Who said we don't need this, Discovery is drama *cough* RP server, honestly sanction section is the most interesting section in this forum, I always start my day by reading this particular section.
On Topic : Its open for abuse, lets say, how if a player after get killed still want to play his char in other system while the person who kill him doesn't want to /forgive him ?
I prefer the present system, if I get killed, I'll leave the system, chill out and search for another amusement
' Wrote:On Topic : Its open for abuse, lets say, how if a player after get killed still want to play his char in other system while the person who kill him doesn't want to /forgive him ?
I assumed it would only work for the system you died in.
The point it doesn't prevent people from switching ship remains and the problem with kill-detection not working properly.
If dead you can fly in another system, but you cannot engage the one who killed you in another system, unless they attack you first. 5.8 A player who was killed in a PvP fight must not attack the enemy (player or players involved in the death) with any of the characters on his/her account(s) for 4 hours. Self-killing during a PvP fight is counted as a normal PvP death.
Also use common sense? LOL:laugh: LOL:laugh: LOL:laugh: LOL:laugh: LOL:laugh:
There is no common sense on this server.
From a game development standpoint, there are many reasons to work towards server and client side systems that handle some server rules.
Reducing Abuse, Reducing Admin Dependence, Reducing Frustration, Reducing Verbal Player Altercations and Spite, and obviously Reducing Sanctions
Enjoying the sanction list, lack of common sense, or ect. ect. is not an excuse to continue with an inefficient system. Yes creating a system to manage characters, and to track what is going on for them PvP wise can seem like a cloudy idea, but it's pretty doable. It also does not need to be 100% perfect at putting people into 'Escape Pods', if it was 75% that would cut out 3/4s of the non-sense that goes on with re-engaging.
Most of all it provides a chance for the game to give actual feedback to the player on what happened! Imagine Mario 64, if you jumped on a little Mushroom dude and it just disappeared with no effect'¦ You'd be like ok'¦ wtf'¦ In game providing feedback for positive and negative actions is the back bone of what makes them fun.
Right now I think we can all admit Discovery has a decent learning curve, rules included. Correct me if I am wrong but is there anyone here that doesn't think more people should play this game/mod? Reduce how 'jagged' the curve is and more people will get into this mod, it's pretty simply.
I know there are also other rules which could be turned into hard coded rules more easily, this was just a commonly broken one.