So, simple as this. If you died on that Char, don't enter it for 2 hours, am I right? Why don't you just set up a rule that we can't enter it for 2 hours then? I know others will rage now, but for the RPs sake, I guess thats a good Idea. Nobody will troll. Cause if you want to make it "realistic", if a Player dies, that Char should stay dead for 2 Hours, a CLEAR victory you know. It should give you the damn feeling "Yes I defeated him!". That Char should be lost for 2 hours, we don't wanna see it on the Player list for 2 hours . Try to imagine. Your character will actually get more valuable, you'll try to survive! You'll try it freaking hard not to die, and you'll give more than a second thought if you should engage someone or not. It would give a new way of Gameplay, lolwuts would stop engaging for fun because now they'll fear they can't enter their char for 2 hours. If they still do, simply report them, rule break. If its possible to modify the Dead options, I would prefer that you now only have this option:
Snake, there is very simple and, sadly, permanent reason to prevent the server from keeping killed characters out for 2 hours. It is: the server has no way to know if it was a PvP death or not. The thing is, not all deaths are PvP. And by far so!
Please ask yourself this: would you like to have your char to be unable to log in for 2 hours if your ship is destroyed by
- doing a difficult mission solo?
- sparring in Connecticut or in your own guard system using that special training ship?
- while docking in a freighter/transport (which are ship classes which can dock while in fight without it counting as a PvP death)?
- combination of lag and minefield and/or radiation and/or sun corona, whatever?
- some few petty NPC pirates while you went away from keyboard for a few minutes to, say, make a private phone call or anything?
So you see, if admins would make just-killed characters to be unable to log in, then we'd have dozens and dozens of cases every day when people would be unable to play for 2 hours without any good reason - all the cases which are not PvP deaths, i mean. Not good for you, not for me, not for anybody...
Do you see the groundhog there? No? Me neither. But, it's there nonetheless.
Look, I said about following the rules, watch the picture. if there could be such an option, that'd be nice, if you died in because of those things you listed there, fine you still can log again on your Char. But I'm talking about PvPs. They should have a fast option to switch. If they die, directly choose New Player and log on your other char. I didn't say they should be fully unable to use the char again for 2 hours.
I wonder if its possible to modify this. If you died in PvP, you get this death message:
Hmm I also wonder if its possible to modify the Characters. Maybe if your Character gets destroyed by a Player, you'll eventually, loose it. Maybe that Char will get automaticly deleted. That might stop the lolwuts from engaging without a good reason, more RP would appear instead of fights . Hihi, anyway I guess nobody would agree with this idea so xD I actually wonder if its possible to kinda block the Char for 2 Hours if you get destroyed by a Player. Hmm.. You know after you get destroyed... Nah nevermind bad Idea, lets see how things will turn out, nice work btw.
(03-27-2013, 06:50 PM)Snake Wrote: Hmm I also wonder if its possible to modify the Characters. Maybe if your Character gets destroyed by a Player, you'll eventually, loose it. Maybe that Char will get automaticly deleted. That might stop the lolwuts from engaging without a good reason, more RP would appear instead of fights . Hihi, anyway I guess nobody would agree with this idea so xD I actually wonder if its possible to kinda block the Char for 2 Hours if you get destroyed by a Player. Hmm.. You know after you get destroyed... Nah nevermind bad Idea, lets see how things will turn out, nice work btw.
PVP whores would go around shooting any player with "good enough" reason to kill them and cause them to lose their ship.
Yeah but you also need to think, that they risk their own ship! A slight Lag and their ship is gone, I guess they'll think more than twice before they'll engage someone. Another thing is the speed of the Capital Ships... I mean Capital Ships have Bigger engines than fighters, seriously. Shouldn't they be faster in Cruise speed? Maybe even a little? Equal with the Light Fighter maybe, 400 cruise speed would be even enough, allthough I'd suggest 450
(03-28-2013, 08:52 PM)Snake Wrote: Yeah but you also need to think, that they risk their own ship! A slight Lag and their ship is gone, I guess they'll think more than twice before they'll engage someone. Another thing is the speed of the Capital Ships... I mean Capital Ships have Bigger engines than fighters, seriously. Shouldn't they be faster in Cruise speed? Maybe even a little? Equal with the Light Fighter maybe, 400 cruise speed would be even enough, allthough I'd suggest 450
They have bigger engines, but they also have a giant weight. So they are rather slower then fighters, not faster.
"Common sense is the best distributed commodity in the world, for every man is convinced that he is well supplied with it." René Descartes
(03-04-2013, 09:46 PM)Gheis Wrote: Prepare for the end of the world.
Revised Wrote:5.7 A player who was killed in a PvP fight must not enter the system where the fight took place with any of the characters on his/her account(s) until 2 hours has passed from the time of his/her destruction.
