Quote:The reason I am proposing this is because while the player cannot enter the same system as long as the aggressor is logged in the aggressor can still hunt the player
>log a rogue
>pirate in NY
>get shot by a LPI and a Navy
>go to california
>continue to pirate
>lawfuls can't do anything
>endless profit
that's dumb.
That is a good point which is why I said it needs to be balanced its not that you cant go there and stop them it is simply so they can make some profit before being ousted again. It may be that the 30 minute time limit is to long maybe it should go to 20 ect.
Quote:The reason I am proposing this is because while the player cannot enter the same system as long as the aggressor is logged in the aggressor can still hunt the player
>log a rogue
>pirate in NY
>get shot by a LPI and a Navy
>go to california
>continue to pirate
>lawfuls can't do anything
>endless profit
that's dumb.
That is a good point which is why I said it needs to be balanced its not that you cant go there and stop them it is simply so they can make some profit before being ousted again. It may be that the 30 minute time limit is to long maybe it should go to 20 ect.
Still dumb. I guess trader calling for help to police will really appreciate reply of a lawful "sorry, can´t help you because I shot that guy already few minutes back".
Basically you are punishing people for winning a fight. That will be always dumb. Also it creates a win-win situation for pirate. If he win the fight, lawful can not bother him again for two hours in the same system. If he lose, he can just move to another system and is protected from lawful for certain amount of time. And then, if the fight happens again, scenario repeats and can go on and on until pirate is satisfied and logs off. Kind of pointless to be lawful then when you in fact can never win.
(05-04-2017, 05:08 PM)TickTack Wrote: Existing Line:none Suggested Alteration: 3.9: This is a Role play server, Role playing is required and you cannot ignore other people when they attempt to Role play with your character, Ships that are already engaged in combat are not required to do RP.
Isn't that already covered by Rule 3.3? I always thought that both silent trading and "kill me its cheaper" fall under OOC behaviour.
(05-05-2017, 12:48 AM)Laura C. Wrote: Still dumb. I guess trader calling for help to police will really appreciate reply of a lawful "sorry, can´t help you because I shot that guy already few minutes back".
Basically you are punishing people for winning a fight. That will be always dumb. Also it creates a win-win situation for pirate. If he win the fight, lawful can not bother him again for two hours in the same system. If he lose, he can just move to another system and is protected from lawful for certain amount of time. And then, if the fight happens again, scenario repeats and can go on and on until pirate is satisfied and logs off. Kind of pointless to be lawful then when you in fact can never win.
Also what about us who do not pirate in Liberty where plunder is plentiful? Should we screw off and suck it because of indie rogue destroyers?
(05-05-2017, 01:04 AM)Birb Wrote: Isn't that already covered by Rule 3.3? I always thought that both silent trading and "kill me its cheaper" fall under OOC behaviour.
No, because one can still completely ignore another person when they try and RP, I posted something about this in feedback once where a Capital vessel completely ignored my characters attempts at RP for a little over a minute trying to make me think he was AFK I guess, then when I went in to poke his shields tried to insta kill me as some sort of cheap blue which didn't work. Not a single word was said by him until after he started shooting me. Same goes for traders, they can continue to be silent and stay running there's nothing that prevents it even when they know they've been caught.
(05-05-2017, 12:48 AM)Laura C. Wrote: Still dumb. I guess trader calling for help to police will really appreciate reply of a lawful "sorry, can´t help you because I shot that guy already few minutes back".
Basically you are punishing people for winning a fight. That will be always dumb. Also it creates a win-win situation for pirate. If he win the fight, lawful can not bother him again for two hours in the same system. If he lose, he can just move to another system and is protected from lawful for certain amount of time. And then, if the fight happens again, scenario repeats and can go on and on until pirate is satisfied and logs off. Kind of pointless to be lawful then when you in fact can never win.
There has to be a balance point though where rogues can still make some money police can still do their job and people can still play the game.
I believe the original rule 4.1 was designed to simulate death. but what good does it do if it literally keeps you off the servers for 2 hours. And it is not disciplining some one for winning it is simply trying to give the loser a chance to play the game. Again if you have a better solution I am all ears and would love to hear it. Or if you have a way of altering mine so that it is fair.
Ps. Did you read the next rule I posted below 4.1 It changed the time limits in a couple of ways?
Existing Line: 4.1 If you die whilst in a PVP situation, in any form, that character/ship does not re-enter the same system for 2 hours and the Player, on any of their ships, cannot reengage the aggressors on any character for 2 hours. You are allowed a grace period of 5 minutes to leave the system with an empty cargo hold and you are safe from further attack during this grace period within that system. If the attacker(s) log off, you may re-enter the system you died in Suggested Alteration: 4.1 If you die while you are in a PVP situation (by whatever means), that ship counts as "pvp-dead". It cannot re-enter the system it was killed in for two hours.
Additionally, the pvp-dead player cannot re-engage his killer(s) on any of his own characters for 2 hours.
The pvp-dead ship has a grace period of 5 minutes to leave the system of death with an empty cargo hold and the ship is safe from further attack during this grace period.
If the attacker(s) log off, you do not count as pvp-dead any more. Description/Comments: I think we need to talk the way players talk. We talk about "you are pvp-dead", so the rules should have the words in it. Stop "re-engaging"! Keeping rules technical makes them much harder to understand for non-native speakers.
The rest of the pvp rules are good, there is no reason for changes. They allow players to continue playing after they were killed, which is important on a server that is struggling. If you punish pvp-death by rendering you unable to do what you actually logged on for, many players will just log off. What you do not want on Disco is, to make players log off in anger, because that makes it more likely they will not return.
Furthermore, harsh "2h dead, no exceptions!" (as written down in some suggestions) punish newbies most, and therefore hurt a type of player that we need most.
Existing Line: 4.1 If you die whilst in a PVP situation, in any form, that character/ship does not re-enter the same system for 2 hours and the Player, on any of their ships, cannot reengage the aggressors on any character for 2 hours. You are allowed a grace period of 5 minutes to leave the system with an empty cargo hold and you are safe from further attack during this grace period within that system. If the attacker(s) log off, you may re-enter the system you died in. Suggested Alteration: 4.1 If you die whilst in a PVP situation, in any form, you cannot use the same character to enter the system or engage the same aggressor in or out of the said system for the next 2 hours. If the aggressor logs off (Departs from the game or leaves to conn) you may enter the system again on the same character. You may enter and interact with the world in the said system on your different character, but cannot engage the aggressor or the people that were a part of his/her group through the PVP situation. (Example: If you die on your character named "John Doe", you cannot use the ships that are within Roleplay used by that character. You can log a different RP character with a different name and roleplay.) Description/Comments: There have been situations where a fight between a navy guy and a torp rogue ended up in 2 kills. When respawning, the game registers you as logging in so technically you logged out. To make this more fair and with sense, the player that killed you must either fully depart from the game or leave to conn to "make you alive again".
As for the different chars part, it would be really unfair towards a player to not let him RP on the same spot he/she died with a completely different character. As long as he/she does not engage in combat against the aggressor, it should be fine for them to be there.