Gann wrote:
I definitely understand now why Dulrik had to specifically ask you not to complain about necromancers. You get a notion in your head and you simply refuse to let it go.
If they are not interested in PK, they can admit defeat and seek out a truce. Otherwise, a declaration of war is explicit consent to engage in PK.+1 - in bold, above. - Torbellino, ~ March 2014. Was interested in PK, just not the slaughter fest that happened at the time. Stuck with it pretty long. Ultimately, admitted defeat and tried to just stay IC through that process, and make some RP with it. -
However, the way the game was/remains set up, that admission was bad for BOTH sides of the conflict. The losing side did deal with breaking off alliances and 0 coffers. The 'winning' side had a lot of characters retire soon after out of 'boredom,' instead of there being further interaction/RP, which could have sparked the next thing down the road. The plan was to take a couple months to rebuild and then reengage, with fresh members and leadership, likely on both sides.
A year later, March 2015. Again with the Guardians and the East. Sheer force of will to get the 'losing' side of that war effort to show up for the sake of the GRP and do something/anything that made sense, far as the PVP goes. Outcome improved - Ayamao still took a beat stick, due to some poor tactics. Again the war ends, with the 'victorious' easterners still taking some major hits. Haven't seen much further interaction.
In the near 3 years I've been at this gig, seems like when both sides have interested people to fight, and each side has at least one among them who can lead tactically, win or lose, it can be enjoyable, and the RP is there to support it. Imbalance seems to breed more negative OOC feedback, and it's funny to see it mostly coming from the 'winning' end of given conflict. And more funny, when that 'winning' side disappears in the game as much as the losing side. Something that did not actually change when staff tried to make a GRP with attainable goals/points and flexible outcome (There was a win and a lose scenario, but flexibility within depending on what actually happened.) I would have loved to see additional RP born out of the end of that conflict.
Anyway - on topic - bounty guards/coffers - it does make sense it'd take a day to deal with the bureaucracy of money being deposited, to guards being properly hired, and prepared to fight. Maybe an in-game day would make sense for that.
On the other topic of characters not engaging in PK when there's clearly enemy action in your cabal/kingdom - if there's RP behind it and it's established and consistent, it's one thing. If a player is picking/choosing fights and logging out to avoid combat, but returning later and goes out of their way to gank people 'in retribution,' then it's not so much a matter of them not wanting to PK (in general) but more of a meta-gaming thing/frowned upon behavior. And then there's those people who have RL interfering with their timing of the anything, that's less than ideal but - if there's some actual follow up later to engage in that PK opportunity, that'd make some degree of sense. A leader of a group could be made aware of a member's lack of patriotism. The leader can probably make the call if there's established reason/RP behind shirking from PK. If it's a leader doing this, check with the other leader to verify if it's reasonable (do to RP) or not. If it's a single leader, it should be reportable, at least to figure out 1) why, and 2) to get a (2nd) leader in the group to lead in the PK if the current one is not confident/willing/desiring/able. The game suffers when a group and its members aren't held accountable in this fashion. On the flip side, players should never assume out of the game that you can speak with authority on someone else's behavior or act as a policing unit in game, especially if your character hasn't done due diligence in game, RPwise. The OOC policing that goes on is frustrating both for the person doing it, and the person receiving it.