Silvanus2005-02-02 18:46:43
I voted no. Too abuseable.
A couple of reasons I think which might bring more people away from Prime to Planes is give them more reasons to be there.
Remove guards from the planes. Remove totems from the planes. Weaken Supernal/Demon Lords a little bit. Make it harder to destroy rifts.
A couple of reasons I think which might bring more people away from Prime to Planes is give them more reasons to be there.
Remove guards from the planes. Remove totems from the planes. Weaken Supernal/Demon Lords a little bit. Make it harder to destroy rifts.
Unknown2005-02-02 19:01:42
QUOTE(roark @ Feb 2 2005, 11:27 AM)
It is recognized. There are logs to prove it. The problem is that it is not 100% accurate and I've always said that it never will be.
40767
I can't say it ever works for me, even when hacked by four individuals simultaneously, only one gets PK status.
I don't know, I just find Lusternia boring anymore. "Hey guys, let's get a group, and go to a village, kill a few things, and kill any Celestian/Magnagoran/Serenwildean that comes to stop us!"
Unknown2005-02-02 19:07:23
I like the idea, but only if you count city guards and village loyals as players, when it comes to attacking them. You don't have to kill other players if you don't want to, I say - but in that case, forget about helping your city/commune in fighting others.
Also, that one-minute counter before the defence wears off is great, since it still makes it possible for people to rid the unwanted from their lands - you just kick them and wait the time period, or make them run away in fear - in both cases, they leave, one way or another. Maybe we'll just have to adjust the counter so that it'll be a little shorter or something.
Also, that one-minute counter before the defence wears off is great, since it still makes it possible for people to rid the unwanted from their lands - you just kick them and wait the time period, or make them run away in fear - in both cases, they leave, one way or another. Maybe we'll just have to adjust the counter so that it'll be a little shorter or something.
Typhus2005-02-02 19:14:01
I'm stealing a few ideas here, so don't explode on me.
City Military- Individuals who are clearly shown on City Militia (city) when active who are open pk against and on those whom the city has enemied. The Avenger doesn't interfer up to twice the normal number of abuses. Militia members lose divine grace quicker, suffer larger exp loss, and are the ones who can command guards. Also, no bully status takes twice as long to gain for killing Militia members while an enemy. Each Militia member generates a tad a power each.
Enemy status cost a constant fee for keeping out general knowledge of an individual for the guards. Make it cost about 3000 a month on a individual to cease eneming on sight. Also, eneming time lapse of an in-game month, to cease eneming during battle.
Personal enemy/ally status not using a skill effect cost an amount of gold at the post office and delivers a warning to the enemied/allied person.
Primebond bonds the soul of the user to the Avenge, causing a non-enemy, either enemied by them or enemied by the city, that slays you to have instant bully status. Thus, you can slay them with the Avenger right after. This wouldn't discourage total pk for Rp but make it have adverse effects.
City Military- Individuals who are clearly shown on City Militia (city) when active who are open pk against and on those whom the city has enemied. The Avenger doesn't interfer up to twice the normal number of abuses. Militia members lose divine grace quicker, suffer larger exp loss, and are the ones who can command guards. Also, no bully status takes twice as long to gain for killing Militia members while an enemy. Each Militia member generates a tad a power each.
Enemy status cost a constant fee for keeping out general knowledge of an individual for the guards. Make it cost about 3000 a month on a individual to cease eneming on sight. Also, eneming time lapse of an in-game month, to cease eneming during battle.
Personal enemy/ally status not using a skill effect cost an amount of gold at the post office and delivers a warning to the enemied/allied person.
Primebond bonds the soul of the user to the Avenge, causing a non-enemy, either enemied by them or enemied by the city, that slays you to have instant bully status. Thus, you can slay them with the Avenger right after. This wouldn't discourage total pk for Rp but make it have adverse effects.
Unknown2005-02-02 19:18:12
QUOTE(Typhus @ Feb 2 2005, 08:14 PM)
Primebond bonds the soul of the user to the Avenge, causing a non-enemy, either enemied by them or enemied by the city, that slays you to have instant bully status. Thus, you can slay them with the Avenger right after. This wouldn't discourage total pk for Rp but make it have adverse effects.
40874
I like this part, but the rest is a little TOO oppressive for my taste. This or the original Primebond should be enough.
