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Different PK Style Areas

Ok, so as a mud we are Chaotic Player Killing or CPK which is where u can kill anyone and take their stuff. Neutral Player Killing is where u can kill them but not take their things. I like the Moderate/Ruthless thing but another idea is one which many muds have and that is seperating the PK's using land/areas. Certain areas, perhaps one with high lvl eq would be CPK where u can be killed and your things looted, where as Cities, most areas would be NPK where u can be killed but not looted.

Now you're thinking what if they attack me and then run into an NPK area?

Well suppose if you attack someone in a CPK area you're then open for CPK with THAT person for a certain number of hours of if you want, open for CPK to ALL for a certain number of hours, though I like the former idea first.

I'd like to hear y'alls opinion on this.

Most people already refuse to fight if they don't have all the advantages (i.e. a storm giant running on water at the second you engage him), now they will simply sit in NPK areas too. Why do we have to punish skilled players?

Not to mention that such area is strongly against the spirit of FL.

If such area exists, it should be only in the Arena.

Ok, so as a mud we are Chaotic Player Killing or CPK which is where u can kill anyone and take their stuff. Neutral Player Killing is where u can kill them but not take their things. I like the Moderate/Ruthless thing but another idea is one which many muds have and that is seperating the PK's using land/areas. Certain areas, perhaps one with high lvl eq would be CPK where u can be killed and your things looted, where as Cities, most areas would be NPK where u can be killed but not looted.

Now you're thinking what if they attack me and then run into an NPK area?

Well suppose if you attack someone in a CPK area you're then open for CPK with THAT person for a certain number of hours of if you want, open for CPK to ALL for a certain number of hours, though I like the former idea first.

I'd like to hear y'alls opinion on this.

thieves/ninja's do not approve lol. I have to agree with fox on this one, so long as gear is rare or unique these areas will end up being safe havens.

Only reason I've stayed here this long is full loots. Ironically, one reason I take long breaks

I vote no. I vote no on any area being safe at all. I dislike when people sit in their cabals two at a time and just chill and do army warfare(Or just log hours, something I've seen for years now). There should be a timer of how long you can chill in guilds, clan halls, cabals. There should be nowhere safe.

Only reason I've stayed here this long is full loots. Ironically, one reason I take long breaks

I vote no. I vote no on any area being safe at all. I dislike when people sit in their cabals two at a time and just chill and do army warfare(Or just log hours, something I've seen for years now). There should be a timer of how long you can chill in guilds, clan halls, cabals. There should be nowhere safe.

I've never had trouble getting into a guild hall. Never had trouble getting into a clan hall. And I wouldn't know about cabals. And the safest place in all of FL is standing right next to Grum.

I've never had trouble getting into a guild hall. Never had trouble getting into a clan hall. And I wouldn't know about cabals. And the safest place in all of FL is standing right next to Grum.

...while in a watchtower.

Delete this thread. Terrible suggestion.

I've never had trouble getting into a guild hall. Never had trouble getting into a clan hall. And I wouldn't know about cabals. And the safest place in all of FL is standing right next to Grum.

Yes I know you can easily enter a guild and clan hall, cabals are more difficult, but what I mean't was that unless you can diguise you can't get in without them knowing what you are doing, so they can sit in there and wait, then while you attack they can prepare and come out and fight you while you target someone else. And if htey have good timing and can lag then you might not even get to flee or change targets.

Well the problem with these loots is people arent taking the EQ for themselves. They're sacrificing it so they can get it with their other characters.

GRIM REEFER. That statement was rude. Just because you don't like an idea doesn't mean tell the person to delete the thread. That's the second ignorant thing I've heard you say. The last was saying Beeyotch in a thread. Put down the bong, you're hurting too many brain cells.

People do not derail this thread, I want your opinion whether for or against my idea and why. Not a discussion on a topic that branches off from that.

Well the problem with these loots is people arent taking the EQ for themselves. They're sacrificing it so they can get it with their other characters.

Not at all true. All my characters have sacrificed equipment because:

1.) It's a nice piece of equipment that is antineut/antigood/antievil, and I don't want my enemy to have it.

2.) It's a weapon or shield (I usually sacrifice all shields/weapons)

3.) I don't need the item, but neither does my enemy, IMHO.

Don't assume!

Well the problem with these loots is people arent taking the EQ for themselves. They're sacrificing it so they can get it with their other characters.

GRIM REEFER. That statement was rude. Just because you don't like an idea doesn't mean tell the person to delete the thread. That's the second ignorant thing I've heard you say. The last was saying Beeyotch in a thread. Put down the bong, you're hurting too many brain cells.

People do not derail this thread, I want your opinion whether for or against my idea and why. Not a discussion on a topic that branches off from that.

Your first statement is a very big assumption which is, in many cases, wrong.

Your second statement... well, that's just Grim. He's rude to everyone - it's kind of his thing.