If the player respawns in the same system, he/she must leave the system within 10 minutes of his destruction without attacking anyone, except in self-defense. Other players are not allowed to attack one who is leaving.
If the enemy (character or characters) leave the game before two hours have passed, the player may return to the system. If the enemy then returns to the game they may request the player leave the system again until two hours have passed since the original time of death.
5.8 A player who was killed in a PvP fight must not attack the enemy (character or characters involved in the death) with any of the characters on his/her account(s) for 2 hours. Self-killing, friendly fire kills or death to NPCs during a PvP fight are counted as normal PvP deaths.
The intent of the new rules are to shorten the down-time keeping a player away from a a system following death. Also, re-engaging is now redefined as being engaging the same characters within two hours of death, not the same players. If you change to a different character, you can be shot at again by the player you killed within those two hours.
Clarification:
Scenario 1: I, LHI|Gheis.Mace, kill XA|Duct.Tape in Colorado. I then log into another of my ships, Gheis.Mace. Because my names are visibly similar and easily identifiable as so, XA|Duct.Tape may not re-engage me, and may not re-enter Colorado without my permission.
Scenario 2: I, LHI|Gheis.Mace, kill LR-Contrived.Name in California. I then, before the two hours are up, switch to OSI-Resolute captained InRP by Gheis Mace, and am engaged by LR-Contrived.Name in a separate interaction. Because the ship names are not notably similar (LHI|Gheis.Mace v OSI-Resolute), I cannot expect LR-Contrived.Name to have known I was the same person - or even the same character - and so no violation of reengagement has occurred. Because I'm notably different as well, LR-Contrived.Name can assume I've logged off and return to California if he so wishes.
So far as asking and allowing returning to system, this simply puts into the rules the gentlemen's agreements that were in place already. If none of the combatants involved in your death are online, you may return to the system you died in. If they return on the same characters, then you must leave if they ask you to.
Abuse of this ability will be severely punished. If you are reporting someone in violation of this, we suggest screening the time-stamped death message, the time-stamped request to leave, any conversation following (or enough to show a lack thereof), and a screen showing the killed player still in system. Players who do not leave in the 10 minutes after the initial death will be handled as normal. (And by that I mean "with a spear")
Players who have killed may also choose to waive the two-hour rule and permit their target to return to the system. This has always been the case, but remember, if you waive it and allow the character you killed to come back, you cannot then, without a second death, request that player leave. We have access to server logs.
(03-06-2013, 06:56 PM)Jack_Henderson Wrote: Where is the problem?
Tell them they cannot come back. It's in the rules.
Quote:If the enemy (character or characters) leave the game before two hours have passed, the player may return to the system. If the enemy then returns to the game they may request the player leave the system again until two hours have passed since the original time of death.
I read it that way:
You kill the pirate on your house navy ship in a move to protect e.g. mining in the system.
The pirate respawns (= "returns to the game") and you green message him: "Please do not come back to the system in the next 2 h".
Done. Zombie-Apocalypse averted.
That was easier than I thought... *burns all the Zombie Apocalypse Survival books*
All of this still sounds like Zombie apocalypse to me. I'm afraid you don't get to use Admin Green. -Champ
And i will explain why i still have this feeling.
Let's take an example similar to the one gheis gave us :
- Paddy is patrolling Dublin and fells upon an invader in the fields, HMS-BretsOwnDub', and decided to destroy the daring lone GB and succeed in doing so.
A fistfull of miners and traders were there, but none were involved in the fight
- Once the Gunboat destroyed, Paddy ran to a base dock and Jumped into his/her infamous P-trans the Bucket.Of.Gold and did fly back to the fields to see if he can get something from the miners.
- Once back in the field, Paddy in his P-trans "Bucket.of.Gold" fall AGAIN upon the bret GB HMS-BretsOwnDub' ( it is legit, 'cause "Paddy" did log out, and "Bucket.of.Gold" is not similar to "paddy" )
- The bret GB then goes : "Molly dai !!!" ( and it is still legit, cause it's not the same name or similar, even if it's ( inrp ) the same cap'tain, there no reengagement ).
At this moment, the player of Paddy starts to think about buying a few Zombie Apocalypse Survival books.
The miners and traders who are stil in the fields and saw the bret GB being destroyed five minuts ago, can't say nothing about it. ( immersion breaking ? )
So Paddy got to flee back to Arry with his P-trans, while having this bret GB on his trail, then dock ( fortunatly it's a transport ), then log his/her "Paddy" char, and PM the player of the bret GB to ask him to leave the system for two hour since his last death ?
I do find all of this a little odd and time consuming, while having a rule like "cannot enter system for two hours with any of his/her char" would be easier to handle.
