Recent posts

#1
General Discussion / Re: Discuss: Changes To PK Gui...
Last post by Malken - Today at 02:14:32 PM
Quote from: HalasterWe would -consider- a resurrection in this specific instance you mention when it's obvious, blatant griefing like that.

That's what I was hoping to see. Griefers don't care about being banned, we all have and use VPNs these days.
#2
General Discussion / Re: Discuss: Changes To PK Gui...
Last post by Lizzie - Today at 02:00:28 PM
mdesc-hiding masks were silly because they weren't head-to-toe disguises, but acted as such, even though only worn on the face.

So a guy with two extra fingers on one hand, who was hunchbacked - would APPEAR to be whole just because the mask's mdesc implied as such. Or the guy with thick hair down below his back in knotty dreadlocks would APPEAR to be short-cropped - just because the mask's mdesc specified as such.  Or the guy with the barrel chest would APPEAR to be wide in the hips with a caved-in chest, because the mask's mdesc indicated as such.

A mask should ONLY obscure the face, but that's not how mdescs in this game work. Because of that, mdesc-hiding masks don't fit.
#3
Code Discussion / Re: Magick suggestion
Last post by flurry - Today at 01:59:51 PM
I always thought of the mana regeneration as having the benefit that it encourages magickers to find something else to do, and not just log out when they're out of mana.
#4
General Discussion / Re: Discuss: Changes To PK Gui...
Last post by Windstorm - Today at 01:57:35 PM
imo its important to note that staff don't actually have a way to do the right thing by everybody.

If they start giving themselves more rules to be able to restore dead PCs, and some are going to get that rule applied and some aren't, so then that looks like favoritism, which is so rampant a problem in RPI staffing that it always looks sinister to the outside eye. Further, it's not just a once a week review it's a long conversation w/ embittered passionate ppl that are going to flip out arguing back and forth, then try to quit if they don't get their way and drag all their OOC friends with them. They don't want to have to be run through the court of public opinion over every little thing every time they have to make a call like that. They want to run the game, have fun, and make fun for other people.

But when they have to make judgment calls and they have the weight of the absolutely nutty rpi community on them over every little thing it's not even nearly so easy's some of you try to make it sound. :P So they make the rules more conservative and try to let the code handle it, but of course they get dragged over that too.  That hasn't worked in the past so they're moving in a direction. If even it's just in writing now, it's movement in a direction I believe we can see is the right one.

Anyway whatever but my point is, there's not really a totally winning answer. At the end of the day most of us are tired of the same crap everyone else is tired of, and we're probably in agreement over it. These rules at least to me read like they're giving the staff a clear pathway to doing something about crappy behavior and that's a good direction.

TLDR i'm glad to see that direction being headed in. Let's do so bravely, and supportively.
#5
Code Discussion / Re: Suggestion: Make it so you...
Last post by flurry - Today at 01:45:39 PM
I agree with the idea of diminishing the role of luck, which I think is the basis of the original suggestion here. But I definitely favor a point-buy approach (which, fwiw, I'm not convinced would be all that complicated to implement, but the coders can figure that one out).

Here's my issue with random stats:

You have a great idea for a character. You think through the class, the subclass, the background, quirks, weaknesses, and so on. You take the time and get the description just right. You utilize all the options for customizing your character. You apply and the character is approved. At that moment, your enthusiasm for playing the role should be at its peak. Then, and only then, you get to find out your character's stats. And, after that, maybe you're not so enthusiastic anymore.

I want everyone to begin playing out their intended characters, without having a discordant array of stats to dampen their excitement for a role that had inspired them.

Random stats are inconsistent with the rest of character creation. Imagine a system where your subclass was chosen for you at random. Imagine randomly-determined skill caps. Imagine your starting location was determined by chance. All bad ideas, which perhaps only seem different than random stats because we're accustomed to random stats.
#6
General Discussion / Re: Discuss: Changes To PK Gui...
Last post by Dresan - Today at 01:45:29 PM
Quote from: Bogre on Today at 01:08:16 PMAnd no, people aren't going to act like fools without IC consequences. There are very easily enforceable IC consequences to being masked up all the time, the Guild boss can kick you out, the Templar's can have you seized and searched, etc. What exactly are people worried about?


If you play elves this is a moot point since people just search the ground, see the tracks and contact the only elf in the game. 

Conflict is better promoted with autonomy of regions, allowing people to work as a villain in one place while being a saint in the other.

I admit that having some anonymity when performing high risk actions(assassinations/attacks from stealth) makes some sense but this should be very very limited.

If done incorrectly it has the potential to prevent meaningful RP because its harder to hold people accountable for their day to day behavior due to the fact they can become anonymous/someone new whenever the heck they want. It will lead to pure foolishness.

