Recent posts

#1
General Discussion / Re: Discuss: Changes To PK Gui...
Last post by Lizzie - Today at 08:19:53 AM
I prefer to keep the "I'm a raider, they didn't do what I said, so I killed them" aspect of the game. It's what I signed up for. It was in the docs and has been in them for decades. I've found too often that people come here thinking "oh they don't really mean that, everyone will roleplay perfectly, we'll get the exact scene we want before death, we'll be able to have closure and if not I'm sure they'll change things for us when we tell them how unfair it is."

That's WAY too high of an expectation for a game that started out as a hack-n-slash and is advertised heavily as an unforgiving world with permadeath.  People should expect the worst *for their characters* and then be happily surprised if their PC's lives exceed those low expectations. It says so in the docs.

I expect my character to be killed, somehow. The moment they show up into the game world they're fair game.  There's no "if/and/but" in that.  I might not like how Amos didn't let me SEE how he was roleplaying my character's death. But the fact that he killed her is fine by me. Apartment-killing is lame, but I figure they would've gotten me on the street instead if that was when they had their opportunity. So again - legit kill, lousy RPed circumstances.

The more we make excuses for the victims, the easier it is for everyone to play the victim and justify their way out of bad behavior, twinkishness, bullying, changing plotlines to suit their own interests, and circumventing the theme of the game to turn it into something it's not.
#2
Code Discussion / Re: Magick suggestion
Last post by zealus - Today at 04:27:32 AM
This would stimulate logging out to regen mana, instead of being online and roleplaying while waiting for such, I don't think we want this ;)

Spice doesn't tick down while logged out, neither does your HP/MV regen.
#3
Code Discussion / Magick suggestion
Last post by Pariah - Today at 02:57:22 AM
One thing that always bugged me is say I'm playing a mage and I eat a baby, then I cast two or three times and have to log off.  I come back to the game, have to wait however long to cast magick again because magick regen isn't done over logout.

If I get shitfaced drunk, I come back to "You're sober now." or whatever it says, same with spice.  Why doesn't mana regenerate over log outs but all these other status effects do?

I think it would be a huge QoL add if they made mana regen over logout.
#4
General Discussion / Re: Discuss: Changes To PK Gui...
Last post by Pariah - Today at 02:55:06 AM
I like it, I too throughout the years have seen entirely too many paper thin PK's, I myself tend to PK when required (Ordered by my boss/templar or someone discovers I'm a sekret witch and can't be trusted).

Hopefully this will limit the instances of "I'm a raider, they didn't do what I said, so I killed them." "I'm an elf, they looked at my ears funny." and other silly excuses.  I much prefer to just loot the unconscious body and see what happens to them when they are far from civilization and beat to shit with just their boots.
#5
General Discussion / Re: Discuss: Changes To PK Gui...
Last post by Usiku - Today at 02:49:40 AM
Agreed, we have more ideas we want to work on, but policy and help file changes are things that we can push through ahead of code changes while we wait for code resource and energy on things. Unfortunately the code backlog is always the longest!

The resurrection policy is unfortunately just a result of viability. We have expanded the resurrection policy significantly over the last couple of years and I am always keeping an eye out for opportunities to improve it, but we do have to be very careful with it. In this instance, we simply cannot open the door to staff being expected to be the 'RP judge' on every single PK, it's just not feasible, there is no way for us to be able to make consistent and fair calls on something like that, people would constantly be dead and alive again and dead again, we would be asked to make calls on things we didn't witness or don't have all the information on, we would constantly be trying to assess shades of grey and so on.. it simply isn't possible. Resurrection policy is a tough one, it's something I have spent countless hours thinking about and countless hours debating with fellow staff over (we all care about getting it right). When you really tangle with it objectively from every angle, you can quickly understand how complicated it becomes.

My hope is that, while it might take a little while to fully come into effect, the policy changes alongside the karma changes and general RP expectation across the board will elevate the style of play and attitudes across the game and community and create an overall better environment where having that policy *is* enough.

Quote from: Riev on May 21, 2024, 08:55:21 PM(or old staff taking new names to cleanse the pallet)

Riev please. This is not a thing. ::)
#6
General Discussion / Re: Discuss: Changes To PK Gui...
Last post by Riev - May 21, 2024, 11:46:26 PM
I'm so sexually pleased at the idea of mercy actually working and forcing someone to actually try and kill a PC.

Unless someone has a problem with the post-kill lag they would have to experience ... but at that point you already won!
#7
General Discussion / Re: Discuss: Changes To PK Gui...
Last post by Halaster - May 21, 2024, 11:04:17 PM
I agree with the mercy ideas too.  We'll do -something- with it at some point, hopefully not too far away.  I liked @mansa 's idea of "Tell mother I'm dead", a sort of quasi-dead state where you can still roleplay via say/emote, but can't use the way or move.  You -will- die, but it gives you a few mins to finish out your death scene (or you can opt out with quit death).

It's really a coder bandwidth/priority issue more than anything.  We'll get there!
#8
General Discussion / Re: Discuss: Changes To PK Gui...
Last post by Krath - May 21, 2024, 10:57:34 PM
Yes and yes. 110% yes to the second paragraph.
#9
General Discussion / Re: Discuss: Changes To PK Gui...
Last post by Dresan - May 21, 2024, 09:43:59 PM
Quote from: Krath on May 21, 2024, 09:17:31 PMI like the new rules are written...However, if they implemented RoE, way overboard.

I tend to agree.

Heck, the game would be a tremendously better place if asshole A just stuck to trying to kill asshole B whom they actually have beef with. Instead of using the conflict as a lame reason to go kill that newbie crafter/newbie recruit who smiled to their enemy once in passing.

That and a hard change to mercy, full prevention of any sort of damage (including spell and poison) to hp beyond 0 from a player who has this toggled on.  Toggled on should be the default and should be reset to default after every login. Oddly I feel a change like this would promote much more conflict and violence in the game, while preventing death. Its win-win.
#10
General Discussion / Re: Discuss: Changes To PK Gui...
Last post by Master Color - May 21, 2024, 09:27:47 PM
QuoteThe rules are great, for people who care about following the rules. While the abuser will be punished, the one who gets abused must simply grin and bear it. With no Rules of Engagement or anything codedly preventing anything, it will always end up with "oops sorry".

I'm not even talking about cheaters (though I found out later that most of them were).

Frankly the players that I found to be the most abusive were the ones that were permitted to be so with with explicit staff support.