Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Thu Nov 20, 2008 11:39 am 
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Joined: Fri Oct 24, 2003 7:26 am
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Location: Under my covers... sleeping
I think most everyone agrees with you Trexxor, but most of your arguments become moot points when a healer helps the person committing the act, while they are doing it, which I think its really all that should happen.

sleeper


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PostPosted: Thu Nov 20, 2008 1:07 pm 
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Joined: Sat May 07, 2005 8:16 am
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Location: Las Vegas, Nevada
SK Character: Achernar
In the group, you should get a crime. Not in the group, no crime. If people make multiple groups or go solo, that's their own choice. It is more dangerous.


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PostPosted: Thu Nov 20, 2008 2:21 pm 
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Achernar wrote:
In the group, you should get a crime. Not in the group, no crime. If people make multiple groups or go solo, that's their own choice. It is more dangerous.


Agreed.


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PostPosted: Thu Nov 20, 2008 2:52 pm 
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Achernar wrote:
In the group, you should get a crime. Not in the group, no crime. If people make multiple groups or go solo, that's their own choice. It is more dangerous.


As long as they actually heal/etc. If they don't do anything or WoRed out, then no.

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PostPosted: Thu Nov 20, 2008 3:06 pm 
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Webadmin

Joined: Thu Feb 28, 2002 4:00 pm
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Location: Australia
SK Character: Viltrax
I'd also suggest this kind of crime be limited to cities, not entire kingdoms. Don't know if I'm complicating the code that would be required even more by saying so though...


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PostPosted: Thu Nov 20, 2008 3:12 pm 
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Why does this need to be hard coded? Players are capable enough to craft the laws for their own nations and be as corrupt as they wish.

I've at least helped make and change player-run laws in both Taslamar and Zhenshi.


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PostPosted: Thu Nov 20, 2008 5:13 pm 
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Joined: Thu Oct 28, 2004 7:18 pm
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On the one hand, having played tribunal characters, I can see where a group healer getting busted would be satisfying.

On the other hand, this would make me even more hesitant to be in groups where I don't absolutely trust the leader. I've been brought to grief too many times already by idiots who have no restraint.


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PostPosted: Thu Nov 20, 2008 6:07 pm 
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I don't think any harm would come from people having to be careful about who they group with. It may even break up the NPC mentality of 9v1 group PK.


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PostPosted: Thu Nov 20, 2008 6:46 pm 
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I'm not talking about joining up with a gank squad NPC, I'm talking about "hey let's group up and level or explore." I'm not precisely one of those let's-form-an-army-and-slaughter players. Meh.


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PostPosted: Thu Nov 20, 2008 7:06 pm 
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Joined: Sat Mar 02, 2002 4:00 pm
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Location: New York
The "in group" camp on this issue seems to have the right of it, if D is stuck on doing it that way.

BUT, I don't understand why he's trying to make a complicated solution that doesn't even address all of the core problem (as identified by Algon and quoted from another thread) when a far simpler set of tweaks would do a better job of it.

1) Let Tribunal leaders banish at will (potentially with some cost or limitation on number or frequency of banishments)
2) Get rid of bounty NPCs
3) Allow jail time to be served off-line
4) Additional tweaks that could happen over time (tribunal guards all yell/ notify over tribunal channel when engaging, more tribunal guards stationed at key points, etc.)


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