So Easy To Be Bad...

Started by jmordetsky, April 02, 2009, 01:37:56 PM

Not just in my personal life - but in Arm as well.

I applaud the new changes to the criminal system as it has made playing a rogue, thug, murderer and thief a viable career. But, I'm taken back to the days of yore when if you were caught so much as stealing you were stripped of all of your possession, stuck in a loin cloth and thrown into the dungeon.

This was awesome. And it sucked. It was awesome because it was very Nakk and very harshi. If you were caught doing something bad, you were heavily punished for it. But it sucked because as a n00b pick pocket you could expect this to happen to you at least 3 times if you weren't rinth or didn't have a "friend" to practice on.

But - with the new night time changes, let's face it - if you have half a brain - you can get very good at your trade and make a lot of money very quickly. Could be me -  but it seems that everyone is prowling the streets at night and there is little to no real risk involved with praying on NPCs night after night. A very simple to "look" in each cardinal direction keeps you fairly risk free.

As a result, I'd like to introduce the following suggestions. Maybe not for Arm 1, but possibly for Arm 2.

1) Make NPC soldiers move more often and more randomly. There seems to be little if any movement in enforcers other then a few patrols. It would be nice if the soldier 1 south and 1 east of me in the bazaar had a chance of shifting toward me as I tried to kill my prey.

2) Bring back the loin cloth. Now that it's easy enough to make a living as a bad guy and to avoid getting nailed by the fuzz, it's high time we made jail something to be afraid of again. Right now if I get arrested and a PC templar doesn't stumble by, it's not a very big deal. I sit in jail, I get out, I buy some new weapons. I'm Icly but not ocly afraid of it.

3) Multiple offenders should be treated more harshly. Some suggestions below:

a) First offense - Loin Cloth + Sentence (BRING BACK THE LOIN CLOTH!) If you get caught - ALL YOUR GEAR - not just your weapons are stripped.

b) Second Offense - Loin Cloth + Sentence + Branding with symbols that represent the crime. These are basically just forced tattoo saying "this dude is a thief or a murderer". Options for RP are endless.

c) Third Offense - Loin Cloth + Sentence + Branding + Maiming - Here the jailer emotes smashing the players hand or foot with a hammer and a scar is applied to the body location of choice. The players agility and/or endurance are lowered to reflect the effect of the injury. Not quite losing a limb, but - you're a 3 time offender, you need to be f-ed up.

d) Fourth Offense - Loin Cloth + Sentence + Branding + Maiming + Banishment - Upon being released the player is brought to the gates and tossed outside. A new permanent wanted flag for an very long time is placed on the player.

e) Fifth Offense - Death - You are dragged to the spiked pit on caravans and thrown in.

A PC Templar can jump in at any point to stick them in the arena instead.

Sincerely

Unafraid In Allanak

(I wonder what Mansa thinks...)





If you gaze for long enough into the abyss, the abyss gazes also into you.

www.j03m.com

I like the automatic branding of criminals.
New Players Guide: http://gdb.armageddon.org/index.php/topic,33512.0.html


Quote from: Morgenes on April 01, 2011, 10:33:11 PM
You win Armageddon, congratulations!  Type 'credits', then store your character and make a new one

Ehh. No. Too many newbies play rogue classes early in their career, and already find it too hard. I'd like them the opportunity at the roleplay involved with rogue classes.

I like this.
Quote from: Twilight on January 22, 2013, 08:17:47 PMGreb - To scavenge, forage, and if Whira is with you, loot the dead.
Grebber - One who grebs.

Quote from: jmordetsky on April 02, 2009, 01:37:56 PM

2) Bring back the loin cloth. Now that it's easy enough to make a living as a bad guy and to avoid getting nailed by the fuzz, it's high time we made jail something to be afraid of again. Right now if I get arrested and a PC templar doesn't stumble by, it's not a very big deal. I sit in jail, I get out, I buy some new weapons. I'm Icly but not ocly afraid of it.


This has been getting to me as well. Many times, I feel the echoes to the PC that this jail is fucking SCARY and you do NOT want to be here is not backed up. Whether the city-states do not have enough Templars, or not enough soldiers checking the jails, I'm not sure.  I know when I'VE been to jail, I toss off an emote, or a think, and then just wait out my time because I OOCly know nobody is going to come for me.

The branding idea is, to me, absolutely spectacular for Allanak. Tuluk might have a hard time with it since they already have licenses, but I'd love to see someone in Allanak walk into the gaj with a giant dick on their cheek because they tried to steal from Lord Templar Hardnose like three times.

