Gilgon wrote:
There are barely any suits of armor or decent weapons that are held by tribunal NPCs. Unfortunately, there is a MASSIVE amount of diamond, adamantite, mithril, and energy armor in the game. All weapons do the same damage regardless of material, only subtype/magic damage matters. Hoarding by NPCs is not a problem at all in the mud, currently. The only items I know of that have even been used that were remotely good on tribunal NPCs were items with high limits that had extra copies still on the NPCs that loaded them.
That doesn't really change the problem.
Gilgon wrote:
Many tribunal NPCs were originally designed to be stronger, however their weapons or armor have a low limit and therefore were quickly scooped up, leaving the NPCs excessively weak. Being able to equip NPCs counteracts that and is a brilliant way of putting more tactics into a game that prides itself on its tactics in player killing.
Seems like the solution is to put a higher limit of reloadable items on guards then. I'm all for that. Give them a [REDACTED] outfit, and then prevent them from removing it, taking items while on duty, and wearing non-regulation items. Guards are not designed, and
have frequently been stated by Dulrik as not designed, to be anywhere near a match for a PC of equal level. That's why there are so many of them.
Gilgon wrote:
Removing enchant armor and enchant weapon from the game would also level the playing field, but their existence creates a game where tactics and preparation are key to survival. Even a newbie tribunal member can find an iron pike and hand it to every one of their tribunal NPCs. It will drastically increase the power of the many of their NPCs that load shittier weapons. What's wrong with this? It has nothing to do with "high level high ability players vs less experienced players" - it has to do with people who spend time on their tribunal and people who don't give a [REDACTED].
Are you really comparing full suits of diamond and +8/+8 weapons to an iron pike here? I don't really see the relevance of your argument about removing enchant spells, it seems like an argument of rhetoric rather than substance to me. Have a high limit iron pike load for all guards, I don't care. Whatever imms believe is balanced. Again, that's not really the argument at hand.
And yes, you're right, some people don't give a [REDACTED]. But that's only comparing one tribunal to another. What about comparing one tribunal to players not in a tribunal? They might give as much of a [REDACTED] as could give them a herniated sphincter, and it wouldn't matter. Laziness of other tribunals is not an excuse for anything (and indeed at the moment they don't need an excuse, because it's fully within the rules to twink out your guards).
I'm not even saying it should be punishable to twink out your guards, because I can
absolutely understand the reasoning behind it from a player PoV. I know I did it while I was in a tribunal (although again, that is some years ago now). It should not even be an option.
Gilgon wrote:
Show me the tribunal NPCs that are seen with full suits of "diamond or better enchanted eq and 8/8 weapons." These NPCs are also most likely summonable, insta-rapable by any competent solo player, and required immense effort to be put in to give them that set.
Well, D-A was intimating in some other threads that he does it (perhaps it was +7/+7), so I'm going to have to go with CoN. If you want to talk about immense effort, I disagree. The difficult part is in getting the suit and enchanting it originally. Once you've done that you can repeat it for weeks. Your 'most likely' argument doesn't really wash.
Gilgon wrote:
Removing the ability of players to do as they will in a game where players supposedly run things is a mistake. I personally believe bounty NPCs should be removed and tribunals should be able to move their NPCs freely, anywhere, war or not, teron or not. I think banish code is stupid and should be useable on all players. Wimping the abilities of tribunal leaders to order their NPCs around is a bad idea for the RP of this mud, as well as the tactical/pkilling aspect.
Sorry, removing the ability to turtle your cities is bad for PK? Tell me what pills you're taking, I want two.