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Player Killing Rules - GONE


Erelei

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The what
We're removing restrictions for PK, specifically, PK rules regarding no ganging for quest classes and quest races, and strict policing of other 'gang' related player kills.

But why?
For the last several years, some of us on the IMM staff have been advocates of leaving PK alone and focusing on RP. This means that, while player killing is absolutely enforced, it shouldn't be policed to the degree that it is now. It takes away from the MUD.

What about multi-playing and killing someone without an RP reason?
Generally, your align plays a major part in deciding to kill someone. That said, you should always have a reason, role play wise, that fits with the deed. This means if questioned, you should have a reason. With this specific heavy policing rule lifted, however, this will see less attention by the IMMs overall.

Doesn't that make the MUD terrible for Newbies though?
I highly suggest any newbies read HELP JOURNEYMAN, and HELP MODERATE. You should also look into playing classes that have an easy way of getting away or hiding (camouflage or hide classes). Stifling PK because someone is inexperienced isn't the way to throw them into the world of Aabahran. Easing them into PK by making it less harsh, however, is a wonderful way.


Okay, is this permanent?
No, this isn't permanent. We're setting this up for a period of 2 months. Consider it a trial period, to see if the player base reacts positively. At the end of the period, we'll post a POLL for everyone to vote on, and decide whether or not we make this a permanent change. Remember, however, that this rule only repeals strict stifling of PK, and doesn't condone strong, well placed players continually multikilling others.

Multikilling is defined as repeated kills in a short period of time. If you get killed every day, once per day, by a player, for instance, you're not being multikilled.

All other rules regarding multi-char'ing and using OOC circles to create gang groups are still, absolutely, against the rules.

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Re foxx; would depend on the cabal Imm. Personally, I don't want to see E / L gang or tag on a regular basis. If it happens unintentionally, no problem. If it happens organized, repeatedly against multible opponents, yes, it would have consequences, as the E / L would proof they are too weak for their current position. (This is my personal opinion, so will only be valid for Syndicate.)

 

In no way do we encourage ganging or tagging. It's just gotten a bit rediculous how much attention some people have to pay to not tag unintentionally. It's also abusive of some people to run from one fight to engage someone else and then call qstuff anti-gang rules on their head. 

Fl is a dangerous place. Cabal warfare should not be a 1 on 1 while 3 other people stand around overcareful not to step into a fight. Yes, a stronger player may step back and let two weaker ones duke it out, but why would two weaker ones not team up to take out a badarse but let them kill them one after the other? Makes no sense, so let's have at it.

If we see organized ooc hunts or unnecessary gangs (2 or more vets killing a newb together repeatedly/ intentionally) or neutrals killing without rp reason, we will still step in. 

We - hope - that our current pbase is mature enough by now, to play classy and make it a fun experience for everyone involved. 

Let's see how this test turns out, I'm excited!

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2 hours ago, Anume said:

In no way do we encourage ganging or tagging. It's just gotten a bit rediculous how much attention some people have to pay to not tag unintentionally. It's also abusive of some people to run from one fight to engage someone else and then call qstuff anti-gang rules on their head. 

This.  Right here.  So much of this. ?

 

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Just remember everyone, this is not permission to act like an asshole. Still try to maintain some classy behavior. 

If you want your character be remembered as a badass, then you have to act like one. Complaining and whining about gangs destroys that image. Ganging and tagging destroys that image. 

Additionally, just like Anume said, certain cabals will impose certain restrictions. I'm pretty sure Tongar isn't going to let his WMs gang Savants. More than likely the same will go for Knights as they preach honor and what not. 

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I'm happy to see FL take a step back into the danger zone and remove these uneccessary limitations from the game. I'm sure the vets and upper level PKers are mature enough to not abuse the freedom but instead enjoy the ability to act on natural character behavior without having to take an OOC step back from in game situations that contradict each other.  

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Even if they aren't (mature) this change (which i was a big advocate of) puts action back into an RP state as opposed to an OOC one. Now if you do something your god doesnt approve of they can punish you IC. Being punished OOC for an IC action never sat well with me in the first place.

Like Trick said this is not an open invitation to be a d-bag, but it opens up room for the Imms to actually have unique policies for their respective cabals and it allows players to play their characters however they see fit without worrying about OOC ramifications. But yah you might still get demoted/not promoted or worse if you piss off the gods, which should always be a fear in the back of all mortals minds.

Edited by Manual Labour
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Ahahaha...yeah. Fine for you who don't have a problem running from a dirt kick and raising a malform for two years. I don't like to be called trash, cause I'm only stalking weaklings to raise my malforms and run when one of the elite dirt kicks me. That's your tactics. The system needs attention. 

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We changed malforms as well as sanctified weapons about... 2 years ago I think, making both level a LOT faster, as our pbase is smaller now. It is MUCH MUCH easier now than it used to be. So, this was already changed. Considering a high level malform does not drain and can't be sacced and has the potential for a higher average than any cabal weapon or other weapon in the game, they should not just be handed out to people. There is also no reason to fight with a sucky level 0 malform. Fight with something else and just kill with the malform.

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But the case that I would need to run from the elites until my malform reaches the no drain lvl, which was removed I think and now even max lvl malforms lose souls, still remains, thus making DKN's run around after everything weak that moves and run from the decked fights, because of fear that the malform they've worked hard to get to lvl 5 would get sacrificed.

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And I'm not being hostile. Everyone knows I've always had a beef with the way some people fight. You shouldn't run like a little bitch after you get dirt kicked and remain in a fight only if you know you'd win. On another note...I haven't had beastly chars, cause I'm pretty suicidal when it comes to PK. I can't stand those scenarios "Woo...he's too decked and an elder in his cabal...I will not fight unless I find him link dead."  I have taken down Savant leaders with a WM inductee. I have taken down Knight leaders with a Nexus inductee. I don't run like a little girl when someone attacks me.

Edited by kamikazi
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Dude, I suck and even I can raise malform levels. Running from fights you can't win, or are just not on the happy side of risk-V-reward,  is just good decision making. Running from a dirt kick is something that lots of people do, not just low-malform DKs. You may have taken down enemies at great odds against you a few times, but I am willing to bet you've also lost to a lot more people you shouldn't have. The game shouldn't cater to people that make losing bets.

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