After that, the third, fourth, etc offenses I'm not sure of, as far as being automatic. I think being caught three times, and losing a hand, might be a bit hard for new players wanting to try it out. These are RP opportunities that should be taken only in PC:PC interaction
Quote from: IAmJacksOpinion on May 20, 2013, 11:16:52 PM
Masks are the Armageddon equivalent of Ed Hardy shirts.

Why not steal cloths from Non-Citizens and give them the Loincloth?  Mmm.
New Players Guide: http://gdb.armageddon.org/index.php/topic,33512.0.html


Quote from: Morgenes on April 01, 2011, 10:33:11 PM
You win Armageddon, congratulations!  Type 'credits', then store your character and make a new one

You have my stamp of approval, sir.
She wasn't doing a thing that I could see, except standing there leaning on the balcony railing, holding the universe together. --J.D. Salinger

I've always loved the idea of a permanent mark like a scar, brand, or tattoo for repeat-offense criminals.
Quote from: manonfire on November 04, 2013, 08:11:36 AM
The secret to great RP is having the balls to be weird and the brains to make it eloquent.

April 02, 2009, 04:11:40 PM #8 Last Edit: April 02, 2009, 04:14:10 PM by Jingo
I wouldn't mind branding. But I think we should leave the killing and maiming to pc templars.

I also think you shouldn't be stripped if you have some bribe money handy.
Now you're looking for the secret. But you won't find it because of course, you're not really looking. You don't really want to work it out. You want to be fooled.

Quote from: Agameth
Goat porn is not prohibited in the Highlord's city.

Or ... maybe the pc militia should just be more on the ball. There are specific places out there where npcs get killed all the time. Keep a watch out for them and you'll walk in on a plenty of crime in progress. My character wasnt even militia, was actually 'partly' criminalesque himself. and he still managed to walk in on atleast 6 of those in his 3 weeks of gameplay.
Peering into the darkness, your voice uncertain, you say, in sirihish:
     "You be wary, you lot. It ain' I who's locked 'p here with yeh. it's the whol
e bunch of youse that's locked down here with meh."

Uh.. Simply... No. Please no.
Maiming one of my PC often kills my character concept and I kill my character.

Keep the punishments to PC Templars/Soldiers on PC. Automatic, non-bribe accepting, non-PC maiming of PCs is bad for business.
Quote from: Cutthroat on September 30, 2008, 10:15:55 PM
> forage artifacts

You find a rusty, armed landmine and pick it up.

I think like with russian prison tattoos, it would be cool if repeat offenders had images tattooed on their body after many repeat offenses.

"Stealing from an old Lady" = An wrinkled hand

"Pederast" = A crying child

etc.
"You will have useful work: the destruction of evil men. What work could be more useful? This is Beyond; you will find that your work is never done -- So therefore you may never know a life of peace."

~Jack Vance~

Quote from: Reiloth on April 02, 2009, 09:57:39 PM
I think like with russian prison tattoos, it would be cool if repeat offenders had images tattooed on their body after many repeat offenses.

"Stealing from an old Lady" = An wrinkled hand

"Pederast" = A crying child

etc.

I meant for the north, and I don't know why I didn't edit and quoted instead.
"You will have useful work: the destruction of evil men. What work could be more useful? This is Beyond; you will find that your work is never done -- So therefore you may never know a life of peace."

~Jack Vance~

Personally, I'd love to see different holding areas being dealt out to people who commit different crimes. If someone gets arrested for illegally magicking it up, sure, give them their own cell. Pickpockets, muggers, botched assassins, and smugglers? Toss 'em all in together.

Currently, the only thing scary about jail time whatsoever is the possibility of meeting a PC (or, very rarely, an animated NPC) during your stay. I think increasing the chances for PC-to-PC encounters in the cells would make the jail experience a lot more worthwhile. And a lot more scary. After all, in a city the size of Tuluk or Allanak, there's potentially a lot worse people that could show up unannounced than templars.
And I vanish into the dark
And rise above my station

Quote from: Fathi on April 03, 2009, 12:48:00 AM
I think increasing the chances for PC-to-PC encounters in the cells would make the jail experience a lot more worthwhile. And a lot more scary. After all, in a city the size of Tuluk or Allanak, there's potentially a lot worse people that could show up unannounced than templars.

Agreed.

Or, heck, crazy NPCs.

