Jack2010-02-04 01:28:22
QUOTE (Xenthos @ Feb 3 2010, 11:53 PM) <{POST_SNAPBACK}>
Apparently the system that 90% of Mag uses... does not.
People are stealing from Mag? Jesus, that's a turnaround.
Sephrenia2010-02-04 01:28:58
QUOTE (AllergictoSabres @ Feb 3 2010, 04:54 PM) <{POST_SNAPBACK}>
Welcome to the discussion. I actually did address this. The reason why the person can do nothing in direct retribution to the person who wronged them is BECAUSE we've made the game so theft safe now MECHANICALLY. Again, if there were a lot less mechanical limitations, there would be options for more effective use of force and politics. This is why I always argue that imposing mechanics to limit an action just because it's negative puts more in than just "protecting victims". Because the offender knows that they can keep the item away from the victim or anyone else forever with no chance of them getting at it mechanically, it empowers the offender, not the victim. Because the offender knows that they can hide in a manse from now to eternity, entirely safe from any mortal player MECHANICALLY, they are again empowered - not the victim. Every single time you try to protect victims and potential victims, you protect the predators as well.
Once again, Lusternia is far, FAR too down the path of outlawing theft entirely. Suggesting that we modify Avenger to some how handle it might have been something to consider in Lusternia's infancy, but it's just not viable now really. There are entirely too many mechanics in place to modify the game where a reasonable amount of theft and freedom to be a thief exist in a relatively non-volatile balance.
Once again, Lusternia is far, FAR too down the path of outlawing theft entirely. Suggesting that we modify Avenger to some how handle it might have been something to consider in Lusternia's infancy, but it's just not viable now really. There are entirely too many mechanics in place to modify the game where a reasonable amount of theft and freedom to be a thief exist in a relatively non-volatile balance.
Because all the effort of the mechanics have been focusing on theft prevention, under the assumption that theft is a bad thing assumably. Since the only mechanical way to respond to theft is with theft, of course this is going to empower the thieves - they take advantage of the better knowledge of mechanics.
That kinda suggests that mechanics should perhaps address the outcome of the theft rather than the prevention thereof.
Like you say though, perhaps it is too far down the path of outlawing it to get a system that allows for it while still making it possible to respond to it.
Shaddus2010-02-04 01:52:19
I don't know who was stolen from, but if he was AFK it's half his own fault. I'm all for making Lusternia theft free, but I won't want to make this the game where everyone is treated with kid gloves. I hate to compare this game with those inferior IRE games like Achaea and Aetolia where every single house/guild/group has an Antitheft scroll, but maybe we need it. If we remove all of the bad consequences in Lusternia, what's left to teach us a lesson. If there's no theft, why keep Selfishness? Why have keys? No locks will be needed, and we might as well remove Domination completely if we're going to streamline the things we're "allowed" to do.
Don't get me wrong, I think theft should have harsh consequences. However, I'm against removing the possibility of it. Too many rules and restrictions take the openness and fun out of the game, imho.
Don't get me wrong, I think theft should have harsh consequences. However, I'm against removing the possibility of it. Too many rules and restrictions take the openness and fun out of the game, imho.
Shaddus2010-02-04 01:56:44
QUOTE (Xavius @ Feb 3 2010, 02:00 PM) <{POST_SNAPBACK}>
Disclaimer: The following post should not be construed as an opinion on this topic. I still think that theft from a person is worse than theft from a shop. I'm not convinced that either should be turned off, but if you were going to pick one to turn off, this would be it.
Anyways!
I see this whole "don't blame the victim" argument being tossed around a lot. However, in a violent, competitive MUD, "blaming the victim" is a perfectly reasonable action. It's an argument that makes sense in every other context.
Problem:
OMFG, I just got ganked because I was AFK.
Solutions:
Code your system better
Don't go AFK
Not solutions:
Increase your DMP by 1 for every second you idle
Nerf your attacker's primary damage skill.
Problem:
It's hard for me to keep up with two non-hindering afflictions every six seconds.
Solutions:
Code a system
Get a system
Type faster and memorize HELP CURELIST
Not solutions:
Cap the number of simultaneous afflictions at two.
Nerf all non-damage classes.
