We have had a number of issues revolving around this as of late, so I would like to get some feedback from players so we can lay out some better guidelines.
Bounties and PK are the same thing.
If you can PK them, you can bounty them. Which means you should only be placing bounties on people you should be able to go out and PK. Maybe you are too lazy or too weak to do it at the moment. Sneaking around PK rules by placing bounties on people is lame.
This brings two situations we have had a number of issues about lately.
1. Bounties for trespassing in adjacent territories
This covers stuff like the Khandava forest for Khandava, the desert for Antioch, etc. I see cities/councils posting bounties on players that have entered those areas. I would say that bounties would only be placed on people you could alternately go out and kill as well. Maybe they are poking around, you do not have the time or manpower to kill them, so you bounty them. I feel like this is great.
The problem is that bounties are happening on anyone walking through that area. Maybe they are just walking to a different area, etc. We want people to be able to quest and bash without too much fear of constantly getting attacked (unless they deserve it).
I would like to keep it a general rule (Only bounty/PK people who are threatening your city). However, some people are attacking and/or killing people in those areas with no intentions like that.
2. Bounties and PK on players in 'protected' areas
Examples of this is the Bloodstone Quarry or the Necropolis. On one had I like the idea of defending and killing people in areas the city has declared under their protection. However, I think we can all see how this will get out of hand, unless the admin has some type of switch that shows who can protect what areas. Stuff like the Necropolis or Demons Pass are hostile to all players and make no sense to fall under a protected territory.
Killing over Altars
This one is not quite as open to debate, but I will put it in here so that we can discuss it. We have no problem killing people who are desecrating at altars. I also have no problem with attacking people who are doing the sacrifice ritual, as long as you are in the room and witness it, and you are actively working to desecrate it. You can also attack them if they do a ritual that attacks you, but not for ones that they do only to benefit themselves, like Fortune.
However, killing people for bashing based on the assumption they will use it at the altar, or because they 'may' give the corpses to someone who will, is not allowed. There are too many variables it's very difficult for us to enforce consistently. People in sects just want to bash and level sometimes (hard for some PKers to imagine).
Let me know your thoughts so that we can have some better guidelines for players and base our issue decisions on those. Keep in mind I would rather have brief guidelines vs hard rules because there in our game there is always more to the story.
Comments
Is a recipe for failure. The grey area is a spawning ground for terrible pk exploits. You should be able to kill someone who drops a hostile ritual or someone who sanctifies in front of you. That's it. You can't kill Person A for giving corpses to Person B who kicked the piss out of you and sanctified anyways. You can't prove that person B didn't kill 1 orc. That being said, the cry face titty baby whiners need to man up and learn that putting out the fire while the arsonist is sitting there with a flame thrower probably is not the best course of action. Unrotunately, it's a put up or shut up scenario. If you want to sanctify with impunity and deny pk to all comers, TOKEN PURCHASE 19 CONFIRM
@Jeremy
Sort of curious why Khandava merited mention here. No one has been bountied for trespass in the forest who didn't attack or refuse to leave. The guy who did that got eaten by a tree offering him delicious demonic candy. Usually when we bounty for trespass is some idiot trying to walk into the council to bypass guards.
I like the idea of a city having some kind of control over their adjacent areas; controlling that extra bit of territory makes them feel more like an actual city state.
The big problem with this, of course, is that the world is laid out in such a fashion that there are major bashing areas that require you to path through these areas, and I don't like that. It is, to my mind, totally cool and acceptable for Antioch to want to attack magickers trespassing in their desert. This makes sense. It feels kind of shitty to tell Antioch that they've got to be cool with Stavennites or magickers running around in their desert; it goes against all RP and it makes the game seem incredibly carebearish. You've got this big thing going with competing city-states and a world in conflict, and yet Antioch's got to just suck it up and deal with the intolerable insult of magickers walking through their desert to go hunting because a big bashing areas links up there. It's stupid.
The problem is that the desert contains the entrance points for several major bashing areas, and allowing them to do that effectively places those bashing areas under an interdict. The best solution to that is to just retcon the location of those bashing areas. The map is huge and there's no reason why so many of these bashing areas have to be located in such close proximity to major cities. It doesn't even make sense that the desert Antioch decided to found their city in is riddled with crypts and tombs and demonic mines. Move them out to the Iaemoc/Cuhpfehr/Ik'cetera.
Ideally, there would be a mini-event with purging the Zh'suran and Necropolis and such(if for no other reason than that people would hate it if you moved it without one, and running one is relatively trivial) and the areas would be modified slightly(hooking the rooms up in a different floorplan would be enough) and reconnected elsewhere as new areas. This preserves the bashing areas without putting Antioch in a position where Stavennites can wander around in their desert and they've just got to lump it.