An 80% chance of being thrown in with a tame, garden-variety criminal; choose from a variety of "talk" scripts.
A 3% chance of being thrown in with a hulking thug who steals your loincloth for giggles.
A 3% chance of meeting one or more NPCs who insist on brawling each other and you.
A 0.5% chance of meeting a fella who, every few minutes, throws a fit, screams, bashes or kicks you, and then disengages-- possibly to the point of killing you.  (Force the PC to disengage when he does, to protect newbs from themselves.)
A 0.1% chance of meeting a mangy, muscular beggar who subdues you and whispers schizophrenic endearments in your ear.
The sword is sharp, the spear is long,
The arrow swift, the Gate is strong.
The heart is bold that looks on gold;
The dwarves no more shall suffer wrong.

I approve, especially of the jail NPC's and a common holding cell.
You'll never find a more wretched hive of scum and villany.  Except for maybe Allanak."

-Anonymous

Don't really care for the original idea but I'm all for making it so that jailed pcs can interact and maybe some npcs added to the dungeon environment.
Quote from: Fnord on November 27, 2010, 01:55:19 PM
May the fap be with you, always. ;D

Quote from: jmordetsky on April 02, 2009, 01:37:56 PM
Not just in my personal life - but in Arm as well.

I applaud the new changes to the criminal system as it has made playing a rogue, thug, murderer and thief a viable career. But, I'm taken back to the days of yore when if you were caught so much as stealing you were stripped of all of your possession, stuck in a loin cloth and thrown into the dungeon.

This was awesome. And it sucked. It was awesome because it was very Nakk and very harshi. If you were caught doing something bad, you were heavily punished for it. But it sucked because as a n00b pick pocket you could expect this to happen to you at least 3 times if you weren't rinth or didn't have a "friend" to practice on.

But - with the new night time changes, let's face it - if you have half a brain - you can get very good at your trade and make a lot of money very quickly. Could be me -  but it seems that everyone is prowling the streets at night and there is little to no real risk involved with praying on NPCs night after night. A very simple to "look" in each cardinal direction keeps you fairly risk free.

As a result, I'd like to introduce the following suggestions. Maybe not for Arm 1, but possibly for Arm 2.

1) Make NPC soldiers move more often and more randomly. There seems to be little if any movement in enforcers other then a few patrols. It would be nice if the soldier 1 south and 1 east of me in the bazaar had a chance of shifting toward me as I tried to kill my prey.

2) Bring back the loin cloth. Now that it's easy enough to make a living as a bad guy and to avoid getting nailed by the fuzz, it's high time we made jail something to be afraid of again. Right now if I get arrested and a PC templar doesn't stumble by, it's not a very big deal. I sit in jail, I get out, I buy some new weapons. I'm Icly but not ocly afraid of it.

3) Multiple offenders should be treated more harshly. Some suggestions below:

a) First offense - Loin Cloth + Sentence (BRING BACK THE LOIN CLOTH!) If you get caught - ALL YOUR GEAR - not just your weapons are stripped.

b) Second Offense - Loin Cloth + Sentence + Branding with symbols that represent the crime. These are basically just forced tattoo saying "this dude is a thief or a murderer". Options for RP are endless.

c) Third Offense - Loin Cloth + Sentence + Branding + Maiming - Here the jailer emotes smashing the players hand or foot with a hammer and a scar is applied to the body location of choice. The players agility and/or endurance are lowered to reflect the effect of the injury. Not quite losing a limb, but - you're a 3 time offender, you need to be f-ed up.

d) Fourth Offense - Loin Cloth + Sentence + Branding + Maiming + Banishment - Upon being released the player is brought to the gates and tossed outside. A new permanent wanted flag for an very long time is placed on the player.

e) Fifth Offense - Death - You are dragged to the spiked pit on caravans and thrown in.

A PC Templar can jump in at any point to stick them in the arena instead.

Sincerely

Unafraid In Allanak

(I wonder what Mansa thinks...)







I think the perceived problem would be mostly eliminated if the NPCs in question fled when attacked.  If you had to chase your target all over while he or she is screaming for the guards, chances are it would make it slightly more difficult to actually pull a successful NPC mugging off.

Granted, it wouldn't make it impossible, but certainly a little more difficult.
Quote from: WarriorPoet
I play this game to pretend to chop muthafuckaz up with bone swords.
Quote from: SmuzI come to the GDB to roleplay being deep and wise.
Quote from: VanthSynthesis, you scare me a little bit.

Quote from: Synthesis on April 03, 2009, 04:48:11 PM
Granted, it wouldn't make it impossible, but certainly a little more difficult.