That said, if staff are not able to properly maintain autonomy of regions then perhaps this might be the only possible solution.
#7
General Discussion / Re: Discuss: Changes To PK Gui...
Last post by flurry - Today at 01:19:56 PM
This doesn't seem like a huge departure from the status quo, but it does seem like a good change. Clear expectations are always welcome.
#8
General Discussion / Re: Discuss: Changes To PK Gui...
Last post by Bogre - Today at 01:08:16 PM
Quote from: Krath on Today at 12:04:07 PM
Quote from: Riev on Today at 11:56:12 AMAttitude wise, I mean the people that feel you have to kill a PC because they looked at you and see your description. Because being anonymous means you can still socially roleplay with people back in the city. Because once you know Green-eye Amos is the raider, every templar and Bynner in the game will be contacting green.eyed.amos and hunting him. Once we can collectively get over the idea that a PC raider in the sands doesn't need the other 120 people in the game hunting them, we'll be closer to allowing more fun raider RP.

Staff could bring back the mask that hide mdesc to solve this issue.



Exactly this. Anonymity actually promotes the ability to be an antagonist in between the 0 (don't do anything conflict related) and 100 (instant PK before you can get desc sniped). There is so much more hoop-jumping, workarounds, and abuse potential that comes about because people try to avoid the consequences of getting look-ID'd than the downside of someone running around incognito. It opens up many more avenues of roleplay (infiltrating, cults, subterfuge) that the absence of being able to obscure identity actively stifles.

And no, people aren't going to act like fools without IC consequences. There are very easily enforceable IC consequences to being masked up all the time, the Guild boss can kick you out, the Templar's can have you seized and searched, etc. What exactly are people worried about? That someone in a mask will PK them or steal from them? I mean, that's exactly what's going to happen without mdesc obscuring ability, because that's what happens now. There's really much less room for you being left alive, and frankly, I'd rather have a raider leave me bruised and wondering than dead with a glimpse of who it was.

Atonement, Shadows of Isildur, Harshlands, essentially every other RPI could cloak up. It didn't break the game. It in fact led to some of the coolest reveals and situations I can remember. Sure, there might be some edgelord who wears a greathelm literally every second in game, but there's ways of discouraging that. (Needing to remove to eat / drink, etc).

---

The ways of addressing mdesc obscuration also opens up a good avenue. Basic information is already available with assess -v, and sdesc. But many of the muds I listed above had a 'study' command, where you could obtain things like eye color, build, hair color, etc, which could be set in character generation. It's something that could potentially be piggybacked of watch, or a new skill that could serve as a boon to the subterfuge / noncombat roles branching from it.

#9
General Discussion / Re: Discuss: Changes To PK Gui...
Last post by Patuk - Today at 12:50:19 PM
Quote from: Usiku on Today at 11:21:31 AM
Quote from: Patuk on Today at 09:18:24 AMI distinctly recall past staff members telling us that PK was a once-in-a-week kind of event. With the rules you've made currently, it'll likely be even less. Even if every single PK ended up contested - and they won't - you'd talk about this once a week at the absolute very most.

Is that really the realm of the impossible? One such a talk a week, at absolute most?

Yes, it is in the realm of impossible. Not due to how often it may or may not occur, but due to the nature of the required decision making. Armageddon is a coded game. Whether or not the death happened is based on the code. We will consider resurrections based on what is outlined in the helpfile. What gets added there are instances that we can assess that are basically black and white, was it a bug, were they cheating, did a staff member royally screw up and set a bahamet to have 1,000,000 strength by accident, did that person die of dehydration with a full waterskin in their hand and so on. There is simply not a chance in the burning firepits of Suk Krath that I am opening up staff to have to mediate over every PK that happens on the basis of 'was their RP good enough' where the progress of the story and life of a PC one way or another hinges on that decision. I'm sorry, but that is a fast track to a high stress, no win scenario for staff where whatever they decide, someone will be angry and it would ultimately chip away at the relationship we are trying to restore between players and staff and almost certainly cause higher staff turnover. So no. Draw a line under that. I can understand why people wish this was a thing that we could do, but unfortunately it simply is not.

Okay then.
#10
General Discussion / Re: Discuss: Changes To PK Gui...
Last post by Dresan - Today at 12:29:11 PM
Quote from: Krath on Today at 12:04:07 PMStaff could bring back the mask that hide mdesc to solve this issue.

This should be an ability linked to assassination techniques(backstab or sap) which only lasts for a couple minutes after performing the attack or be an assassin skill that activates for a limited time after attacking from stealth.

It should not be an item that freely allow people to act like fools without IC consequences.