Recent posts

#1
Quote from: Agent_137 on Today at 06:27:32 PMI was hoping to see the possibility of a Rez for a ridiculously poor PK, but I understand that's going to lead to having to say no a lot. 

I was hoping for this as well. I get why such a decision would be rare if it was a possibility at all, but not making it even a possibility seems like an error. Pre-determining this lack of arbitration may backfire if or when a situation arises where this pre-determination does more harm than good. An example would be a PK that is somehow the result of a typo or mistarget. It's currently not grounds for a resurrection, but at the same time, I wouldn't say that letting such a death stand always shows respect to the storytelling process. It might make storytelling sense in a messy brawl, but not so much if a templar is trying to execute someone and forgets that both the criminal and the templar's aide have obsidian hair.

I'm also assuming/hoping that griefing, while rare, falls under player cheating, which the "help resurrection" file says is potentially grounds for a resurrection.

It's otherwise a great addition to the game's rules and roleplaying standards.
#2
General Discussion / Re: Discuss: Changes To PK Gui...
Last post by Kavrick - Today at 08:30:35 PM
First step in the right direction. I know older players are going to have trouble adjusting but I honestly don't have much empathy for selfish players who'll kill other PCs just for the thrill of it, if this fucks them over then I'm honestly happy. That honest pettiness aside, It's a very good change, I know Armageddon was originally a hack and slash but everything that points towards more quality and focus on Roleplay is a good thing.
#3
General Discussion / Re: Discuss: Changes To PK Gui...
Last post by Dresan - Today at 07:53:00 PM
Quote from: Riev on Today at 06:37:28 PMBut giving staff a place to point to when someone really does a shitty kill will be nice. Unfortunately, a very high percentage of the players I know only care about winning the scene.

Its really a wait and see. After all its not low karma indies randomly killing a PC's lover and friends. In the past, its often been sponsored roles, played by high karma players with the blessing and encouragement of staff.

This problem has existed for a very long time and is rooted in Armageddon's community, its culture and even its code.

For example, it would be fairly possible for the combat code to be tweaked to promote coded conflict that is meaningful but not always deadly. For example, allowing more knockouts or  cause temporary injury if you were severely beaten.  Mercy does not have to be so damn bad and regening to full from certain fights doesn't have to be so instant with just sleep.
#4
General Discussion / Re: Discuss: Changes To PK Gui...
Last post by Patuk - Today at 07:12:21 PM
Good change. I hope it goes well.
#5
General Discussion / Re: Discuss: Changes To PK Gui...
Last post by Riev - Today at 06:37:28 PM
I see a lot of people justifying it with "They were in my territory" or "Well I'm an elf that hates humans". With this new documentation, considering how few of our newer people understand the documentation and how few of our veterans CARE about the documentation, I don't see it changing.

But giving staff a place to point to when someone really does a shitty kill will be nice. Unfortunately, a very high percentage of the players I know only care about winning the scene.
#6
General Discussion / Discuss: Changes To PK Guidanc...
Last post by Agent_137 - Today at 06:27:32 PM
I'm excited about the changes to PvP policy announced today and detailed here: https://www.armageddon.org/help/view/PvP

As staff, I saw some good kills and bad kills. Reprimands were rare, required lots of staff discussion, multiple player warnings, and still didn't feel right. 

I was hoping to see the possibility of a Rez for a ridiculously poor PK, but I understand that's going to lead to having to say no a lot. 

Any thoughts? Will this improve gameplay? Limit it too much? Change nothing? Is it far enough? Too far?
#7
General Discussion / Re: Q&A for NEW Advanced Start...
Last post by Halaster - Today at 04:51:34 PM
Quote from: KawaiiBear on May 14, 2024, 11:44:48 AMIs there any possibility for fence to opt to get the same bonuses artisan/dune trader gets?
They're almost identical except fence gets boosted stealth and 2 crafting skills set to master vs 6 crafting skills set to master.
Getting 4 crafting skills to master is imo much more valuable than boosted stealth, especially with how low it caps for fence.