And a better indication of how the world should act against muggings. I find it extremely odd that NPCs don't flee when they're in trouble or at a certain degree of pain.
"And all around is the desert; a corner of the mournful kingdom of sand."
   - Pierre Loti

Hell yes to flee.
Wynning since October 25, 2008.

Quote from: Ami on November 23, 2010, 03:40:39 PM
>craft newbie into good player

You accidentally snap newbie into useless pieces.


Discord:The7DeadlyVenomz#3870

Quote from: brytta.leofa on April 03, 2009, 09:54:38 AM
Or, heck, crazy NPCs.

An 80% chance of being thrown in with a tame, garden-variety criminal; choose from a variety of "talk" scripts.
A 3% chance of being thrown in with a hulking thug who steals your loincloth for giggles.
A 3% chance of meeting one or more NPCs who insist on brawling each other and you.
A 0.5% chance of meeting a fella who, every few minutes, throws a fit, screams, bashes or kicks you, and then disengages-- possibly to the point of killing you.  (Force the PC to disengage when he does, to protect newbs from themselves.)
A 0.1% chance of meeting a mangy, muscular beggar who subdues you and whispers schizophrenic endearments in your ear.

This, I like.
As of February 2017, I no longer play Armageddon.

I think it's fine. Pickpockets, like hunters, have a horrid time trying to survive early on (but I played before the "before dawn" code). Once they get their skills up to a decent level, the difficulty level does drop. As it should. Just like warriors can grow to solo scrabs or beetles, pickpockets should be able to pickpocket more characters without getting caught. I'm not fond of being tossed into jail all the time.

IMHO, the templars (at least the southie ones) handle punishment as well as suggested, assuming you get caught at all.

Jail NPCs would be fun, though. The imms could just animate one when they think a guy should shut up ;)
Quote from: Rahnevyn on March 09, 2009, 03:39:45 PM
Clans can give stat bonuses and penalties, too. The Byn drop in wisdom is particularly notorious.

Quote from: RogueGunslinger on April 02, 2009, 02:10:57 PM
Ehh. No. Too many newbies play rogue classes early in their career, and already find it too hard. I'd like them the opportunity at the roleplay involved with rogue classes.

I think newbies learn better from branding.

And frequent beatings.

You only know your safe in the dungeon if you've only been stealing/attacking NPC's.  Once you're a criminal that really stirs some shit up with PC's then it's a whole different issue.  A pc of mine was thrown in the dungeon once and OOC'ly I was almost -sure- that a PC templar was going to come along and throw me in the arena and while it never happened it very easily could have.

I think it's fine now - let the harsh sentences and punishment decisions lie in the hands of the PC templarate and militia, this makes it more fun for everyone.

It would be cool if PC templars could have criminals branded though.

Branding is another reason why "tattooist" should be a subguild ;)
Quote from: Rahnevyn on March 09, 2009, 03:39:45 PM
Clans can give stat bonuses and penalties, too. The Byn drop in wisdom is particularly notorious.

I like a lot of the suggestions here.  Playing a rogue character should be dangerous, and difficult.  My first couple characters were rogues and they didn't last long.  Once I get to know the game better I can try again and have a much better chance.

I think that is the way it should be.
Quote from: NyrYou know what would stop people from complaining all of the time?

Nothing.  Nothing ever will.

Quote
QuoteCan I have my old character back?

Sure! But he'd be dead.

There's a fine line between making criminal roleplay too easy and too hard. Personally, I think the game would benefit the most from having unlawful characters less difficult to play but more readily monitored by staff. Things have gotten better in terms of the code, but there was a time when it was so harsh that there was no active criminal sphere to be found if there wasn't a very active and ambitious player leading one of the few clans and attracting players. Since there often is not, there were and are times when those playing on the wrong side of the law are too few to be a factor.

I have played in law enforcement clans at times when nothing whatsoever was going on in the criminal milieus, and it sucked. I have tried to play criminal characters at times when noone else was around to build up the kind of playerbase you need for this to prosper, and it sucked. I have also played at times when this element of roleplay was out of control with crime so rampant as to actually be jarring and ruining certain aspects of the game - when every apartment in the city is robbed every night, when every character who stands out is assassinated just for being noticeable, or when the criminal world becomes usurped by wielders of magick or psionic abilities - and it sucked just as much.