But let's go on.
-The player of Paddy with his/her "Paddy" char asked the bret GB to leave as stated above, and the bret GB did.
So "Paddy" log out and Jump again in his/her P-trans ( which still have a different name )
Does this mean the Bret GB could come back AGAIN even during the two hours ?
Does this means, "Paddy" had to log to ask him/her to leave again and again and again ?
- Another example : Paddy did not make it to Arry got shot in his/her P-trans "BucketOfGold" while fleein' from the Bret GB.
Anyway, as his/her char "Paddy" is a different name, he/she log in with it and goes back to Dublin ( or probably undock from Arry ).
So Paddy goes back in the fields, where he/she meet again the Bret GB HMS-BretsownDub and another bunch of greedy miners and traders.
So the GB cannot reengage "paddy" 'cause it had been shot by this char before.
And "Paddy" cannot reengage the GB 'cause the player had been shot by the GB while he/she was with the "bucketOfGold" char.
Right ?
The player of Paddy doesn't even have the need to ask the GB to leave, for they can't harm each other.
Then Paddy run amok, destroys all the miners and traders in front of the GB, sayin' that the Armed force cannot protect them in Dublin
( immersion breaker, i can hear the scream of the traders begging for help )
Does this sound logical ? 'cause at least that sounds legit to me, by the new rule.
(03-05-2013, 10:27 PM)Hasteric Wrote: That'd mean that the players who killed them would have to log on again just to tell them to leave. Not too awesome.
Which classifies as powergaming to me.
I see no problem.
I agree with this.
If the player group (#A) is only logging on to prevent a player (#B) who is actually playing the game constantly from being in an area, then vacating the area themselves(#A Leaving the area), then all they've amounted to is making that system have one less player for area interaction.
Lawfuls will have to stick around and play as their chars instead of answering emergency chats en'mass then vacating the area once again.
I would personnaly speak of "land control" ( or space ) , and certainly not about lawfull or unlawfull.
Let's get back to the "paddy" 's example stated above :
Do you find acceptable or not, that when Paddy did jump into the P-trans name differently from his/her "paddy"'s char could be reengaged by the same HMS-BretsOwnDub', five minuts later in the same system?
Do you think that "paddy" 's P-Trans should be named "paddy's trans", instead of "BucketOfGold" for the sake of an odd rule ( name that is far less sexy, isn't it ) ?
You talked about "sticking around", yet, paddy was still here, even if his ship was different, and just havin' that different name did make paddy subject to reengagement.
Therefore, i find this rule broken.
(03-06-2013, 11:09 AM)Jack_Henderson Wrote: What exactly is the problem?
The example that sparked the discussion was that someone protects ships, shoots the pirate, then logs off. So the pirate could come back.
How about you simply tell the pirate that you shot in green: "Good fight. Please do not come back to harrass the people I protected. Feel free to come back to rp, but no piracy."
I mean... just talk to each other.
And... I don't think it is okay for the pirate that was killed to turn up as the "undead pirate, 2nd attempt" once the victorious defender logged off. From a roleplay pov, the attacker has been destroyed, the danger has been cleared.
But... as I said: just tell him and it is no problem.
Well, i still do see many problems so let's get back to Dublin and Paddy :
-PlayerA "paddy" killed playerB "HMS-BretsOwnDub'" , then fell upon a BMM thief and shot him down, leaving gold floating in space.
Meanwhile PlayerC "Brian" another Molly, is pirating in Leeds
"Paddy" PM "Brian" : "hey lad, i'm sittin' on a ton o'gol', do you have a P-trans so we could salvage some ?"
"Brain" answer that he doesn't have a P-trans.
So "Paddy" says, "so do you mind keeping the gold while i'm going back to Arry and jump in my own P-trans"
"Brian" agreed to keep the gold while "paddy" is flying back to Arrenmore.
PlayerA logs out his/her char "paddy" and logs in the P-trans "BucketOfGold" even still piloted by "Paddy" inrp.
The P-trans flies to the field.
PlayerB logs in HMS-BretsOwnDub' and goes "Molly DAI !"( as "paddy" is no longer in system, and "Brian" wasn't involved in the first fight ), even if both chars knows that this ship was destroyed in Dublin five minuts ago.
And he could be worse, cause PlayerD ( you know the one who was mining and shot by "paddy" PlayerA ) could log his Bhunter char "MollyHunter" and could also re-enter Dublin et engage PlayerA and B ( playerA because his/her char has different name, and player B because he wasn't involved in the first fight ).
In the previous rule, neither PlayerC or D could re-enter the same system, nor re-engage the same player ( now you can as long as the char names are differents )
I hope thoses example are clear enough why i find this rule totally breaking the "landcontrol" thing.