(03-04-2013, 09:46 PM)Gheis Wrote: We have made changes to the "four hour rule", which in effect will be the "two hour rule" from here forward, if things work out.
Short memory.
Deliberately trying something again to see what happens.
We didn't forget, we're just curious.
And if it doesn't work, we'll throw you a parade and hail Joe for being the most right that there ever was.
Cutting to 2 hours would have been enough to improve gameplay. The rest of it just makes it confusing with no clear benefit to the gameplay.
I also have to wonder if this has been thought out, since it hasn't even been floating around long enough for somebody to be irritated by the spelling errors.
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The only thing that worries me is that it can create somewhat odd situations if players truly "use" the rules to their "fullest potential". It's quite often that people log on to deal with a specific "problem situation", clean it up, and log off again. The kileld players could now log on again and return to whatever they were doing as if nothing happened. That'd mean that the players who killed them would have to log on again just to tell them to leave. Not too awesome.
Plus, it's a more than a little* awkward in-roleplay. "Hey, didn't you explode fifteen minutes ago?"
I'd personally rather see the rule drastically simplified: Two hours. The character can't log anywhere, not just the system, but nowhere. Other ("different") characters can log everywhere, but not re-engage the killer. Helps a great deal to at least have a little immersion (it's fairly annoying and completely immersion-breaking to have to clean up that same pirate in every system bordering the one you killed them in, simply because they keep returning).
(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.
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(03-05-2013, 10:30 PM)SMGSterlin Wrote:
(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.
And magically having a storage of twenty of the same ships ready to use, plus zero injuries a few minutes after you blew up isn't powergaming or at the very least poor roleplay?
Edit:
To elaborate, it's doable to "suspend disbelief" if someone appears four - or two - hours after being blown up. Minor injuries, they had a ship somewhere they had flown over or something. A few minutes, however, is slightly on the "You again? Didn't you just blow up?" side of things.
How about I made all my pilots on the forums well known about which ships of mine they fly? Will that connect the ships to the characters automatically? (Note: It is pretty easy to find though, especially that I have a link to there in my sig)
PS: Oh, also thinking about posting crew lists for my ships, just for the sake of RP, will that count too?
(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.
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.