined: Thu Aug 31, 2006 1:50 pm
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Location: Canada
SK Character: Karsh
Smoochy Bovine wrote:
-promptly draws a wakizashi from its sheath and presses the blade to her stomach-


Now now, there is absolutely no need to go full bushido here.


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 Post subject: Re: IDEA: Get rid of thieves after Master (or Champ)
PostPosted: Fri Jan 18, 2013 1:27 pm 
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Joined: Sat Dec 08, 2012 5:41 pm
Posts: 234
Location: New Brunswick, Canada
SK Character: Prindle
Dulrik wrote:
Why is hate being attributed to me? I never raised the word and even said I thought it inappropriate. You can recognize that something is not ideal without hating it. It is very possible to love someone despite their faults.


That's true, my bad, it was the above comment that had the PS in which you said if you choose to hate then hate humanity or however the quote went without me going back and searching it.


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 Post subject: Re: IDEA: Get rid of thieves after Master (or Champ)
PostPosted: Sat Jan 19, 2013 3:05 am 
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Joined: Thu Feb 28, 2002 4:00 pm
Posts: 2732
Location: Australia
SK Character: Viltrax
I think if you can PK a GM while you yourself are not GM, then you deserve to keep that which you have taken. The 'thieves' need not be the code - the GM you stole it from will come knocking soon enough. :)

Alternatively, if one manages to obtain equipment via political means whilst not yet GM, then all the more reason - i.e. you're wielding sufficient power to gain equipment by ordering to have someone killed and their equipment brought to you. Once again, RP and conflict in-game will be reward enough. :)

The only caveat or 'con' would be low-hours - I'd not want the thieves to ignore such folks entirely. Maybe an increased hours requirement in the dehoarding phase to encourage being online with such precious equipment? So coded thieves are more likely find you the less you're online, and the more high level equipment you have...

Who knows... this kind of beneficial carrot might help some Champion characters over that last hurdle and make their first GM. *innocent* :D


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 Post subject: Re: IDEA: Get rid of thieves after Master (or Champ)
PostPosted: Sat Jan 19, 2013 3:32 am 
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Joined: Thu Feb 28, 2002 4:00 pm
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Just noticed some of the earlier posts to mine and thought of something -

If dehoarding were weighted based on hours online and number of items carried above the character's level, then perhaps they could also be weighted based on whether items are actually being worn in an equipment slot or not?

Just a thought. ;)


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 Post subject: Re: IDEA: Get rid of thieves after Master (or Champ)
PostPosted: Sat Jan 19, 2013 6:29 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
Meh, there's a loot of loot in the form of magical devices that are very rarely worn.


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 Post subject: Re: IDEA: Get rid of thieves after Master (or Champ)
PostPosted: Sat Jan 19, 2013 7:11 am 
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Joined: Fri Dec 02, 2011 6:52 pm
Posts: 313
Location: Strawberry Fields Forever~♫
Is there a way to possible mark rare/sacred/legendary items through code, and have the thieves act according to those special items even at GM instead?

Smoochy only knows how to code animation and basic building stuff. But there has to be a nice, easy code method to mark the Legendary Gear in the game. There is likely even more work involved, as you would need to take inventory of the items, and decide which weapons, armors, or gears are considered legendary...

There has to be something..


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