I would like to play a fence tbh but the starting bonuses DT/Artisan are so much more massively useful in comparison that I'm reconsidering on that alone.

This is reasonable.  I've updated Fence to be:

For Fence:
- Offense, Defense raised a tiny amount
- Parry raised to apprentice if you start with it
- Two fighting styles (two-handed, dual wield, or shield use) raised to apprentice
- Kick, bash, disarm, rescue, guarding, riposte and hack all raised a small amount (depends on skill) if your guild/subguild combo starts with the skill.
- Ride set to journeyman if you start with it
- Large boost to 3 "other" skills.  Examples would be hunting, direction sense, skinning, clothworking, etc.  Again, a skill you start with only.
- 2 crafting skills (in addition to above) set to master
- 2 crafting skills (in addition to above) set to advanced
- Sneak and hide set at low advanced
#8
Seasons Information / Season 1, Update 9: Money for ...
Last post by Valkyrja - Today at 01:52:58 PM
Greetings!
Welcome to a quality of life update email. No historical snippets or short stories this week, just a bunch of updates and changes designed to improve the player experience.

Shared bank accounts
Huzzah! Characters can now create a shared bank account with others, without the need for a clan. It's not using your personal account, it's creating a new account that's shared with others. With shared accounts we are hoping for better continuity for PC clans and other groups. Bribing the off-peak Templar has never been easier! This functionality will help foster better connectivity and continuing stories between PCs who may not be able to connect lately due to playtime differences. We'll share the full help file on launch day June 15th!

Advanced Start
It's no secret that many of our players don't particularly enjoy 'the grind' or simply no longer have time for it. To that end, we have introduced the Advanced Start option to improve their experience. This special application option allows players to create PCs with a head start in their key skills, providing significant boosts to starting skill levels, extra gear for clanned characters, and more starting coin for independents. It is compatible with all mundane class options and is a great option for players who would sometimes just like to hit the ground running and jump straight into the action.
Check out the full details here in this forum post.

Changes To PK Guidance & Helpfile
ArmageddonMUD features an unrestricted PvP environment within a permadeath framework, making it a highly dangerous world where death can come swiftly. To ensure that PvP enhances character-driven interactions, our updated policy provides clear guidelines for responsible roleplay, emphasizing respect for fellow players and the storytelling process. Players can engage in combat anywhere in the game world but must consider the impact on the broader narrative and community, using roleplaying tools to communicate motives and enrich the game. Clear communication with staff is also expected to ensure that PK meets our RP standards, ensuring that in-character conflicts contribute meaningfully to the overall game world.
Read the full help file here.

Role Calls, Applications & Launch Timeline!
We will be posting our leader and special role calls June 1st! Instructions and expectations will be included in a mega-thread detailing all of them in the same place. Here is our timeline for this:

June 1st - Role calls are open with the details posted.
June 7th - Role calls close.
June 7th - 10th - Staff make decisions!
June 10th - Regular apps and specapps (non-leaders/sponsored) may app as normal to receive pre-approval. (This way you can make any adjustments required before the launch date and get to playing right away on June 15th.)
June 10th to June 13th - Set up of leadership roles.
June 13th & 14th - Session Zero for sponsored and leadership roles.
June 15th - Game launches yay!

We look forward to seeing you in game!
#9
Staff Announcements / Re: 10 Point Karma System
Last post by Halaster - Today at 08:56:54 AM
More clarification based on questions received:

Sorcerers still require staff sponsorship and a rolecall as talked about here:  https://gdb.armageddon.org/index.php/topic,58568.0.html .  Additionally, they require 10 karma to apply for normally (however, right now they require  7)
#10
General Discussion / Re: Seasons Q&A
Last post by Halaster - May 20, 2024, 10:42:12 PM
We're working on the exact list of sponsored roles right now so that we can get them out to give folks time to think about it.  Don't hold me to this, it's just our goal, but we're looking on or about June 1 to post those lists.