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 Post subject: Re: Faction RPK Revamp
PostPosted: Wed Dec 19, 2012 10:30 am 
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evena wrote:
As a player whose characters have been involved in exactly such a set-up and have also roleplayed defeat, I feel uniquely qualified to suggest these things don't work. Partly, it's because there's no real point or value in roleplaying a win or a loss. Great, you got a surrender. You can't actually WIN anything from the opposing faction, like territory or something of that nature. Cool, you lost. You can't do anything meaningful with your current position. Partly, it's because winners AND losers on SK aren't gracious with the current restrictions.

It's much more common to see something like, "LOL I peekayed this fool into deletion," than it is to see, "Hey, we roleplayed some serious/deep conflict over the course of several years."

But I won't suggest any more interesting/flavorful changes to ya'll. It's cool; I get it. You acknowledge that there won't be a shift in the mindset of players, but rail against players who try to think outside of the current box.


This sort of change would simply not help the game. It caters to a niche type of player/character that wants Cartman-esque AUTHORITAY, but is unable to command that respect, power or influence in the game.

Everything you have suggested can already be done without adding new code. If you disagree, I would like to hear why.


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 Post subject: Re: Faction RPK Revamp
PostPosted: Wed Dec 19, 2012 10:39 am 
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Imperialistic_Babble wrote:
All that you're doing is giving people even more incentive to hide behind a position, crybaby and throw a fit when they get their love shoved in for acting donkey.



Again, the hope would be that the players who actually end up with diplomat positions aren't complete [REDACTED] hats because there would be a monumental risk to the faction who chose an idiot to lead.


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 Post subject: Re: Faction RPK Revamp
PostPosted: Wed Dec 19, 2012 10:41 am 
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The real problem is that the crime of high murder is only an inconvenience to most veteran players. They are more worried about having to deal with bounty hunter NPCs spawning when they PK than serving any jail time, since jail-breaks are easy mode.

If you want to make a change, make it much more difficult to break people out of jail. If characters actually had to serve jail time for the dozens (sometimes more) of crimes they commit instead of being busted out ASAP, I think it would accomplish what you want while remaining fair to everyone.

Isn't there already another thread somewhere with people whining incessantly about jail time, as if murdering everything that breathes inside a city is their birthright.

Just sayin'.


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 Post subject: Re: Faction RPK Revamp
PostPosted: Wed Dec 19, 2012 10:46 am 
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Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
FinneyOwnzU wrote:
The real problem is that the crime of high murder is only an inconvenience to most veteran players. They are more worried about having to deal with bounty hunter NPCs spawning when they PK than serving any jail time, since jail-breaks are easy mode.
High murder is a pretty hefty deterrent actually. Just ask ardith, who went through the trouble of repeatedly stunning a character just so that he could jloot her without incurring a crime of high murder. I drive-by full-looted Ghavorale in Nerina and I was never banished for it, because it was just assault and battery plus a mugging charge.

The problem of there being no gain or loss from a surrender would not be even remotely solved with a coded change like this.


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 Post subject: Re: Faction RPK Revamp
PostPosted: Wed Dec 19, 2012 10:46 am 
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I don't even HAVE a factioned character, so insinuating that this is somehow a clever way to whine about the current jail system is kind of laughable. I don't have a vested interest in the changes either way -- I have RPed the loser on several occasions.

I was honestly trying to find a way to blend the RPers and the PKers into the existing faction system.

Ya don't like it. Fine.

[REDACTED] me.


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 Post subject: Re: Faction RPK Revamp
PostPosted: Wed Dec 19, 2012 10:47 am 
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Location: Columbia, South Carolina
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No one is saying that you weren't honestly trying to find a way to blend RP and PK together. Everyone -is- honestly saying that something like this wouldn't work.


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 Post subject: Re: Faction RPK Revamp
PostPosted: Wed Dec 19, 2012 10:51 am 
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Edoras wrote:
FinneyOwnzU wrote:
The real problem is that the crime of high murder is only an inconvenience to most veteran players. They are more worried about having to deal with bounty hunter NPCs spawning when they PK than serving any jail time, since jail-breaks are easy mode.
High murder is a pretty hefty deterrent actually. Just ask ardith, who went through the trouble of repeatedly stunning a character just so that he could jloot her without incurring a crime of high murder. I drive-by full-looted Ghavorale in Nerina and I was never banished for it, because it was just assault and battery plus a mugging charge.

The problem of there being no gain or loss from a surrender would not be even remotely solved with a coded change like this.


Nah, this is conflating another issue - the reason some players, Ardith in this particular scenario, don't commit high murder is to avoid getting banished, since you can't just serve a jail sentence and make that go away.

Needless to say, Evena's suggestions all stem from the fact that the law code is woefully inadequate and it is hard to balance the need to punish characters for committing high murder vs. not punishing players that try to stir things up via excessively long sentences.


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 Post subject: Re: Faction RPK Revamp
PostPosted: Wed Dec 19, 2012 10:51 am 
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Because certain players would find ways to abuse it by trying to gate to diplomats in discussions or just stomping the player of a diplomat repeatedly? Because some people (who we can all agree shouldn't have leadership even in the current system) will continue to be stupid with leadership positions?


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 Post subject: Re: Faction RPK Revamp
PostPosted: Wed Dec 19, 2012 10:51 am 
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No, Finney. It has nothing to do with the lawl code.


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 Post subject: Re: Faction RPK Revamp
PostPosted: Wed Dec 19, 2012 10:55 am 
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evena wrote:
No, Finney. It has nothing to do with the lawl code.


Yeah, it does. I'm just not sure there is an workable "fix", since making it more likely that characters would serve full jail sentences is directly at odds with excessively punishing players for attacking cities and what not.


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