PVP-Dead. - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: The Community (https://discoverygc.com/forums/forumdisplay.php?fid=4) +--- Forum: Real Life Discussion (https://discoverygc.com/forums/forumdisplay.php?fid=16) +--- Thread: PVP-Dead. (/showthread.php?tid=165654) |
RE: PVP-Dead. - Kazinsal - 11-08-2018 The "people doing silly things in capital systems" is why I recommend 1 hour in uncontested space and 30 minutes in contested space, extending the definition of "contested space" to include any independent, border and edge world that people are fighting over. (11-08-2018, 06:28 PM)Backo Wrote: This thread has inspired me to write a story how my character ponders over escape pods' 100% success rate as they drift across the empty void of space (for approximately 2h) in an escape pod. Please stay tuned. It'd be more realistic to say that everyone has blood nanites that back your brain up to the last station you were in and when you die you get squirted into a new body within two hours. Or, for Schlock Mercenary readers, "I think it's bad Latin for 'this backs your brain up into your skin'." RE: PVP-Dead. - Vexykin - 11-08-2018 (11-07-2018, 11:44 PM)Kazinsal Wrote: I'd be interested in bringing it down to 1h across the board and 30m in all systems that should logically be considered contested zones. That... RE: PVP-Dead. - Goddess Astra - 11-08-2018 Here is my solution: New Wrote: Thoughts? RE: PVP-Dead. - Durandal - 11-08-2018 I feel this is mostly trying to convey the right idea Iris, but I don't feel the intent behind it is clear. I've cleaned it up and added the following to my post. New Wrote: RE: PVP-Dead. - Vexykin - 11-08-2018 (11-08-2018, 09:58 PM)Iris Wrote: Here is my solution: May re-enter system for Text-Based Roleplay. - No, because it would be illogical to see the already dead player back and talking around. Would raise too much controversy in this. Must not enter combat in the system the fight took place in for 45 minutes. - An hour for uncontested and 30 Minutes for Contested systems would do fine. RE: PVP-Dead. - Unseelie - 11-08-2018 (11-07-2018, 11:44 PM)Kazinsal Wrote: I'd be interested in bringing it down to 1h across the board and 30m in all systems that should logically be considered contested zones. Myself, I'm curious about which systems we could consider combat zones...especially considering all the various powers who are at war. The hessians and the Corsairs have a vaild claim to making omega 2, 5, 41, and 47 each combat zones. The Gallic invasion could make Dublin, London, Leeds, Manchester, Magellan, California and Cortez into combat zones. the Sigma war makes most of the sigmas into Combat zones, the conflicts in Omicron ought make at least Delta and Minor into combat zones, ought the conflict between the IMG and the Outcasts count? The conflict between the BD and Kusari? RE: PVP-Dead. - Goddess Astra - 11-08-2018 @"VÆX", that's what this line is counteracting: (11-08-2018, 10:01 PM)Durandal Wrote: May be considered a valid combat target after a grace period of 5 minutes after being given a chance to leave the system they were killed in. RE: PVP-Dead. - Backo - 11-08-2018 (11-08-2018, 09:58 PM)Iris Wrote: Here is my solution: I think we're slowly getting there. What personally really worries me is the following scenario(s): 1. A fights B. A dies to B and then undocks again to do RP. C logs into the game some time after and finds A, which is also his enemy. C doesn't know A is pvp-dead as his ship is right there in space. It would be a bit like seeing ghosts that at first you don't realize are ghosts. 2. The other scenario that worries me is A claiming to be PvP-dead when C shows up to avoid pvp when in fact A is a legit target. It's hard to keep track of pvp-dead people when you're not even present. It would mean everyone you meet is a schrodinger's pvp-timer cat in a way. --------------------- Whenever raiding or fighting factions on their home turf, if asked I've allowed the defeated side to return and do non-pvp stuff, since I personally gain nothing from them being unable to play in their own systems. So in essence I am for giving people a chance to come back when dead, I just don't want it to have nasty loopholes or annoyances. P.S.: Now I see Durandal's new proposal. The five minute rule seems rather nice and fitting. I like the idea. RE: PVP-Dead. - Sombs - 11-08-2018 I have to agree with Vasko. This seems all unnecessarily squishy, complicated and intransparent. I still don't think there is any valid reason that justifies a person to stay in the system they just died in, when there are so many other systems you can just move over to without causing inconvenience or unimmersive appearances, though, and can only shake my head at some arguments here. By all means, I am here for the RP only, but the vehemence of people trying to enforce a "I desperately need to stay in this one of 120 systems" is the exact opposite of RP behavior. Nice for you if you can stay, but it looks doofy to anyone else seeing it. Especially the guys who just shot you down. Meanwhile you can do text RP on the forum, unharmed and even better, openly visible to other people who might enjoy the read. As one of the people who click through any comm or story thread and often remain to read it fully, I can only suggest to just take certain things inRP and roll with it. Not being selective about the events but being selective about the impact they had. RE: PVP-Dead. - Unseelie - 11-08-2018 Regarding the question of "why can't you just move to another system" Proximity is important to RP. There are work-arounds, but everyone agrees that you'd rather see the persons you're engaged with. The thing that has come up to me, over and over, is that if that system is where the people I'm roleplaying with are. I'm not at all going to be able to continue that experience even 50k from them, in the same system. I'm going to have to go back to where they are. RP is largely proximal, and while you can do it over distances, it is diminished. This is why, for example, trading and rp-ing is such a drag: you can't do the one while moving slowly toward the destination of the other, unless you bring everyone with you. |