This has always been a controversial subject. So many things in the code and in the mentality of the playerbase are so discouraging to most would-be criminal roleplayers that they simply don't try. Up until recently, the code would crush your character very quickly if you weren't extremely careful, and succesfully playing a criminal often required you to border on twinking or playing with blatantly out-of-character motivations; this has improved a lot over the last couple of years, but many are still deterred by certain obstacles such as the complete inability to remain anonymous or disguise yourself, or the fact that increasing "illegal" skills - whether steal or backstab - practically requires rigorous training specifically targeted at NPCs before they reach levels where they can even be considered useful. And the majority of the playerbase is still doing everything they can to make themselves immune to crime, or to thwart the efforts of others, whether intentionally or not. It is a rare player who can witness a failed peek or see a pair of footpads and not treat or consider the character in question as a criminal for the rest of their lives. In the minds of some, Allanak is still a village with thirty inhabitants where everything is noticed and nothing forgotten.

I feel that this is a staggered element of the game. It has never really developed beyond a highly cyclical, restricted and sporadic venue of roleplay that sees little sympathy and even less support. I think that to bring criminal roleplay to a level where you can make a character and expect there to actually be members in the Guild, or where you can expect a professional assassin to exist in the game at any given time, or where you can play a soldier and expect to experience a real player character arrest more than once every other month, crime needs to be a more playable thing and consequently more actively monitored and regulated by staff.

Quote from: Good Gortok on April 25, 2009, 12:54:29 AM
In the minds of some, Allanak is still a village with thirty inhabitants where everything is noticed and nothing forgotten.

I feel that this is a staggered element of the game. It has never really developed beyond a highly cyclical, restricted and sporadic venue of roleplay that sees little sympathy and even less support. I think that to bring criminal roleplay to a level where you can make a character and expect there to actually be members in the Guild, or where you can expect a professional assassin to exist in the game at any given time, or where you can play a soldier and expect to experience a real player character arrest more than once every other month, crime needs to be a more playable thing and consequently more actively monitored and regulated by staff.

I agree with this -so- much. Unfortunately because of the small playerbase its hard to be a 'face in the crowd' and properly RP how many people there are in cities.
Quote from: Gimfalisette
(10:00:49 PM) Gimf: Yes, you sentence? I sentence often.

For the most part I agree with the suggestions.

Someone mentioned the PC mentality regarding thieves. In defense or at least explanation I'll offer. While roleplaying and playing out a character IC at all times, for many players it can be hard to forget that it is a game. Just as some are upset when their long-lived character is killed, many are upset when the items their character works for are stolen off of them. Of course you could RP it off by emoting a bump, or likewise, but for many I'd imagine it'd be hard immediately when you have the system giving you proof of the failed crime. Perhaps a nosave option to ignore failed pickpocket/peek attempts? I'm not sure.

Quote from: jcljules on April 25, 2009, 01:04:13 AM
Quote from: Good Gortok on April 25, 2009, 12:54:29 AM
In the minds of some, Allanak is still a village with thirty inhabitants where everything is noticed and nothing forgotten.

I feel that this is a staggered element of the game. It has never really developed beyond a highly cyclical, restricted and sporadic venue of roleplay that sees little sympathy and even less support. I think that to bring criminal roleplay to a level where you can make a character and expect there to actually be members in the Guild, or where you can expect a professional assassin to exist in the game at any given time, or where you can play a soldier and expect to experience a real player character arrest more than once every other month, crime needs to be a more playable thing and consequently more actively monitored and regulated by staff.

I agree with this -so- much. Unfortunately because of the small playerbase its hard to be a 'face in the crowd' and properly RP how many people there are in cities.

Please, for the love of God. I would love see being a criminal become more viable. I currently don't think it is 'too easy to be bad' unless all you're doing is dealing with NPC's. It's nigh on impossible to deal with PC's without being instantly hunted down. I also wish masks and other concealing items actually well, concealed. Though I know thats a long debated topic.
Quoteemote pees into your eyes deeply

Quote from: Delirium on November 28, 2012, 02:26:33 AM
I don't always act superior... but when I do it's on the forums of a text-based game

May 04, 2009, 10:20:05 AM #32 Last Edit: May 04, 2009, 10:22:02 AM by RogueGunslinger
QuoteSubguild Con Artist                                              (Character)

   Con artists are good with small sleights of hand, as well as skilled
in some of the merchantly arts, such as being able to appraise items as
well as make an advantageous bargain. Also, at the con artists disposal
is the ability to craft disguise-like items,


See Also:
   guilds, subguilds, disguise-making

Quote

Skill Disguise Making                                                  (Skill)

Skilled crafters are capable of making disquises varrying
from mustaches to wigs, and can even employ the use
of makeups to further disguise themselves. 