=======
There is an assumption that everyone who plays is either going to make an effort to not fail or is going to tolerate failure and find ways to avoid it. You blame the attacker for picking on those who could not be expected to do well (i.e. newbies). In all other cases, you blame the victim for not playing optimally.
Anyways!
I see this whole "don't blame the victim" argument being tossed around a lot. However, in a violent, competitive MUD, "blaming the victim" is a perfectly reasonable action. It's an argument that makes sense in every other context.
Problem:
OMFG, I just got ganked because I was AFK.
Solutions:
Code your system better
Don't go AFK
Not solutions:
Increase your DMP by 1 for every second you idle
Nerf your attacker's primary damage skill.
Problem:
It's hard for me to keep up with two non-hindering afflictions every six seconds.
Solutions:
Code a system
Get a system
Type faster and memorize HELP CURELIST
Not solutions:
Cap the number of simultaneous afflictions at two.
Nerf all non-damage classes.
=======
There is an assumption that everyone who plays is either going to make an effort to not fail or is going to tolerate failure and find ways to avoid it. You blame the attacker for picking on those who could not be expected to do well (i.e. newbies). In all other cases, you blame the victim for not playing optimally.
BTW, I love this post.
One of you people pm me here and tell me who got ganked and for what. >.>
Unknown2010-02-04 02:00:09
QUOTE (Shaddus Mes'ard @ Feb 4 2010, 02:52 AM) <{POST_SNAPBACK}>
I don't know who was stolen from, but if he was AFK it's half his own fault. I'm all for making Lusternia theft free, but I won't want to make this the game where everyone is treated with kid gloves. I hate to compare this game with those inferior IRE games like Achaea and Aetolia where every single house/guild/group has an Antitheft scroll, but maybe we need it. If we remove all of the bad consequences in Lusternia, what's left to teach us a lesson. If there's no theft, why keep Selfishness? Why have keys? No locks will be needed, and we might as well remove Domination completely if we're going to streamline the things we're "allowed" to do.
Don't get me wrong, I think theft should have harsh consequences. However, I'm against removing the possibility of it. Too many rules and restrictions take the openness and fun out of the game, imho.
Don't get me wrong, I think theft should have harsh consequences. However, I'm against removing the possibility of it. Too many rules and restrictions take the openness and fun out of the game, imho.
Not sure if you read all six pages - Lord knows it was painful for me - but I'm realizing that trying to bring this sense into the argument is akin to ramming a certain part of your body into a concrete wall repeatedly.
Shaddus2010-02-04 02:03:24
QUOTE (AllergictoSabres @ Feb 3 2010, 08:00 PM) <{POST_SNAPBACK}>
Not sure if you read all six pages - Lord knows it was painful for me - but I'm realizing that trying to bring this sense into the argument is akin to ramming a certain part of your body into a concrete wall repeatedly.
Nah, I threw this into the tl;dr bin. I scanned it for the basic idea.
I guess I'm confusing when I type, so here's my philosophy in a nutshell.
If a child sticks a hand in a fire, they get burned. We don't take the "burn" away from the fire, we teach the child not to touch it.
Unknown2010-02-04 02:19:00
No, no. You and I are in complete agreement. The rest of this thread is not.
Unknown2010-02-04 02:37:26
So long as there are guards and safe rooms and Avechna and grace, there will never be proper retribution for thefts.
Now that this is out of the way, we can focus on the real problem: the AFK'ers.
Now that this is out of the way, we can focus on the real problem: the AFK'ers.
Rahil2010-02-04 02:38:44
I think changing selfishness would be a kneejerk reaction to a non-existent problem. I know this sounds like supporting theft, but honestly, there's no need to change the way things are set up now. The anti-theft campaigners in this thread are making mountains out of molehills.
It's only a small step from having generosity unforceable, to having all give/drop/remove commands unforceable as well, which starts to infringe on combat balance and generally limits player freedom. In this case I don't think we need more mechanical restrictions, there's plenty as is. It should be up to players to take advantage of them, not have them handed out on a silver platter.
It's only a small step from having generosity unforceable, to having all give/drop/remove commands unforceable as well, which starts to infringe on combat balance and generally limits player freedom. In this case I don't think we need more mechanical restrictions, there's plenty as is. It should be up to players to take advantage of them, not have them handed out on a silver platter.