EDIT: Actually, it shouldn't work (that is, giving bully status) only if you are enemied by their organisation AND in their lands. Since without the pay-to-enemy idea, this: "either enemied by them" would have no sense.
Silvanus2005-02-02 19:20:46
Another suggestion: Make angels/demons worth more power when given to Demon Lord/Supernal.
Shiri2005-02-02 19:23:17
And make Water and Earth not-boring.
Faethan2005-02-02 19:24:46
I like Silvanus' idea, I think things like that, which make conflict on the other planes more valuable, are a good way to encourage pk to happen there instead of on prime. More quests on those planes that cause cities/communes to lose and gain power.
Silvanus2005-02-02 19:27:08
Back before guards and millions of totems in Ethereal Serenwilde, guards on the planes, and the SUpernal/Demon Lords killing anything that enters their room, there were a lot of PK on Celestia/Nil.
Unknown2005-02-02 19:28:21
Only problem is that when your plane is attacked, you're pretty much required to go up to get killed.
Silvanus2005-02-02 19:30:11
QUOTE(SirVLCIV @ Feb 2 2005, 01:28 PM)
Only problem is that when your plane is attacked, you're pretty much required to go up to get killed.
40887
And if you don't, you are (in my biased senses) being a bad RPer.
Shiri2005-02-02 19:32:25
He's saying that's a bad idea because people shouldn't be forced to do that stuff, so to avoid being forced into things or otherwise be a bad RPer the situation shouldn't arise in the first place.
Silvanus2005-02-02 19:33:54
QUOTE(Shiri @ Feb 2 2005, 01:32 PM)
He's saying that's a bad idea because people shouldn't be forced to do that stuff, so to avoid being forced into things or otherwise be a bad RPer the situation shouldn't arise in the first place.
40892
Time and time again, the Gods have said the Planes are supposed to be more PK-infested. Do you have any ideas to make it more PK-infested? Why would I go to Celestia, when if I go there, I'll be hit by 30 guards, only to get as much power as I would from grubs.
Amaru2005-02-02 19:36:06
The problem with planes as they are is... they're too simple, organised. Whoever owns the Megalith room on Nil owns the plane. The nature of planar travel SHOULD be totally chaotic.. I'd love to see people being randomly flung to other planes, interdimensional spaces which span planes... all that good stuff my brain has subconsciously borrowed from Forgotten Realms.
Unknown2005-02-02 19:57:29
Another big reason why there is barely any planar conflict compared to prime conflict is that there's no 'neutral' turf to fight over on the planes. On prime, there are always the villages to fight for and related battles over demesne territory and the like. There's also a lot of places where two enemies can meet and duke it out - like the highways. The planes are all 'owned' by someone (with the exception of Astral), so you are always raiding someone else's plane or defending your own. This doesn't happen nearly as often as battles over neutral ground.
Astral is different since it is 'owned' by no one, but considering how hard it is to move around and the impossibility of building up a stronghold there's not much that happens up there. Even if a group of, say, Serenwilders went up to Astral and decided to kill anyone else up there, one quick raid on one of their villages would be enough to thwart the plan.
Astral is different since it is 'owned' by no one, but considering how hard it is to move around and the impossibility of building up a stronghold there's not much that happens up there. Even if a group of, say, Serenwilders went up to Astral and decided to kill anyone else up there, one quick raid on one of their villages would be enough to thwart the plan.
Unknown2005-02-02 20:04:01
This is a good idea, but it would be abused more than safe rooms.
Unknown2005-02-02 20:05:41
I personally would love to see something like this introduced (note 'like', not 'exactly the same as').
I'm in the top 100, and often get killed by random people...with nothing I can do about it.
Why? Because I'm visually impaired and can colour-code the different messages you get when bashing a certain thing, but have no chance of reading the 5 second scroll of text ending in .....you have died to....and short of noting the exits to every room I go into, look and run away doesn't work as it scrolls away too fast.
All due to idiots like Silimaur who have the 'you're tainted' philosophy....therefore you're evil and must die!!!
Telling people to 'go back to Achaea' is no solution - Lusternia is far more interesting and exciting.
I'm in the top 100, and often get killed by random people...with nothing I can do about it.