Syntax:
    craft (item1) (item2) into (desired result)

Example:
   > craft hair glue into mustache
   
   > craft gwoshi gwoshi dye glue into a shaggy red wig

Notes: By wearing the disquise crafted, certain parts of
the sdesc will be replaced, and often parts of the mdesc
as well.

See also:
   crafting

Dude, RG, for a second there I thought I had missed something very fucking cool about the Con Artist helpfile.   :o

I vote yes.  ... Are we voting?
Quote from: manonfire on November 04, 2013, 08:11:36 AM
The secret to great RP is having the balls to be weird and the brains to make it eloquent.

That gets a full yes vote from me. I was seriously considering making a con artist for my next char, until I saw Ourla's comment :P
Quote from: Rahnevyn on March 09, 2009, 03:39:45 PM
Clans can give stat bonuses and penalties, too. The Byn drop in wisdom is particularly notorious.

You know this would rock, Morg.  8)

YES PLEASE OMG.
Quoteemote pees into your eyes deeply

Quote from: Delirium on November 28, 2012, 02:26:33 AM
I don't always act superior... but when I do it's on the forums of a text-based game

After about a month in game, these "disguises" would be as useless as tits on a boar.

The only disguises that have ever worked are the full-mdesc-hiding masks.
Quote from: WarriorPoet
I play this game to pretend to chop muthafuckaz up with bone swords.
Quote from: SmuzI come to the GDB to roleplay being deep and wise.
Quote from: VanthSynthesis, you scare me a little bit.

Actually, all you have to do for a good disguise is mask your sdesc and allow tdesc to be at both the end, and the beginning of your mdesc.

Quote from: RogueGunslinger on May 04, 2009, 12:41:59 PM
Actually, all you have to do for a good disguise is mask your sdesc and allow tdesc to be at both the end, and the beginning of your mdesc.

ctrl+c + ctrl+v + ctrl+f ownz all
Quote from: WarriorPoet
I play this game to pretend to chop muthafuckaz up with bone swords.
Quote from: SmuzI come to the GDB to roleplay being deep and wise.
Quote from: VanthSynthesis, you scare me a little bit.

Bit confused by what copy paste and find has to do with what I said. Possibly this has been asked before, and an answer given. But alas your cryptic message is far to... cryptic for me to understand.

Quote from: RogueGunslinger on May 04, 2009, 12:52:33 PM
Bit confused by what copy paste and find has to do with what I said. Possibly this has been asked before, and an answer given. But alas your cryptic message is far to... cryptic for me to understand.

I just log everything and then go through my logs and create a database of all the characters i interact with, along with what items they have and armours they are wearing.
New Players Guide: http://gdb.armageddon.org/index.php/topic,33512.0.html


Quote from: Morgenes on April 01, 2011, 10:33:11 PM
You win Armageddon, congratulations!  Type 'credits', then store your character and make a new one

Quote from: RogueGunslinger on May 04, 2009, 12:52:33 PM
Bit confused by what copy paste and find has to do with what I said. Possibly this has been asked before, and an answer given. But alas your cryptic message is far to... cryptic for me to understand.

If all you can do is hide sdesc, and -add- things via tdesc, all you have to do to defeat this is to copy and paste everyone's mdesc to an excel file, then do a ctrl+f (search function) and search for a string from the center of the mdesc.

Also:  don't get me STARTED on douchebags who write cryptic mdescs, then only have sdesc keywords that are impossible to guess.  I've seen dudes with no race, no gender and no unique features in their mdesc running around with sdescs like "the hirsute, acutely-angled fellow," in a dark, hooded cloak, so you're sitting there hidden in the room trying "keyword man," "keyword elf," "keyword half," "keyword woman," "keyword lad," "keyword...ah fuck it..."backstab dark.hooded.cloak."
Quote from: WarriorPoet
I play this game to pretend to chop muthafuckaz up with bone swords.
Quote from: SmuzI come to the GDB to roleplay being deep and wise.
Quote from: VanthSynthesis, you scare me a little bit.

Oh god. Do people really do this? I was so naive that I really didn't understand what Synthesis was saying.

Fucking twinks.

Wow. I occasionally make note of the sdesc and name of characters I have to deal with on a regular basis. But taking down everyones full mdesc?! That's the sorta stuff that can ruin the game. :(
Quoteemote pees into your eyes deeply

Quote from: Delirium on November 28, 2012, 02:26:33 AM
I don't always act superior... but when I do it's on the forums of a text-based game

Bring mdesc hiding items back, but make them full disguises, not mask.
These items should be in themselves illegal to wear.

The man dressed in a black ninja suit stand here.

