Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Sun Sep 14, 2008 6:22 pm 
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Seriously, the only whine I've seen in this entire thread that is even half-way valid is "avoiding law" by releasing, but it's not something that needs to be coded out, it's something that needs to be handled on a case by case basis. If you're running roughshod through Taslamar with a bunch of undead you're going to be wanted one way or another.

Just like the whole ressurrecting people to serve jail time is a horrible abuse of the law system, much worse than this, it can be handled on a case by case basis and isn't deserving of any kind of "fix".


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PostPosted: Mon Sep 15, 2008 2:35 pm 
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To me it sounds like what we need is that if anyone sees you release an aggressive NPC from being controlled (regardless of whether it is control undead, charm person, domination, etc), then it should be immediately reportable as attempted murder of everyone in the room.

Ideally, if you already had seen the release and the NPC then killed someone, the controller would also be liable for murder, but that would be a lot more difficult to code with the current system.


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PostPosted: Mon Sep 15, 2008 3:02 pm 
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I'd say just attempted murder/mugging (if you set it on stun) on whoever it attacks. But that's a good solution.

Taking away the tactic of redirecting damage outside your formation (which is what the key to this is, for when you brandish into a group or attempt to separate pets/law NPCs from pcs) would only reduce tactics, but I agree some could use this to abuse it.

I'd handle it case by case, but this is just equally as good.


I don't suppose I could convince you (D) to allow necromancers to pick what undead they want for levels? IE: level 50 zombies/skeletons so they're useful? You still can only raise the type of undead at the current level (eg wraiths at 50), but still mix up your formation instead of just a flood of wraiths.

Also a slight hp increase to animates and/or increased duration would be really nice.


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PostPosted: Mon Sep 15, 2008 5:52 pm 
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Keep in mind that Dulrik's solution wouldn't change anything about the event in question. Attempted murder is not punishable in the Empire.

I don't personally think anything needs to change about the code to fix this. Individual abuse can just be punished.


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PostPosted: Mon Sep 15, 2008 9:04 pm 
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Dulrik wrote:
To me it sounds like what we need is that if anyone sees you release an aggressive NPC from being controlled (regardless of whether it is control undead, charm person, domination, etc), then it should be immediately reportable as attempted murder of everyone in the room.

Ideally, if you already had seen the release and the NPC then killed someone, the controller would also be liable for murder, but that would be a lot more difficult to code with the current system.


But the charmie should not be able to report you (if for example it's sleeping when you release it). Else you render charm useless.


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PostPosted: Mon Sep 15, 2008 9:11 pm 
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He was referring only to aggressive charms, and it seems by info posted in this thread already that aggro NPC's stop being aggro once they are charmed.


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PostPosted: Mon Sep 15, 2008 11:10 pm 
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Oh, sorry, I misunderstood.


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PostPosted: Tue Sep 16, 2008 8:38 pm 
Man, Zaerth is awesome. He's now resorted to, log on-grab two sessies-try to attack-fail-log off. You go guy!


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PostPosted: Tue Sep 16, 2008 11:08 pm 
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Syndal wrote:
Man, Zaerth is awesome. He's now resorted to, log on-grab two sessies-try to attack-fail-log off. You go guy!


Sad.


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PostPosted: Wed Sep 17, 2008 2:58 am 
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Joined: Fri Apr 30, 2004 8:48 pm
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Location: My heart's in <strike>Iraq</strike> Texas with my newly re-enlisted 'som' 'soq' daughter
SK Character: Galida Apelila Shaloush Mayumi
Syndal wrote:
Man, Zaerth is awesome. He's now resorted to, log on-grab two sessies-try to attack-fail-log off. You go guy!


I know there's behind-the-scenes info-gathering on PK stuff. Perhaps a behind-the-scenes timer should be set. Be the aggressor, or in the aggressor group, in an attempt to PK someone, start the timer. Arbitrary duration, timer goes full. Short of arbitrary duration before logout, timer gives the time. This sort of thing would only be used to track discourteous players and be used to show trends.

I'm not suggesting a hard-set minimum time after an attempt since unforeseen issues can arise which can cause a rare immediate logoff but rather a tracking of a pattern of behavior. If a pattern suggests that certain chars logoff within 5 minutes of PK attempts on a regular basis, those chars can be called into the interrogation room to be read the riot act and receive their just recompense. :devil:


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