I mix the use of /setmsg and typing as much as possible.
I feel that I need to identify my character to make myself accountable for my own RP and to give "them" a name to use in reports other than my ship name to encourage two-way RP
/setmsg 1
I have to identify I am working with Rheinland under contract or I cannot fire on a transport.
/setmsg 0
I have to ask them a direct comment as to the wrong of their current actions and warn of its consequences
/setmsg 7
All this while I am in combat range, with no pvp.
They ask why, I text out the exact nature of their problem.
They perry with words and I tell them that they need to comply. Severity depends on character saying it.
A player who continues to run at this point goes right to engagement
/setmsg 4-6
A player who stops continues the text conversation in as much detail as they are willing to ask, i am willing to explain. If they pull a run-while-you-respond move, Its either a /setmsg 4-6 or CD and one last warning then /setmsg 4-6 if they dont stop.
They scream like a 4 year old for me to stop, they go pop
They stop and surrender, I stop firing.
I toss a general distress call because I just ran into a battle group
/setmsg 8
I have time, not in range (14k) Banter all I need to. Avoid the pvp or text until /setmsg 5-6 is inevitable.
And tons of flavors in-between
Dont take my /setmsg away because you run into
/1
/2
pewpew
Sometimes, when all you want is to gain your freedom, you must be willing to risk it all.
I /l1 for every engagement. Doesnt matter if I spoke to the guy before or not. I even /l1 when the other guy engages me first sometimes. If things aren't rushed I'll talk before /l1 but if its pressure situation I /l1 and open fire right away. The latter may include any of the following: target is actively pirating, target is cloaking, target is running, target has many friends nearby, etc.
' Wrote:This is supposed to be a roleplay server. If all people do is use automated messages and fight, instead of ever actually stopping to talk, things can get boring fast. Without ever talking, what's the difference between multiplayer and NPC's, besides difficulty?
It is actually rather out of role play for two guys who're clearly enemies to have a chat before they shoot one another. I highly, highly doubt that today's fighter pilots talk to one another before they start trying to kill one another.
This, however, isn't real life and in order to make the game enjoyable we have rules in place. Rules, that while they do hinder actual role play, server a good purpose. That is, they make the place enjoyable to play. Those same rules also create players who don't understand role play and think role play is a bunch of text messages on a screen.
As others have said, turn on time stamps. Per the rules, you must be given a reasonable time to read and acknowledge that you're being interacted with. If they don't give you that time, file a report. Do remember that just because you feel they didn't give you enough time, does not mean the admins will agree with you. There is the real chance they might disagree.
I'd also suggest not being ooRP and sitting still while your known enemies are around nor while people you don't know are around. Those unknowns typically turn out to be mercenaries, hunters, or pirates.
Yeah, I'd get rid of /setmsg. It's more trouble than it's worth.
A way a lone a last a loved a long the riverrun, past Eve and Adam's, from swerve of shore to bend of bay,
brings us by a commodius vicus of recirculation back to Howth Castle and Environs.