>l man
He is wearing;
about body: a black ninja suit.

assess -v ninja

He is taller than you.
He is thinner than you.
Of course he's fecking armed.. he's a ninja!
Quote from: Twilight on January 22, 2013, 08:17:47 PMGreb - To scavenge, forage, and if Whira is with you, loot the dead.
Grebber - One who grebs.

QuoteOh god. Do people really do this? I was so naive that I really didn't understand what Synthesis was saying.

Fucking twinks.

Yes.

And then they call themselves by an uncoded name and NEVER lower their hood.

"Hi I'm 'The Elitest Asshole,' and I'm offering prizes to anyone who can find my mind. Good luck!"

Sometimes, they actually let these meat-socks run cloans.
Quote from: musashiengaging in autoerotic asphyxiation is no excuse for sloppy grammer!!!

Armageddon.org

 :D the super secret sdesc hood never falling pc's, how I despise them.

Back to what really needs to be discussed.
con artist disguise = fucking win
A staff member sends you:
"Normally we don't see a <redacted> walk into a room full of <redacted> and start indiscriminately killing."

You send to staff:
"Welcome to Armageddon."

Quotei⋅ro⋅ny
1   /ˈaɪrəni, ˈaɪər-/ Show Spelled Pronunciation [ahy-ruh-nee, ahy-er-] Show IPA
–noun, plural -nies.
1.    the use of words to convey a meaning that is the opposite of its literal meaning: the irony of her reply, "How nice!" when I said I had to work all weekend.
2.    Literature.
a.    a technique of indicating, as through character or plot development, an intention or attitude opposite to that which is actually or ostensibly stated.
b.    (esp. in contemporary writing) a manner of organizing a work so as to give full expression to contradictory or complementary impulses, attitudes, etc., esp. as a means of indicating detachment from a subject, theme, or emotion.
3.    Socratic irony.
4.    dramatic irony.
5.    an outcome of events contrary to what was, or might have been, expected.
6.    the incongruity of this.
7.    an objectively sardonic style of speech or writing.
8.    an objectively or humorously sardonic utterance, disposition, quality, etc.


See definition #5.

I would never have expected to be doing anything with my wife's ex husband...
p.s.- He should be creating an arm account before long :D
Quote from: Twilight on January 22, 2013, 08:17:47 PMGreb - To scavenge, forage, and if Whira is with you, loot the dead.
Grebber - One who grebs.

Sorry. Was running off to work and didn't have more time than to simply growl at elitist assholes. (See signature)

First off, FantasyWriter: Wtf does that have to do with anything? That belongs in the player announcement section under "Free boots." :P

Secondly, back to the main point: I like the idea of communal cells. Just think they should be more death proof. Like, guards come and break up a fight after one PC is KO'd, if two get into fisticuffs, and haul off the loser. Or some sort of brawl code-esque shit that stops you from beating them to death. "He's already out cold. Attacking him again would get you stomped by the guards." I could see asshole warriors throwing a kick at someone just so that they can end up in a small, locked room with the PC who just tried lifting their knife - Totally NOT something anyone would do on Zalanthas.

Also race/magicker discrimination would be a cool coded issue. Only elves and drovians should end up in the cell with the lonely half-giant lifer.

Thirdly, branding or scarring is a great idea for second or third offense of any sort of crime. A sword for murder, a hand for theft, a HG mushroom stamp for indecent exposure, something for running your mouth like a cocky dumb newb, administerable by PC Templar.  NO INSTA-DEATH. That's fucking lame. Lame auto-death is something that twinks should do to you in the rinth, not a coded aspect of the game.

As far as disguises go, I'm back and fourth. I agree to whoever said a disguise making skill would be as useless as tits on a boar.

A good disguise is not difficult at all to put together, especially on the desert world of Athas. If you don't believe me, go to this link and write up a 2 line mdesc.

http://farm1.static.flickr.com/134/335239542_cb00cac8b1.jpg

Honestly, if you told me that photo was taken on Caravan Road I might, for a second, believe you.

A decent robe and face wrap, or the right kind of hood would elminate any sort of description besides height, weight, and gender, and possibly race. (though half-elves could easily be confused for either humans or elves, depending on their heights and weights, etc.) Plainly, anything can be used as a disguise. I can't tell you the number of PCs I've had who've raised their hoods and wore a black bandana over their face before the went out to burgle houses, stab people, or pick pockets. It never stopped PCs from spotting my third nipple and the "All aboard" tattoo on my [censored], but it felt right IC.

