Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Wed Apr 04, 2007 8:38 pm 
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Joined: Thu Aug 31, 2006 1:50 pm
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SK Character: Karsh
Since banishment isn't going away (and I don't think it should), option number three is by far the best solution to abuse or misuse of the banishment code.

However, the number four proposed solution doesn't take into account taunt and spam bash/trip, in which case fleeing isn't an option at all.


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PostPosted: Wed Apr 04, 2007 11:14 pm 
Dulrik wrote:

And Grakus, don't start again about how grand things were in the old days with a necromancer levelling a city. Back then we'd have 5 n00bs get slaughtered at the fountain by released aggro charmies with gas breath. It wasn't friendly to the game. Cities are heavily protected because we would rather you take battles to places where lowbies won't get slaughtered.


I just simply pointed out that this forced pcs to defend cities more than you see it nowadays.

You know for a fact that's true. NPCs do most of the work.

And you also know I've always been against releasing aggressive, gas breathing mobiles into cities. I saw many cases of necromancers raiding cities without ever releasing aggros into them.

I'm simply pointing out that the epicness of largescale city sieges and fights are beneficial to the game and create a sense of surrealism that most older players fondly recall.

Banishing forever simply reduces this. I'd much rather have the deathmark system than forever banishment for killing a mobile.


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PostPosted: Thu Apr 05, 2007 12:42 am 
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Idea two kind of banishment. Guarded and Hunted. Guarded costs nothing bounty NPCs only spawn in the city.

Hunted costs an upkeep of X amount increaseing each month they remain at large. Bounty NPCs hunt as now spawning anywhere in the nation.

Both forms have cost of bounty NPCs as now. When a bounty NPC spawns in a city from either banishment a cb goes out on the tribunal channel Ive found an outlaw. Also when a judge is attack a CB goes out letting the tribunal know there is a jail break happening. In an effort to create clash of battle in attacks.


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PostPosted: Thu Apr 05, 2007 1:46 am 
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3. I could see putting a limit on banishment such that you are only eligible if you've been verified as having either a high number of crimes or at least a certain number of crimes involving high murder.


I could make a priest/shaman and help everyday a group to raid a city and never get banished. If any banishments weren't justified, there would be logs of abusement sent to imms every time. But none does it. Why?

I could mention many Golg cases. But things are simple. Leave the code as it is and punish any leaders who abuse the command. The way I see it is that everyone wants five extra nifty skills/spells, the advantage of surprise, the advantage of not having to defend anything (leaving whatever you were doing) but only raid without anyone getting in the middle. The problem is that people can't choose. Extra powers or NPC help. And this comes from someone who is playing a banished character from half pyrathia's map for 100 years.


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PostPosted: Thu Apr 05, 2007 3:24 am 
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Joined: Sun Feb 08, 2004 1:41 pm
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Dulrik wrote:
3. I could see putting a limit on banishment such that you are only eligible if you've been verified as having either a high number of crimes or at least a certain number of crimes involving high murder.


I agree with that, I mean just give people with VERY small crime lists (less than 3) get a chance to serve their sentence. I have been banished from a kingdom for about 50 years over a NPC kill.

-Johnix- wrote:
I could make a priest/shaman and help everyday a group to raid a city and never get banished. If any banishments weren't justified, there would be logs of abusement sent to imms every time. But none does it. Why?


That is possible indeed, still when he comes alone, or not protected you can still attack him and make a law breaker out of him AND have a very good IC reason to do so.


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PostPosted: Thu Apr 05, 2007 6:49 am 
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Sorry, but the power of Tribs to attack people, report them, and then banish them doesn't solve anything. It is the problem. That is what is abused in the banishment system.

[edit] Technically, it is the ego driven trib leaders that is the problem, but this is their favorite method to get people banned.


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PostPosted: Thu Apr 05, 2007 10:03 am 
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Quote:
3. I could see putting a limit on banishment such that you are only eligible if you've been verified as having either a high number of crimes or at least a certain number of crimes involving high murder.


Thats exactly what I want to see. If the person's as evil as you say they are, they will eventually rack up the high murder crimes and you can banish them. This will eliminate the spam banishes on people you just don't like.

