Shattered Kingdoms

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 Post subject: Re: Faction RPK Revamp
PostPosted: Wed Dec 19, 2012 10:58 am 
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Joined: Wed Oct 07, 2009 5:04 am
Posts: 3066
SK Character: RAWR!
Whatever. Attribute whatever you'd like to my suggestion.

After all, I'm not in the SK top-ten.

I don't know why I ever imagined that anyone in the p-base would seriously consider a change that I brought up.


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 Post subject: Re: Faction RPK Revamp
PostPosted: Wed Dec 19, 2012 11:03 am 
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Joined: Wed Apr 24, 2002 11:51 am
Posts: 1500
evena wrote:
Whatever. Attribute whatever you'd like to my suggestion.

After all, I'm not in the SK top-ten.

I don't know why I ever imagined that anyone in the p-base would seriously consider a change that I brought up.


Because it is a bad idea? I think Imperialistic_Babble pointed out the concern that veteran players have with your suggestion:

Imperialistic_Babble wrote:
That's a flaw in the system and one that should be addressed, if anything is. Creating and hard coding a position where people are penalized for PKing a fountain RPer by marking them an outlaw in their home kingdom is simply assinine. 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.


You don't think this would happen. A lot of us do.


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 Post subject: Re: Faction RPK Revamp
PostPosted: Wed Dec 19, 2012 11:03 am 
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Joined: Wed Nov 28, 2012 1:05 pm
Posts: 152
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.

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


I think the reasoning there was to avoid a curse, not to avoid high murder, since we all know Gwynnestri probably pardoned him anyways.

Also, evena, calm down. Nobody is saying you're a terrible person, jfc. This idea wouldn't work because A) We'd still wind up with people like <insert favorite horrible leader> in those positions, and they'd do the same stuff. B) It's really not much of a change.

The diplomacy system needs to be changed so that it means more than whether or not you can take guard NPCs somewhere.


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 Post subject: Re: Faction RPK Revamp
PostPosted: Wed Dec 19, 2012 11:15 am 
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Joined: Wed Oct 07, 2009 5:04 am
Posts: 3066
SK Character: RAWR!
I don't think I suggested that anyone said I was a horrible person.

I suggested that I am an RPer, and that suggestions from RPers are always regarded as some whiny reaction to seeming unfairness in the lawl code or faction system, whether or not that's the case.


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 Post subject: Re: Faction RPK Revamp
PostPosted: Wed Dec 19, 2012 11:32 am 
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Joined: Sat Apr 02, 2011 12:07 pm
Posts: 263
We are second class players. :-?


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 Post subject: Re: Faction RPK Revamp
PostPosted: Wed Dec 19, 2012 12:44 pm 
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Joined: Mon Apr 18, 2005 11:29 am
Posts: 753
It's not a bad idea. Problem is, people don't want to put the work in behind anything like this. So much easier to run around playing kill tag than to actually want to role play out situations of diplomacy. To make this idea even more relevant, add in trading to other countries that will effect the countries economy. Six countries, Uxmal would trade 20% of its goods to each country. All other countries decide how much they want to trade their high/low commodities into other countries. A country is getting 0-5% trade and wants more to make their economy cheaper, send a diplomat to negotiate. A country wants to be isolationist? Set all trades to 0%.


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 Post subject: Re: Faction RPK Revamp
PostPosted: Wed Dec 19, 2012 12:48 pm 
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Joined: Mon May 19, 2008 5:06 am
Posts: 1447
Location: Seattle
SK Character: Theodoric
I don't know how to combat this kind of logic:

OP "Hey here's my idea"

Others "It's bad because..."

OP "LALALAL ITS CUZ U H8 ME"

Others "well, no, it's bad because of the reasons we explained

OP "CAN'T HEAR YOU CAN'T HEAR YOU"

Evena you're not usually so ridiculous. Deep breath and reread?


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 Post subject: Re: Faction RPK Revamp
PostPosted: Wed Dec 19, 2012 1:07 pm 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
The idea of winning or ceding territory is an interesting idea that is on the long term roadmap.

But remember, bards? Yeah, I think you know what I am saying.


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 Post subject: Re: Faction RPK Revamp
PostPosted: Wed Dec 19, 2012 1:33 pm 
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Joined: Mon Dec 14, 2009 4:11 pm
Posts: 319
Location: The 316
Dulrik wrote:
The idea of winning or ceding territory is an interesting idea that is on the long term roadmap.

But remember, bards? Yeah, I think you know what I am saying.




Is it bad I Actualy lOl'd in a room by myself?


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 Post subject: Re: Faction RPK Revamp
PostPosted: Wed Dec 19, 2012 2:27 pm 
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Joined: Wed Oct 07, 2009 5:04 am
Posts: 3066
SK Character: RAWR!
patrisaurus,

Nobody offered any REAL reasoning why this couldn't/shouldn't be done. I was brushed off because: 1. it rewards RP characters 2. there are craptastic leaders that don't even bother to RP and some players don't think these people should have such a position (which I absolutely agree with, and this would ACTUALLY HELP to eliminate) 3. the PvP-squad admitted that THEY would be looking for ways to exploit it 4. clearly, I'm just starting another thread to QQ about jailtime.

Despite the fact that this COULD be done IC without a code, there's a reason it's NOT: It doesn't work. It's actually been tried to horrible failure.


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