Is a cloak/hood/facewrap all you need for a good disguise? Yes. There's an extremely popular desert cloak that has flaps and strings to conceal every conceivable part of the body - and keep it tied down tight. Check the mdesc. That baby's as good as the ninja garb. Do I want to see every yahoo IG wearing one? Fuck no.  I like the idea of disguise as much as the next guy, but honestly, there's no good way of doing it.

If it were anything I'd want it to be a fifth tier branched burglar/assassin/pickpocket skill that allows you, so long as you're wearing something on nearly every body location (torso, arms, wrist, neck, face, head, about body, legs, feet, hands) you have a chance of botching out your mdesc.

"You arrange your clothing to provide maximum concealment."
or
"You'll need to cover your head, or put your hood up before you want to do that, R-tard."

I hesitate to suggest even this.
Quote from: musashiengaging in autoerotic asphyxiation is no excuse for sloppy grammer!!!

Armageddon.org

Heh... had two GdB windows open and posted in the wrong thread.
Quote from: Twilight on January 22, 2013, 08:17:47 PMGreb - To scavenge, forage, and if Whira is with you, loot the dead.
Grebber - One who grebs.

I'm of the opinion that skill_disguise should exist, and one should be able to apply it both to oneself and someone else.

It should be expensive, and have lots of room for failure. High success might imply that people would have to examine the person for longer, or more than just once. High failure might imply that upon first looking at the person, they see the entire mdesc. But -- On a good success --

It should mask the mdesc completely, but if someone 'examines' the subject, it reveals the mdesc, and sends a message to the person disguised 'Your disguise has been discovered by -sdesc-." If simply looked it, it would show an Equipment list.

This would mean: The person who examined you will see your entire mdesc, but it would be assumed that there would be no change in sdesc as you'd be wearing a face-mask, or a hood.

To be honest, I think, while not entirely realistic or all-encompassing, people wearing a facewrap and a hood should show no mdesc as well. In civilized areas, it should be outlawed to wear both a facewrap and a hood in public.
"You will have useful work: the destruction of evil men. What work could be more useful? This is Beyond; you will find that your work is never done -- So therefore you may never know a life of peace."

~Jack Vance~

When I first started playing if a Templar or militiaman saw someone with a hood on, they made them show themselves, and I don't remember EVERY seeing anyone in door with a hood up.  I see it all the time now.. I seem to remember my hepler telling me that it was a loose rule that you didn't wear your hood up inside the walls unless you were in Red Storm.
Quote from: Twilight on January 22, 2013, 08:17:47 PMGreb - To scavenge, forage, and if Whira is with you, loot the dead.
Grebber - One who grebs.

That's how I remember it too. But when you think about it, it doesn't really make sense, and is an OOC means of finding the sdesc of someone. There no IG reason for lowering a hood, because 99% of the hoods in game wouldn't cover your face. Not to mention I'm sure many zalanthas constantly have their hods up or a facewrap on to protect them from the harsh elements.

Having a hood up in a bar or tavern doesn't make much sense though.

Quote from: RogueGunslinger on May 10, 2009, 02:53:00 AM
That's how I remember it too. But when you think about it, it doesn't really make sense, and is an OOC means of finding the sdesc of someone. There no IG reason for lowering a hood, because 99% of the hoods in game wouldn't cover your face. Not to mention I'm sure many zalanthas constantly have their hods up or a facewrap on to protect them from the harsh elements.

Having a hood up in a bar or tavern doesn't make much sense though.

It isnt just an OOC means of finding as sdesc, because if you REALLY wanted to, just contact through the hood. Wearing a hood indoors is fine, but if it is in the presence of city militia, or more specifically, Templars or Nobles, you should have the respect to put your hood down. If you have to be asked, it is MY opinion you should get fined by the AoD for taking time out of their day, and the Noble's day, to bother looking at you.

There is a lot of stuff in game lately that -never- used to happen, and irks me. So far as being bad, I see far more people just come out, kill random NPCs at night, and go back to their dark scary alleys. Just once, I would like to see them try to kill a PC. Fair it up a bit*.


* To those that DO this already, thank you. You are providing the interaction to the players, WHILE twinking, not just twinking.
Quote from: IAmJacksOpinion on May 20, 2013, 11:16:52 PM
Masks are the Armageddon equivalent of Ed Hardy shirts.

I attack random PCs with a twink character, with low combat skills once :P A lot of people hate getting randomly PK'ed, so it would be polite to leave them alive after you rob them.
Quote from: Rahnevyn on March 09, 2009, 03:39:45 PM
Clans can give stat bonuses and penalties, too. The Byn drop in wisdom is particularly notorious.