Quote:
4. In retrospect, I don't like making it open season on tribunal members by allowing them to be killed or mugged without being outlawed. However, I would instead propose that you can't be outlawed simply for attacking them. This would stop the tribunal abuse problem, as you normally have more than enough time to flee before landing a final blow.


As its been stated, bash/taunts will keep you from leaving, and everyone smart will makes sure to bash/trip/taunt. SO, thats out.

Quote:
5. Picking and choosing what crimes to pardon sounds interesting, but that's really more time than I want to spend on this right now.


Back when I was a trib leader, that was what I wished for (thus why I wasn't happy with pardoning darkies...all or nothing). If anything, this would be the greatest thing you can do.


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PostPosted: Thu Apr 05, 2007 1:24 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
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Kilia wrote:
Quote:
4. In retrospect, I don't like making it open season on tribunal members by allowing them to be killed or mugged without being outlawed. However, I would instead propose that you can't be outlawed simply for attacking them. This would stop the tribunal abuse problem, as you normally have more than enough time to flee before landing a final blow.

As its been stated, bash/taunts will keep you from leaving, and everyone smart will makes sure to bash/trip/taunt. SO, thats out.

I don't see it being out. You'd have to let your enemy kill you to get them outlawed. People are going to be reluctant to do that, if only because then your enemy gets bragging rights. And there's always the chance that your precious gear would get junked in the confusion.


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PostPosted: Thu Apr 05, 2007 1:40 pm 
Dulrik wrote:
And there's always the chance that your precious gear would get junked in the confusion.



Precious gear, ahahahaha. Oh god, that's good. Sorry, but using the loss of gear as a punishment on sk is like taking away a hooker from us during Mardi Gras.

I'm more pissed that no one can do -anything- in a kingdom forever and ever because of 1 crime being committed. This is a game, to keep it active and alive, and wanting to keep characters for long periods, you need to have SOME turn over rate.

Put a time limit on a banishment. If you serve all your crimes, the banishment wears out eventually. If you have crimes, they just rebanish you for your lack of want to repent.

It's really a simple solution. The law system shouldn't prevent players from playing the game.


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PostPosted: Thu Apr 05, 2007 5:27 pm 
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Some of us enchant our gear and like to not spam die.

I don't see what the fuss is all about. I spent just about the entire life of Destrivai banished in Zhenshi, Ayamao, and Taslamar. I know many of the Adepts while I was leading were banished in those countries as well.

Why? Because we were evil [REDACTED]. Unrepetant too. We sacrificed unborn babies and slaughtered people for the hell of it. There was a total disregard for the lives of the people in those countries.

I never expected to be pardoned in those countries, even though we tried for it. Of course, we just disregarded the pardon as a free ticket to go back and slaughter more victims for sacrifices later on.

And I believe the only times my character or any of the Adepts at that time got pardoned were when weak-kneed leaders got leadership, and pardoned.

I still remember that I got banished from Ayamao by Alphrenor when I ganked one of the then Guardians to finish a task given to me by one of the Adept elders at the time. And he did exactly the right thing. Nobody walks in and attacks a law enforcement agent.

And that's of course cool enough, you just can't have everything. You can't be roleplaying a vicious, relentless agent of destruction and expect everybody to treat you nicely.

I also looked at those outlaw lists as badges of awesomeness. I mean, it records all the people you ganked in that country for the entire world to see. Any newbie can just look at the list in I guess Taslamar and just be like, "wow, that Slayne is a bad man. I hope I don't run into him."

If you're raiding in enemy territory or whatever, you deserve to be banished. It's a way to keep attackers at bay when the law enforcement knows to be on the lookout for your character. It keeps you from traipsing through a city unchecked and then bashing in someone's face just because you were a goody-two shoes and served your sentence for the last time you bashed in someone's face.

If you want a pardon, then roleplay it out, but don't be surprised if the tribunal leader doesn't trust you at first. It was your decision in the first place to start hostilities with the tribunal. If you're truly repentant though, after time you will get what you want. But there shouldn't be a requirement that just because you initiated roleplay that you deserve to get your pardon.

In the end, being banished in a country doesn't stifle roleplay. It never has, and it never will.


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