Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Fri Jan 11, 2008 2:09 pm 
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Mortal

Joined: Fri Jul 21, 2006 9:04 am
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Location: Not in the south anymore. Woohoo.
Rokki did. A LOT!


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PostPosted: Fri Jan 11, 2008 2:10 pm 
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ilkaisha wrote:
rogues don't locate.
I bet you one million dollars Jinjan can locate.


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PostPosted: Fri Jan 11, 2008 2:15 pm 
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To clarify: I have never had a problem with Jinjan's RP, I was stating that I've seen my fair share of newbie/lowbie ganking for various reasons some better than others. No matter how much you explain your characters actions after the fact, it doesn't quite portray exactly what was going on in his/her mind at the time. So it's hard to tell if this time it was okay and that time it wasn't. I was just popping in to let people know that good gear and coin doesn't exactly mean vet player and to remind everyone to follow to Golden Rule: do unto others as you would have done unto you.


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PostPosted: Fri Jan 11, 2008 2:31 pm 
Which is what my original post said.

I didn't bring anyone's name into it until Gilgon got all butt-hurt because he thought I was attacking how he dealt with lowbies.


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PostPosted: Fri Jan 11, 2008 4:42 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
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Bringing it back to the original topic...

So on the one hand, I want new players to have a good experience with the game until they've gotten up to a point where they understand what is going on and have become hooked on their character concept. It's much more attractive to stick with the game after being killed/looted if you already have a bunch of friends and have done some cool RP.

On the other hand, I want people to get used to what things are really like in the game relatively quickly. If you got the current newbie protection until Journeyman, the change would be very abrupt and disorienting. You would no longer be playing the game you had grown to enjoy so far.

So what is the solution? I'd like it if everyone could just play nice with lowbies. Stun them and RP with them. I thought we had provided enough tools to do this, but the kill is just too automatic for most.

I'm trying to come up with other ways we could modify things a bit without changing the PK nature of the game. Maybe the game does a lesser version of the current newbie protection, such as making (only) the killing blow deal stun damage up to Journeyman. That way you'd still have the option to kill them, but you'd obviously have to be premeditated about the murder. No more excuses like "Oh he was dead before I knew it."

Other opinions or suggestions?


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PostPosted: Fri Jan 11, 2008 5:03 pm 
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Sounds good, only I didn't pk her. I did stun her.


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PostPosted: Fri Jan 11, 2008 5:04 pm 
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Joined: Mon Jun 21, 2004 12:58 pm
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Do you mean that the protection would stop at Journeyman? Or through journeyman? It sounds good to have it all the way up through apprentice.


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PostPosted: Fri Jan 11, 2008 5:16 pm 
Dulrik wrote:
Bringing it back to the original topic...

So on the one hand, I want new players to have a good experience with the game until they've gotten up to a point where they understand what is going on and have become hooked on their character concept. It's much more attractive to stick with the game after being killed/looted if you already have a bunch of friends and have done some cool RP.

On the other hand, I want people to get used to what things are really like in the game relatively quickly. If you got the current newbie protection until Journeyman, the change would be very abrupt and disorienting. You would no longer be playing the game you had grown to enjoy so far.

So what is the solution? I'd like it if everyone could just play nice with lowbies. Stun them and RP with them. I thought we had provided enough tools to do this, but the kill is just too automatic for most.

I'm trying to come up with other ways we could modify things a bit without changing the PK nature of the game. Maybe the game does a lesser version of the current newbie protection, such as making (only) the killing blow deal stun damage up to Journeyman. That way you'd still have the option to kill them, but you'd obviously have to be premeditated about the murder. No more excuses like "Oh he was dead before I knew it."

Other opinions or suggestions?


Pwipe!

Then there's no such thing as a lowbie for the first week.


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PostPosted: Fri Jan 11, 2008 5:20 pm 
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Joined: Sat Apr 03, 2004 1:55 pm
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Location: I am at one with my duality.
If I get what you're saying, we'd sort of have an auto mercy option that makes it to where you are on mode kill until the very, very end, where you stun instead. I love it. It would have likely stopped that poor elf from being ripped apart just because the priest shot off a spell (at that point I would have at least had the option to move to the next room and tell her no.)

I was thinking of something like this only making it something like wimpy with status levels. So, they syntax would be auto mercy mentor, and after that, anything mentor or below would be stunned rather than killed unless specifically re-targeted afterwards. That may just be overly complicated. And the reason you can't have it be based on exact level is that would lead to a very twinked out way to get information on someone's level.

It may not help with every situation, but it would help ensure lowbies are caught in the crossfire less, and it even gives a PK advantage of doing so, as you don't have to switch back and forth from kill and stun. And you are right in that it is often impossible to switch to stun quickly enough. I can’t see any reason not to try to work something like this in.


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PostPosted: Fri Jan 11, 2008 5:24 pm 
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What the option also does is that if it is on. A group can raid a city and not have to consider every bob, mary, and jane.


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