Unknown2010-02-04 02:40:29
Players would still be required to actually put up selfishness, and I guarantee you that at least half of them wouldn't bother. It's a pain that you can't willingly hand things over for quests, for one thing.
Xenthos2010-02-04 02:47:28
QUOTE (Zarquan @ Feb 3 2010, 09:40 PM) <{POST_SNAPBACK}>
Players would still be required to actually put up selfishness, and I guarantee you that at least half of them wouldn't bother. It's a pain that you can't willingly hand things over for quests, for one thing.
You know, if Selfishness was tweaked so that when you intentionally try to give something away (you enter the command) you get a CONFIRM command, but you can't be forced to give things away / empty them... hmm...
Unknown2010-02-04 02:49:04
Why is it so hard to create an alias or a macro that toggles selfishness... Have I just seen a new level of laziness by this player base?
Xenthos2010-02-04 02:51:38
QUOTE (AllergictoSabres @ Feb 3 2010, 09:49 PM) <{POST_SNAPBACK}>
Why is it so hard to create an alias or a macro that toggles selfishness... Have I just seen a new level of laziness by this player base?
Both he and I have them. Why does that even matter? It's more annoying than it could be.
They've spent a lot of time making silly mechanics less-silly, after all. Look at the new POWERLOG SUMMARY we've got! (And that comes from someone who had a full powerlog script, too; guess how often I use that now?)
Anisu2010-02-04 02:52:57
QUOTE (AllergictoSabres @ Feb 4 2010, 03:49 AM) <{POST_SNAPBACK}>
Why is it so hard to create an alias or a macro that toggles selfishness... Have I just seen a new level of laziness by this player base?
no you just lack experience of seeing what can be done to make all the triggers, toggles, macros in the world useless when you do not have a good curing system (+focus mind)
Unknown2010-02-04 03:01:54
It comes down to ignorance and laziness both. I'm still astounded by the number of people who've been around for a while and regularly go without even the most basic defenses or equipment.
Shaddus2010-02-04 03:03:32
QUOTE (Zarquan @ Feb 3 2010, 09:01 PM) <{POST_SNAPBACK}>
It comes down to ignorance and laziness both. I'm still astounded by the number of people who've been around for a while and regularly go without even the most basic defenses or equipment.
I know, right?
Because SETALIAS SELF SELFISHNESS is so hard
Kante2010-02-04 03:08:27
I agree that Selfishness should be lowered, but I don't agree that it should be unforceable.
Kante2010-02-04 03:08:28
Edit: Double post.
Casilu2010-02-04 03:12:23
QUOTE (Kante @ Feb 3 2010, 07:08 PM) <{POST_SNAPBACK}>
I agree that Selfishness should be lowered, but I don't agree that it should be unforceable.
QUOTE (Kante @ Feb 3 2010, 07:08 PM) <{POST_SNAPBACK}>
I agree that Selfishness should be lowered, but I don't agree that it should be unforceable.
You can say that again.
Unknown2010-02-04 03:26:33
QUOTE (Anisu @ Feb 4 2010, 02:52 AM) <{POST_SNAPBACK}>
no you just lack experience of seeing what can be done to make all the triggers, toggles, macros in the world useless when you do not have a good curing system (+focus mind)
You missed that part where I said I have been stripped bare several times in other muds (with a good curing system and skills to boot!). At any rate, I meant making a macro to toggle selfishness when they ban generosity as being forceable. (Because that's the MINIMUM of where this crap is heading.)
I'm well aware of locks, and what can screw you without certain skills. You still can't give me the names of the victim newbies without skills who are being robbed all the time and rage quitting the game because of it.
EDIT: Xenthos: I fully appreciate when the administration makes things easier in some ways. Logs are a great example of crap that takes more than 10 seconds to code that I don't want to bother with. But comparing the effort it takes to change how a log or rift is displayed, and creating one little alias to send either SELFISHNESS or GENEROSITY to the mud is a bit of a stretch, really. It's so minor. Lusternia has so many issues that they could be paying attention to that would improve the game world dramatically, but instead we focus on these little things.