Proposal: OOC Rules for Ingame Wars
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Most illarion players take ingame happenings too personal sometimes. Which causes OOC trouble.
Too few keep in mind that everything happening IN CHARACTER is nothing against the person behind the screen. When, for example, a character spits on the floor in front of the feet of another character, this should never be a reason to feel angry for the PLAYER.
Too many players focus more on wanting to "win" than on actually playing their role well.
Actually, i am pretty convinced that such rules will not work because of the immaturity of not only a few, but a few more players. We need a software solution for such things. One which should not be too hard - that would reduce game fun alot - but which must at least work.
Too few keep in mind that everything happening IN CHARACTER is nothing against the person behind the screen. When, for example, a character spits on the floor in front of the feet of another character, this should never be a reason to feel angry for the PLAYER.
Too many players focus more on wanting to "win" than on actually playing their role well.
Actually, i am pretty convinced that such rules will not work because of the immaturity of not only a few, but a few more players. We need a software solution for such things. One which should not be too hard - that would reduce game fun alot - but which must at least work.
- Korm Kormsen
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damien,
i think the basic problem is, a couple of players make their chars behave like members of streetgangs.
real streetgangs often enough kill off a member of another gang, they can get at unprotected.
similar do the two politikal main factions ingame.
but there is a difference, in the streets, there are no comebacks....
so ingame you just have to limit the comebacks.
make a killed char unplayable for four RL-days, and you will notice a whole bunch of very cautious chars...
than death wouldn't even have to cost skills.
korm
i think the basic problem is, a couple of players make their chars behave like members of streetgangs.
real streetgangs often enough kill off a member of another gang, they can get at unprotected.
similar do the two politikal main factions ingame.
but there is a difference, in the streets, there are no comebacks....
so ingame you just have to limit the comebacks.
make a killed char unplayable for four RL-days, and you will notice a whole bunch of very cautious chars...

than death wouldn't even have to cost skills.
korm
- Caldrion Sternenglanz
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- Garett Gwenour
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Well no at first glance that is a good proposal. But then, there is no roleplay involved after you kill that character, no healing at the cross, no wounds etc. I do not fancy that proposal.
I still believe some sort of perma death system needs t obe establish so people have character that don't just run their mouths constantly. Legitimate fear for the character's survival needs to be established, not just their skill and belongings.
I still believe some sort of perma death system needs t obe establish so people have character that don't just run their mouths constantly. Legitimate fear for the character's survival needs to be established, not just their skill and belongings.
- Samantha Meryadeles
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maybe a penality for running back out into battle. for example. for a set amount of time after a battle if your character dies again. he loses X more amount of skill then usual. of course there are factors in this purposal to remember
now that monsters can't touch the cross area you will not be re-killed my monsters, so that wouldn't be an issue.
it could also be made that living characters. (those that still have hp) can't actually step within a certain area of the cross. (and do something about target loccking in that area to avoid arrows). which would avoid player re-kills.
even an injured character can stumble his or her way off of the cross to be carried by comrades need me. or be tossed a potion to get there strenght back so it wouldn't bother rp to much.
this way coming back after battles can be doubly punished. and you don't have to worry about mass pkings during the duration of your double loss time.
just an idea.
now that monsters can't touch the cross area you will not be re-killed my monsters, so that wouldn't be an issue.
it could also be made that living characters. (those that still have hp) can't actually step within a certain area of the cross. (and do something about target loccking in that area to avoid arrows). which would avoid player re-kills.
even an injured character can stumble his or her way off of the cross to be carried by comrades need me. or be tossed a potion to get there strenght back so it wouldn't bother rp to much.
this way coming back after battles can be doubly punished. and you don't have to worry about mass pkings during the duration of your double loss time.
just an idea.
- Meriel Pelith
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My proposal :
After you die your skills/attributes go down. And it will need up to 1 hour (but not more than 4 or 5) ingame time til they change back to normal.
That keeps the char from running back into fight. And it keeps the player from logging out and waiting til the chars stats are back to normal.
People would indeed need to play how his char is weak.
After you die your skills/attributes go down. And it will need up to 1 hour (but not more than 4 or 5) ingame time til they change back to normal.
That keeps the char from running back into fight. And it keeps the player from logging out and waiting til the chars stats are back to normal.
People would indeed need to play how his char is weak.
- Meriel Pelith
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in a war situation it may not be the same person that re-kills you, but a member of his group that didn't know you died even. also battles might take place only an hour from last last possibly even less. and when an enemy runs through and spots you, he's not going to ask you if you've died once today, he's gonna smack your arse back to the cross before you can say stop.
- Samantha Meryadeles
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- Garett Gwenour
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- Samantha Meryadeles
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- Garett Gwenour
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- Korm Kormsen
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- Garett Gwenour
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- Samantha Meryadeles
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- Meriel Pelith
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- Meriel Pelith
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