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#1
General Discussion / Re: Discuss: Changes To PK Gui...
Last post by eska - Today at 10:14:36 AM
Quote from: Master Color on Today at 08:23:04 AM
QuoteWhile killing someone is the best way of eliminating their negative influence on my plans for world domination, I will do it.

When I can trust people to get the hint that maybe they should stop pushing their luck, I won't have to kill them.

Knowing this and knowing that this is the attitude of some players: Why the fuck should I put any time into this dead game?

Noone forces you to put any time into this game.

Quote from: Master Color on Today at 09:25:00 AMNothing was taken out of context. I'm responding to the words on the screen.

The only context here is that there are people here bending over backwards to try to assure to me that the players here are mature and responsible. That they will try to roll with the punches and tell stories with me. Meanwhile, I'm seeing posts that are telling me the opposite.


In my case, I am not trying to assure you to anything. We are all trying to create our -own- stories. If our stories go in the same path, we are good IG, if not, bye bye to one of us IG. Even though you as a player are not happy with that, it is not your place to call me immature and irresponsible.
#2
General Discussion / Re: Discuss: Changes To PK Gui...
Last post by Lizzie - Today at 10:07:56 AM
Quote from: Cowboy on Today at 09:41:16 AMMurder-Corruption-Betrayal and PK

One on one confrontations on the sands is a great place for mercy, maiming or whatever.

Murder for hire.  Twenty large to kill an aid.  No further info as to why.  Bad place for mercy.

The boss told me to the "kill the fecker, so I did".  I don't know why I did it, I did as I was told.  Bad place for mercy.

Expect death.  Mistakes you make.  Mistakes other make.  Death traps.  Two meks.  Once I started to understand character deaths as new starts for other characters, it became easier to not take it personal.  Nor waste time ruminating about it.

Yup. Pretty sure your character killed mine because of a "boss told me" situation, back in the days of Special Ops.  I absolutely never took it personally and thought the whole situation was crazy (and fun in a "my character is gonna die no matter how far I try to run" kind of way).  The mdesc masks - I wish weren't mdesc masks. But it didn't take away from the death at all.
#3
General Discussion / Re: Discuss: Changes To PK Gui...
Last post by Cowboy - Today at 09:41:16 AM
Murder-Corruption-Betrayal and PK

One on one confrontations on the sands is a great place for mercy, maiming or whatever.

Murder for hire.  Twenty large to kill an aid.  No further info as to why.  Bad place for mercy.

The boss told me to the "kill the fecker, so I did".  I don't know why I did it, I did as I was told.  Bad place for mercy.

Expect death.  Mistakes you make.  Mistakes other make.  Death traps.  Two meks.  Once I started to understand character deaths as new starts for other characters, it became easier to not take it personal.  Nor waste time ruminating about it.
#4
General Discussion / Re: Discuss: Changes To PK Gui...
Last post by Master Color - Today at 09:25:00 AM
Nothing was taken out of context. I'm responding to the words on the screen.

The only context here is that there are people here bending over backwards to try to assure to me that the players here are mature and responsible. That they will try to roll with the punches and tell stories with me. Meanwhile, I'm seeing posts that are telling me the opposite.
#5
Quote from: Master Color on Today at 08:23:04 AM
QuoteWhile killing someone is the best way of eliminating their negative influence on my plans for world domination, I will do it.

When I can trust people to get the hint that maybe they should stop pushing their luck, I won't have to kill them.

Knowing this and knowing that this is the attitude of some players: Why the fuck should I put any time into this dead game?

Setting aside that the quote is taken out of context (Tuannon goes on to write "To the point, I applaud the dialogue of more closure around role ending scenarios, it was about fifteen years over due really"), that's rather the point of the PvP guidelines: to ensure the players of those killed in PvP situations don't feel like their time has been wasted, and do feel like the ending of their character's story is satisfying. To achieve that, the guidelines offer a means of pushing that ending out as long as possible by instructing players to find alternative means of conflict resolution and/or escalation before they decide to have their PC murder another.
#6
General Discussion / Re: Discuss: Changes To PK Gui...
Last post by Dresan - Today at 08:35:25 AM
Quote from: Kavrick on Today at 01:23:57 AMStuff

I don't agree with many of your point.

I understand and appreciate the sentiment but the expectations don't really match with reality of the game.
 
There is also the assumption that 'PK' is the only thing that can 'ruin' a player's experience but a number people do store or suicide when their character has been full looted or has been horribly humiliated. The 'no rape' policy is there for a reason and people have been asking for the ability to take an eye, ear, and probably a left nut for years, lol. ;D

Ultimately, I am okay with the hard swing at the moment because from experience its fairly easy to course correct as needed later with in the game. The PK rules are not 'new', they have existed in principle for a long time but have historically only been enforced by staff for a small group of players like sponsored roles. The hope is for that consideration and care to be extended to everyone, particularly the most vulnerable in our community.

If you play long enough you generally don't care about being killed and many of us do play characters which certainly deserve being hunted and killed.People should still expect to die and sometimes it will suck.
#7
General Discussion / Re: Discuss: Changes To PK Gui...
Last post by Master Color - Today at 08:23:04 AM
QuoteWhile killing someone is the best way of eliminating their negative influence on my plans for world domination, I will do it.

When I can trust people to get the hint that maybe they should stop pushing their luck, I won't have to kill them.

Knowing this and knowing that this is the attitude of some players: Why the fuck should I put any time into this dead game?
#8
General Discussion / Re: Discuss: Changes To PK Gui...
Last post by Tuannon - Today at 06:32:54 AM
I think Templars are also inheritors of a brutal regime, you kind of have to be brutal to survive being a white robe. Not sure whether it's institutionalized or whatever but previous experience suggests there is a level of urging that used to prevail.
#9
General Discussion / Re: Discuss: Changes To PK Gui...
Last post by eska - Today at 05:40:01 AM
Quote from: EvilRoeSlade on Today at 03:14:13 AMTo be clear, I don't mind someone creating a raider and going on to kill a bunch of people. What I do mind is someone accepting a sponsored role and going on to kill a bunch of people.
I was about to say this. What do you guys mean, when you're talking about PK.
Every player's first concern is their own story. And everyone wants their story to go on. It is easier for a templar to keep their story go on, because they can easily get away with torturing/murdering people. But a raider will have hard time with that, since the victim will have no problem finding some support to take vengeance. Easiest way for the player of the raider is to silence the victim. So, a raider killing someone with just some interaction should be understandable by the victim as well.
On the other hand, Allanaki Templars are known for their short temper. Some could be easy-going on the outside, some could be sociopaths. If you know the temper of a Templar, you can shape your RP accordingly. I find it lame to say I don't want sociopath PCs/NPCs in Zalanthas. I expect harsh environments grow mentally instable people. There will always be such characters in the world.

Edited to add: You cannot label a player a sociopath just because he plays a sociopath PC. Also it is more toxic to call the playerbase of Arm toxic.
#10
General Discussion / Re: Discuss: Changes To PK Gui...
Last post by Tuannon - Today at 04:55:51 AM
While killing someone is the best way of eliminating their negative influence on my plans for world domination, I will do it.

When I can trust people to get the hint that maybe they should stop pushing their luck, I won't have to kill them.

To the point, I applaud the dialogue of more closure around role ending scenarios, it was about fifteen years over due really. I'm not really a fan of a full post death report, but something like 'Amos was paid to kill you' is much better than absolutely nothing, or absolutely nothing and a reference to a helpfile.

I'm standing on business at killing one role off every eight years of game play. There are people who kill more people in one week than I have in my entire 'career'.