I'd also like to see the Ravana Hills and the Vardarian Highlands changed around more; I've always envied Antioch their desert and the Councils their forests, because they have these giant buffer zones that they can effectively claim and protect. Kinsarmar and Stavenn basically have a few rooms of road leading right to them and then a bunch of meaningless crap off to the side. Bleh.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
‘Every sword’s a weight to carry. Men don’t see that when they pick ’em up. But they get heavier with time.”
"The Khandava Precepts", Page 2, by Blackthorn Dryad, Aleutia Sol'Anlumaire
--=| Preface |=-
-------------------------------------
The Precepts of Khandava is the unifying set of rules upon which order in the Deadwood is formed. Gone are the weaknesses of old, it is with new sight that the order of the Deadwood rises from the soil, fertilized by the remnants of its corruption. From the blighted woods of the Khandavan forest, boxed by the Areish and the sea, to all Her townships and lands, Khandava's sovereignty is absolute.
With some edits, this is essentially the same wording that has been in place for the last 7 years in game. There's massive precedent for claiming areas under org protection. Honestly I didn't even know until recently admin was glaring at people for protecting areas. I've chased/had people chased out of Karakas more than a few times.
That being said, I would be all for having areas that are only able to be entered via the forest be moved/rearranged so they can be accessed by other means. It's our lawn, get off it.
Goddamnit, people. Jeremy started this thread to discuss a specifc issue. Can we please talk about the issue at hand instead of shitting up this thread because Ahkan feels the need to be a contrary dickbag to Jeremy?
Thanks.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
I'm sorry I'm stealing your contrary whinebot soap box. I'll return it as soon as I'm done so you can continue to only endorse things that benefit you. It's hard to be the forum police when you're one of it's top 3 offenders.
@Jeremy
Khizan used profanity. Plz fix. Flag for profanity.
Sounds fine to me, though!
I'd like it if we could see signs of ownership in those areas. Stavennite chain gangs doing roadwork. Ithaquan boundary wardens patrolling. Khandavan... corgi herders... herding corgis? Things like that provide flavour and atmosphere while also serving to warn players that this is protected territory; you are not in some random grassland, you're in Stavenn's backyard.
I'd really like to redesign the areas outside the cities, too. I'd like to see farms outside of Stavenn, using zombie laborers for fieldwork. Kinsarmarian farmhands tending orchards. Less "Bam, here's wilderness and then a city!" and more "This is area directly influenced by this city". This could be problematic as far as people feeling compelled to defend farmhands that people kill to draw out fights, but I'm pretty sure that could be alleviated with a bit of thought. Work townes into it, have guard patrols maybe? Need to think about it.
Also, I'd just like to mention... I do not know a single solitary player in this game who is really enthused about this big new area and this new skillset that you have been developing. Not a single goddamned one. Nobody.
This is the kind of change and upkeep we want to see being done in this game.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
Are you planning on moving the city's actual location via earth shattering discovery? (Because I think that would be awesome and rich with rp opportunities). Pick your story line, it'd be great. I hope we die.
Workers get weird because org loyal NPCs really function as pk bait and little else. With the current bounty system people are going to ignore you and let some pk-juggernaut whack you while you're afk. You may get 1/10 good fights out of those. I wish you could incorporate this into the towne system, where you can actually attack the 100 assigned workers, it would force townes to be active, well defended, and well policed. I'm not sure the townes are all developed for that and the players certainly are not. That being said, it'd be cool as hell.
I know that every city got 5 associated bashing areas and they're all accessible to them. The weird part is how am I going to justify killing bard5 when he's in Menanon. The moment I'm done responding to his issue, I'm going to go bash the tanari out. I know the hypocrisy is 'role play' but it's tacky and really boils down to being a neck beard troll. I guess what I'm getting at is are we trying to consolidate these bashing areas so that you can give them territory to fight over? If we're aiming to increase foot traffic, we're going to be forcing non-comms into situations where they're going to interact with a pker with a hair trigger whose looking for some fat juicy xp that can't defend itself. <-- Bashing areas too much work, not enough bang for buck
All Townes located off the immediate area adjacent to the city would be nice and open up some other opportunities.
(1) proposed solutions address bashers' desire to be left alone, is great for bashers
(2) the underlying issue of PKers going hunting and provoking for PK reasons remain unchanged - everything in here squeezes PK viable reasons into a tighter box, and while you are pro-PK, there are no suggested compensatory mechanisms to allow for -more- PK.
While exploring today and looking for new areas to hunt in, I walked directly into a death from guards. Xiur somethings. All I saw on my map was a shop 'S', so I headed towards it and died about two rooms away.
I realise this isn't the intent of the thread, but buffer zones and some sort of configurable warning for people who don't know the geography quite yet would be awesome. I don't expect big red flashing lights and a sign reading, "Turn around, there's doom ahead of you", but something warning me that I may want to squint before I proceed would be awesome.
Septus says, "Not Ashani!"