Anyway, I think we have enough abilities to avoid PK/looting: adventurer (til 30), moderate, and Herald. Beyond that, pick a cabal and take the passive subcabal (Sigil, Mysterum, etc.)

Jibber, what are you talking about? I wasn't "assuming" about you. If I'm talking about a particular person I'll be sure to state their name.

I just think it's a neat idea though.

You are however assuming people who sac eq are saccing it to get it with lowbies, alternates, or shelved chars. Creating a safe place in a world known as the FORSAKEN LANDS seems false advertisement. Personally if you are not constantly assuming your about to die and get looted, you won't get better/faster/smarter.

The one pk shield in the game is already being abused by the Heralds and the stuff they have while they sit with diplo on. Lets not add more.

STUFF

I would recommend editing that, and if you have a problem with it, take it to prayer.

horrible idea.

Safe havens will just turn into massive gathering spots with nobody moving away from it.

An idea like this gets thrown up every now and then and gets shot down. It's not because the idea is horrible, just that it's horrible here. What you'd end up with is this:

Players sit there to sleep peacefully and regen, buff up go pk and then run back to sit peacefully.

Players never leave it so they don't risk loosing equipment, plus they can log in and leave the comp with triggers to put in required hours for a character.

I get it, sure you could join Herald if you want, but what's the fun in sitting in town by yourself? Want my opinion? The Heralds should be able to make a room no-pk.

See this fixes everyone's problems. Heralds can be safe to interview/rp, people will be safe to actually sit and talk to them in town and if a rp group shows up fine. You don't end up with a permanent rp area, and if the Herald thinks you're using him to just to avoid a fight all he has to do is take one step west because it's not his job to use his ability to save your life. Heralds abusing it could be punished severly.

As far as sacrifice, it is to me exactly what it is. I find this rare piece of equipment, weapon, whatever and I sacrifice it to my god to please him/her.

An idea like this gets thrown up every now and then and gets shot down. It's not because the idea is horrible' date=' just that it's horrible here. What you'd end up with is this:[/quote']

I think its horrible, if you do not think so that syour opinion.

Players sit there to sleep peacefully and regen, buff up go pk and then run back to sit peacefully.

Cabal's and guild halls offer some peace for such things to occur in relative saftey. Guild guards yell when attacked, and thiefs can only sneak in to one at a time with a chance to fail, and it takes several tics to change guilds.

Players never leave it so they don't risk loosing equipment, plus they can log in and leave the comp with triggers to put in required hours for a character.

This is what wil happen, you will also get people who pk someone, loot, then go sit in the safe zone to gloat.

I get it, sure you could join Herald if you want, but what's the fun in sitting in town by yourself? Want my opinion? The Heralds should be able to make a room no-pk.

Anothe rbad idea. This would quickly become a service that heralds can offer to help someone avoid PK, ooc abuse could be disasterous. Imagine you get pk'ed looted, then the herald protects his buddy from your revenge.

See this fixes everyone's problems. Heralds can be safe to interview/rp, people will be safe to actually sit and talk to them in town and if a rp group shows up fine. You don't end up with a permanent rp area, and if the Herald thinks you're using him to just to avoid a fight all he has to do is take one step west because it's not his job to use his ability to save your life. Heralds abusing it could be punished severly.

As far as sacrifice, it is to me exactly what it is. I find this rare piece of equipment, weapon, whatever and I sacrifice it to my god to please him/her.

this creats way more problems, and there is in truth no problem to fix. PK IS RP. it is a FACT that in FL you can be killed by another person, this is a truth that is mostly universal. It defines our interactions, it keeps it real between good and evil aligns. This is a PK and RP Enforced mud. If you are RPing in FL under the ruse that you CANNOT be killed then you are NOT RPING in FL.

This is why I do not like the diplomacy flag at all. Give them 5 mobs to guard them, give them an entourage of charmies. But allowing them to be immune to pk just puts a crack in the otherwise fully immersable environment that is FL.

If someone in FL wants to RP they are all powerful, they have to back it up with some skills, this should never change.

Oh I agree with you, when I said problems I didn't mean with the system but that some people think it needs change itself pk wise. I love how FL is, if I wanted pure, I'd just get on IRC and rp. Guess we just can't make everyone happy.

I think that heralds should lose their PK shield. I think also that the room inside the Academy's doors should be pickable/passable. However, there should be something like an 'inn' somewhere with a guard that roams inside. Sure, whoever was in there would still be somewhat protected, but the moment violence broke out the wandering guard would attack the attacker, then rescue the defender.

Guard should be like a Blood Guard .. less hp, but changed to the level of the attacker. Heralds should have a command that 'throws' people out of the inn if they so choose, but you can kill the guard on the outside door (who lets anyone in unless you were thrown out previously) to go back in and finish the job.

Definitely proves more of a PKish type terrain like Aabahran.