Why? Because I'm visually impaired and can colour-code the different messages you get when bashing a certain thing, but have no chance of reading the 5 second scroll of text ending in .....you have died to....and short of noting the exits to every room I go into, look and run away doesn't work as it scrolls away too fast.
All due to idiots like Silimaur who have the 'you're tainted' philosophy....therefore you're evil and must die!!!
Telling people to 'go back to Achaea' is no solution - Lusternia is far more interesting and exciting.
Desdemona2005-02-02 20:15:13
Dumihru's knight idea is great. If I understand correctly, this knight would pay visits to those people who have caused too much bloodshed. Probably this bloodshed counter could be work like Achaea's Infamous system, with the small add on that displays Kills like trophies something like: # victims have fallen under (name)'s blade.
It would be great.
Anyhow, Astral is pretty much like UW in other places, only the strongest ones seem to go there and only those who can take care of themselves, because Astral is like the other planes free from punishment. And it should stay that way.
PrimeBond would be a good thing, if like everyone has been saying, it prevented people by abusing it and using it as a shield every time someone gets into trouble. The key should be, that the shield should exist to prevent you from getting into trouble and trouble finding you. One thing, to prevent the people from using the shield to do quests involving villages (save furrikins or enslave them), villages are considered to be under the jurisdiction of the city/commune that controls them, right? So, they are probably considered territories... So, a PrimeBond that prevented people to enter enemy territory would prevent let's say... a PrimeBonded Seren enter to save furrikins, or a PrimeBonded Magnagoran enter Estelbar to enslave them.
Hm, another viable solution would be. If a Vigilante council existed within the realms ruled by one neutral god, and people from every part of Lusternia in it. This council could serve as judge, juror, executioner and lawyers. People who have sworn to mantain Order inside the realms. So, in any opportunity that someone is killed. The victim could take his problem to the Vigilante court testify whatever happened to him. and if the "wrongdoer" is found guilty, the Vigilantes either gather up to kill the person, or the council should have an SUMMON AVECHNA. Of course, this form of summoning could only be used after the council votes on the case, to decide whether or not Avechna needs to claim vengeance over someone.
Edit: Just a small clarification I missed mentioning. My "idea" is nothing more really than an addon to Dumihru's knight idea. The things I suggested, were suggested because I think that leaving the power to judge someone under a single person's could easily go out of control. For this reason I suggested the Vigilante Court, which would be more impartial when punishing someone, and harder to abuse.
It would be great.
Anyhow, Astral is pretty much like UW in other places, only the strongest ones seem to go there and only those who can take care of themselves, because Astral is like the other planes free from punishment. And it should stay that way.
PrimeBond would be a good thing, if like everyone has been saying, it prevented people by abusing it and using it as a shield every time someone gets into trouble. The key should be, that the shield should exist to prevent you from getting into trouble and trouble finding you. One thing, to prevent the people from using the shield to do quests involving villages (save furrikins or enslave them), villages are considered to be under the jurisdiction of the city/commune that controls them, right? So, they are probably considered territories... So, a PrimeBond that prevented people to enter enemy territory would prevent let's say... a PrimeBonded Seren enter to save furrikins, or a PrimeBonded Magnagoran enter Estelbar to enslave them.
Hm, another viable solution would be. If a Vigilante council existed within the realms ruled by one neutral god, and people from every part of Lusternia in it. This council could serve as judge, juror, executioner and lawyers. People who have sworn to mantain Order inside the realms. So, in any opportunity that someone is killed. The victim could take his problem to the Vigilante court testify whatever happened to him. and if the "wrongdoer" is found guilty, the Vigilantes either gather up to kill the person, or the council should have an SUMMON AVECHNA
Edit: Just a small clarification I missed mentioning. My "idea" is nothing more really than an addon to Dumihru's knight idea. The things I suggested, were suggested because I think that leaving the power to judge someone under a single person's could easily go out of control. For this reason I suggested the Vigilante Court, which would be more impartial when punishing someone, and harder to abuse.
Narsrim2005-02-02 21:14:56
QUOTE(Silvanus @ Feb 2 2005, 02:46 PM)
I voted no. Too abuseable.
A couple of reasons I think which might bring more people away from Prime to Planes is give them more reasons to be there.
Remove guards from the planes. Remove totems from the planes. Weaken Supernal/Demon Lords a little bit. Make it harder to destroy rifts.
