Shattered Kingdoms

Where Roleplay and Tactics Collide
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 Post subject: Re: Faction RPK Revamp
PostPosted: Wed Dec 19, 2012 6:22 pm 
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evena wrote:
Styles, you're probably right.

Unfortunately, ideas to incentivize roleplay are usually responded to in a manner identical or similar to this one.

I'll probably continue to come up with and suggest ideas, though.


I think it would be productive to start a thread about this. A broad thread wherein we can brainstorm about ways to better reward good RP (thereby incentivizing good RP). Dulrik might be feeling generous this time of year, right?


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 Post subject: Re: Faction RPK Revamp
PostPosted: Wed Dec 19, 2012 6:23 pm 
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Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
evena wrote:
Disagree with more than "you suck, noob. obviously, you just don't know how to properly play a leader and are suggesting changes that will directly help yourself."

I can certainly see how you can get really offended if you imagine a bunch of offensive things that were never said.


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 Post subject: Re: Faction RPK Revamp
PostPosted: Wed Dec 19, 2012 6:23 pm 
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evena wrote:
Disagree with more than "you suck, noob. obviously, you just don't know how to properly play a leader and are suggesting changes that will directly help yourself."


Your suggestion is oddly self-serving, since it would directly benefit your play style at the expense of a play style that you don't like and/or enjoy. That is not a personal attack - that is a statement of fact.

That doesn't make your idea invalid simply because it would benefit your play style, but it also means this suggestion is not some neutral, dispassionate plea for changing and/or making the game better.

Only your ideas have been attacked in this thread - at least by me. It's too bad you think otherwise.


Last edited by FinneyOwnzU on Wed Dec 19, 2012 6:26 pm, edited 1 time in total.

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 Post subject: Re: Faction RPK Revamp
PostPosted: Wed Dec 19, 2012 6:26 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
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Location: Redwood City, California
I am certainly open to hearing more ideas on how to incentivize role-playing. But in my experience it's easier said than done. Most of the rewards in my toolbox are only of interest to the PK side.


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 Post subject: Re: Faction RPK Revamp
PostPosted: Wed Dec 19, 2012 6:32 pm 
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SK Character: RAWR!
FINNEY: HOW IS THIS IDEA AT THE EXPENSE OF ANYTHING?


Baldric wrote:
Ilkaisha, my understanding of your suggestion is that it will provide "a place" for RP-centric characters in a faction, in that there will be a part of the code that discourages killing diplomats. Reading over your original post again, I realize that you aren't asking for anything dramatic (I think). Just that judges everywhere have knowledge of when someone has killed a diplomat, and a question of "are you sure" before someone does it. Correct me if I'm missing another mechanism for discouraging the killing of diplomats.

I'm not sure if I'm missing something, but this discussion seems way too heated for such a minor suggestion. When I was making my posts earlier, I thought the suggestion had more teeth to it, as in, people would really not want to kill the diplomats because of the code, but I'm not sure where I got that from.


evena wrote:
That's pretty much it, baldric.


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 Post subject: Re: Faction RPK Revamp
PostPosted: Wed Dec 19, 2012 6:42 pm 
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evena wrote:
FINNEY: HOW IS THIS IDEA AT THE EXPENSE OF ANYTHING?


Baldric wrote:
Ilkaisha, my understanding of your suggestion is that it will provide "a place" for RP-centric characters in a faction, in that there will be a part of the code that discourages killing diplomats. Reading over your original post again, I realize that you aren't asking for anything dramatic (I think). Just that judges everywhere have knowledge of when someone has killed a diplomat, and a question of "are you sure" before someone does it. Correct me if I'm missing another mechanism for discouraging the killing of diplomats.

I'm not sure if I'm missing something, but this discussion seems way too heated for such a minor suggestion. When I was making my posts earlier, I thought the suggestion had more teeth to it, as in, people would really not want to kill the diplomats because of the code, but I'm not sure where I got that from.


evena wrote:
That's pretty much it, baldric.


You mad, brah? Seriously, what's up with the caps? Why are you posting suggestions on a public forum, if you are only going to get upset when someone disagrees with and/or criticizes your ideas? Just e-mail them to Durlik next time or broadcast it over the admin channel.

Imperialistic_Babble explained the problem with your suggestion earlier in the thread. In fact, I have already quoted it once, but I will do it again, since it seems like you missed it:

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.


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 Post subject: Re: Faction RPK Revamp
PostPosted: Wed Dec 19, 2012 6:51 pm 
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Joined: Wed Oct 07, 2009 5:04 am
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SK Character: RAWR!
Whose playstyle is actually changing with this suggestion?

What is being taken away?

What is really being given in the form of power?

Hint: Nothing major. If you attack/kill someone in front of a NPC that's going to report it, you're going to have law to deal with anyway. It isn't really ridiculous to suggest that they would recognize a leader from another kingdom.





I'm mad because you're being ridiculous. It's a minor change request that would be more than compensated with incentives for the PK side. It isn't at the expense of it. I suggested, essentially, giving the diplomat's NPC to the general, which is -actually- ridiculous as an edge. Or did you bother to read through the initial post at all?


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 Post subject: Re: Faction RPK Revamp
PostPosted: Wed Dec 19, 2012 6:54 pm 
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I think it's a pretty good suggestion, but I'm sure only PK players are allowed to have those.


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 Post subject: Re: Faction RPK Revamp
PostPosted: Wed Dec 19, 2012 6:58 pm 
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evena wrote:
Whose playstyle is actually changing with this suggestion?

What is being taken away?

What is really being given in the form of power?

Hint: Nothing major. If you attack/kill someone in front of a NPC that's going to report it, you're going to have law to deal with anyway. It isn't really ridiculous to suggest that they would recognize a leader from another kingdom.





I'm mad because you're being ridiculous. It's a minor change request that would be more than compensated with incentives for the PK side. It isn't at the expense of it. I suggested, essentially, giving the diplomat's NPC to the general, which is -actually- ridiculous as an edge. Or did you bother to read through the initial post at all?


Right. I think I get it now. If I disagree with you, it is not because your idea is flawed or bad - it's because I am "ridiculous".

Thanks for clearing that up.


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 Post subject: Re: Faction RPK Revamp
PostPosted: Wed Dec 19, 2012 7:00 pm 
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ladyjennbo wrote:
I think it's a pretty good suggestion, but I'm sure only PK players are allowed to have those.


Ruh roh! You mad that I called you out for being horrible at PK? 8)

Need a poll for these type of threads.


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