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The Danger Setting - Printable Version +- Chronicles of Eternia (https://chronicles-of-eternia.com/forum) +-- Forum: Out of Character (https://chronicles-of-eternia.com/forum/forum-1.html) +--- Forum: Suggestions (https://chronicles-of-eternia.com/forum/forum-7.html) +--- Thread: The Danger Setting (/thread-5664.html) |
The Danger Setting - TheHopscotch - 01-17-2021 Remove cap 0 from aggressive and above! Now, I understand why this might be seen as controversial. Though a discussion feels warranted about this, as many believe that the precedent cap 0 has set as kind of the standard for initial encounters and so on. There's a lack of tension with the lack of risk involved, and if someone can enact a violent situation (by insulting or attacking someone) only to request an aggressive cap 0 right after... it deflates it somewhat, makes attacking 'too easy' because there's nothing to lose? Fear is good! Both IC and OOC. You should absolutely be afraid of insulting and/or attacking the 220RPL villain of Achyon, rather than relying on the safety net of this unfortunate culture of '(first encounter! cap 0?)'. If they are the one attacking, it's different, but when someone initiates the encounter it should be a minimum of cap 1/danger so there's weight and consequences on loss. Less of that, please. Instead, can we have the potential for genuine punishments in genuinely dangerous situations, and moderate/prevent poor kills that do not have much of an impact? Likewise with captures. A faction should have to declare their intent immediately so there is either a follow up or a mercy escape, such as the situation with Aelrin that became a world event. Changes to the danger system need to be done as followed; - Min requirement of cap 1. Be it coded in or simply a rule that is heavily enforced. - Moderation when it comes to certain kills. Someone like Viridian was able to get away with a heavy perm because his death was perceived as poor, there should still be ample backing and so on for the act of murdering a player. - Less of a 'Safety Net' on Danger settings is something which gives a bit more weight to RPBattles conducted as a danger. Healthy for the game and future encounters. RE: The Danger Setting - Milly - 01-17-2021 The only issue I have with this is when people go fucking crazy. Like capping someone and going, "You can either take 3 perms or I'll kill you." But I also think if people capture people they don't necessarily have to bring them back to their city/home/whatever. They can temp (or perm!) them and *let them go*. As for the minimum cap 1, I can't think of a reason to disagree at the moment. RE: The Danger Setting - Teemo - 01-17-2021 Maybe I just have trust issues. But I'd would rather depend less on admin mediation and hoping my opponent is sane enough to not grime. Previous experiences, blah blah. Making cap 1 the minimum hurts newer players that don't know better as well. There've already been people killed at significantly lower rpls during this academy arc If you want to nerf danger farming, lower the AP, remove it or up the cooldown RE: The Danger Setting - Nailman - 01-17-2021 yooo the man who made a reputation as a capkiller with no ic is at it again RE: The Danger Setting - Jumpy - 01-17-2021 I think that Viridian's situation should set a precedent for every kill that may be considered made without enough reasons or that are anticlimatic. I think Sol's death would have benefited from a "I thought he died" for example. That's my take on it. I don't think cap 0s should be removed because getting captured, looted, and put in jail over coming across a stunning RPL 221 villain from Achyon hurts in many ways despite being proper IC. I personally got told bad words for doing a cap 1 during war matchups against people I'd never met before. Sometimes a perm is enough of a risk, especially against someone you've never met before / have no IC with. RE: The Danger Setting - Avee - 01-17-2021 There is no 'safe' setting on dangers and aggressives, you have a chance of being perm'd/temp'd from any aggressive and/or dangerous fight. The cap0 first encounter culture that has been created, was created to allow characters to actually have 'fully' interacted before they fucking murder one another. TLDR : Aggressive/Danger fights, even on the '0' cap setting, aren't 'safe' I don't know what you're talking about fam. Everything that isn't a spar has weight and consequence. Additionally, if they were all danger cap1's I'd wager that we'll be seeing more deaths on first cap, which would be disappointing. RE: The Danger Setting - TheHopscotch - 01-17-2021 (01-17-2021, 01:37 AM)Jumpy Wrote: I think that Viridian's situation should set a precedent for every kill that may be considered made without enough reasons or that are anticlimatic. As a major or minor antagonist alike, same for you hero types, you should generally have a base understanding of what will and won't be fun for your fellow players. Say you do end up capturing them, there are a multitude of ways to make that engagement enjoying and exciting for the player at hand beyond simply tossing them in a jail cell. That's my take on it, anyways. Dangers should always have that inherent risk of something more, perms / temps can be handled so quickly at the moment that the entire setting lacks a bit of excitement. (01-17-2021, 01:39 AM)Avee Wrote: There is no 'safe' setting on dangers and aggressives, you have a chance of being perm'd/temp'd from any aggressive and/or dangerous fight. I implore you re-read the post beyond the first line, everything you're worried about was taken into consideration. RE: The Danger Setting - Sanguine415 - 01-17-2021 I think this is an important discussion, but not necessarily for the topic's point. I find the default to killing; whether in a belated fashion via execution raids or in the immediate sense, is the least creative option one can do, and often reeks of just rushing to kill someone "strong" for an advantage. Blood flow is important for tension, but rivals killing each other in a grudge match of values is better than getting capped 3am on a bad day and getting glacked. Be more creative. Torture your prisoners. Brainwash them. Develop viral mutagens on their flesh, make a dossier for your spicy detective novel. In an RP game, remember you're making it for more than yourself. Its a communal story, and that takes two to tango. Be better. RE: The Danger Setting - Sandshark - 01-17-2021 I absolutely agree with a heavier requirement for kills, especially capkills, because you're at someone else's mercy. I fully agree with what Milly and everyone else so far has said in this regard. Personally I'd like to see everyone have to ask to kill people (not just monsters), or just to be nice enough to each other to allow escapes from capture instead of pushing them into scenarios they have no say in. But I can't rely on the latter being true. All that being said, I don't think forcing captures to be on in Aggressives and Dangers is going to solve the problem you see. Not because people should be afraid of attacking the 220 RPL villain of Achyon, but because they already are, and in a game where your success depends on a variety of mechanical factors, a character's punishment for IC actions usually reflects OOC characteristics (build power, player skill, character RPL, approved hiddens, strong vs weak relic weapons and armor, etc.). Players at higher RPL or with higher skill or better gear and hiddens have the potential to really stomp on people below them. The academy arc has made this somewhat apparent already. The IC threat to them is nonexistent because the people they're after can't compete, and it's ripe for abuse. RE: The Danger Setting - SleepyDemon - 01-17-2021 I personally have really enjoyed the RP that resulted from me getting capped by Achyon. Sure they could've killed me, but they didn't and a lot of interesting things have come from it! I'm fine with aggro cap 0'ing any kids I run into, but beyond that I don't think the admins would make you aggro cap 0 someone within your age range/near your rpl/etc. If you're ever uncertain about the situation, it's always good to ahelp. They're generally pretty responsive and helpful when it comes to stuff like that, so long as you can provide the relevant details. Granted when people become accustomed to lenient settings, I know it can be hard to push them to take a little risk. Else a discussion like this probably wouldn't be happening. I kinda see both sides here since pushing for cap 0's to be gone in dangerous/aggressive situations would rely more on players to not do shitty rushed kills as well as administration to prevent these things. But if ever you feel like your death is in poor taste, don't be afraid to shoot an ahelp and see what comes from it. |