A couple of reasons I think which might bring more people away from Prime to Planes is give them more reasons to be there.
Remove guards from the planes. Remove totems from the planes. Weaken Supernal/Demon Lords a little bit. Make it harder to destroy rifts.
40848
Just to clarify, the Commune of Serenwilde is cut into 3 parts: Northern, Southern, and Ethereal Serenwilde. If you will, Ethereal Serenwilde is no more "outside" the Commune than the shopping district of Magnagora. More or less, if Ethereal Serenwilde would ever lose the ability to place Totems or Guards than 1/3 of Magnagora should not be able to have statues or guards... because ounce-for-ounce, it would be the same effect.
Devris2005-02-02 23:18:35
Been at work all day, but caught up now.
I really don't think it would be crippling to Lusternia to limit/remove PK from the non-village/enemy cities on the Prime Plane. You are left with the major conflict areas there for PK, and also the various other planes for the true combatants. I agree with the fact that PK should be allowed in enemy villages and enemy cities as well as the neutral villages when they become open for influencing from their controlling group. However, that is not the problem that I believe most are referring to when we complain about random killing. My last few random killings have been at (the inner sea while harvesting kombu), (Balach Swamp while looking for horehound), (Walking pilgrims up the peak), and (standing at Bob). I read the post that anyone who gets PK'd a lot must have a good reason for being Pk'd. The only one who could have a major gripe with me would be one or two Serenwilders, and even now I hang out in Serenwilde quite a bit as I have many friends there. I have yet to kill any Celestians beyond village influencing, and get my fair share of deaths for "being a tainted magnagoran." There is a reason why many of the full PK Muds have only a few people in them, mainly due to people not liking the fact they can be killed for any reason. Some of the ideas posted here are decent, but don't address the initial fact that you have already lost experience and the killer has gained some. You need to either A) stop it from happening all together or B. Give some benefit to the killee while none to the Killer.
Here is another possibility:
Make it so when someone is killed on the prime outside of one of the "combat" zones, they lose 0 experience. The killee hears something like, the arm of Avechna wraps around you, protecting you from the loss of knowledge. The killer gains 0 experience and is warned about killing people in the Prime Material as it is watched over by Avechna. If they kill someone outside of the villages/enemy city again, the Avenger is immediately set on them. You could apply something like the the city army idea someone posted to allow those who DO want to be able to pk or be Pk'd at all times to play. As soon as the person steps into an enemy city/village, then Avechna no longer protects them so you can have at it.
I really don't think it would be crippling to Lusternia to limit/remove PK from the non-village/enemy cities on the Prime Plane. You are left with the major conflict areas there for PK, and also the various other planes for the true combatants. I agree with the fact that PK should be allowed in enemy villages and enemy cities as well as the neutral villages when they become open for influencing from their controlling group. However, that is not the problem that I believe most are referring to when we complain about random killing. My last few random killings have been at (the inner sea while harvesting kombu), (Balach Swamp while looking for horehound), (Walking pilgrims up the peak), and (standing at Bob). I read the post that anyone who gets PK'd a lot must have a good reason for being Pk'd. The only one who could have a major gripe with me would be one or two Serenwilders, and even now I hang out in Serenwilde quite a bit as I have many friends there. I have yet to kill any Celestians beyond village influencing, and get my fair share of deaths for "being a tainted magnagoran." There is a reason why many of the full PK Muds have only a few people in them, mainly due to people not liking the fact they can be killed for any reason. Some of the ideas posted here are decent, but don't address the initial fact that you have already lost experience and the killer has gained some. You need to either A) stop it from happening all together or B. Give some benefit to the killee while none to the Killer.
Here is another possibility:
Make it so when someone is killed on the prime outside of one of the "combat" zones, they lose 0 experience. The killee hears something like, the arm of Avechna wraps around you, protecting you from the loss of knowledge. The killer gains 0 experience and is warned about killing people in the Prime Material as it is watched over by Avechna. If they kill someone outside of the villages/enemy city again, the Avenger is immediately set on them. You could apply something like the the city army idea someone posted to allow those who DO want to be able to pk or be Pk'd at all times to play. As soon as the person steps into an enemy city/village, then Avechna no longer protects them so you can have at it.