Player killing rules updated
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Re: Player killing rules updated
I would hope the caveats on harassment and loot defense are clarified in these cases.
"Tragedy is when I cut my finger. Comedy is when you fall into an open sewer and die."
-Mel Brooks
-Mel Brooks
Re: Player killing rules updated
Could you elaborate on that? Not sure I understand exactly what you mean.Mersereau wrote:I would hope the caveats on harassment and loot defense are clarified in these cases.
Re: Player killing rules updated
Cherek wrote:Could you elaborate on that? Not sure I understand exactly what you mean.Mersereau wrote:I would hope the caveats on harassment and loot defense are clarified in these cases.
Repeated killing without reason I think on harassment and Loot defence... "Leave or die" just because someone was guarding a specific mob one room from the actual mob
- OgreToyBoy
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Re: Player killing rules updated
What mob and what person could this be....Draugor wrote:Cherek wrote:Could you elaborate on that? Not sure I understand exactly what you mean.Mersereau wrote:I would hope the caveats on harassment and loot defense are clarified in these cases.
Repeated killing without reason I think on harassment and Loot defence... "Leave or die" just because someone was guarding a specific mob one room from the actual mob
Re: Player killing rules updated
Repeated killing without reason is already in the rules. As for loot defence, I dont think we ever have policed such things? And I dont think we should. People have always tried to protect certain areas for various reasons, be that RP, XP, or loot, I dont see a reason why that should be forbidden?Draugor wrote:Cherek wrote:Could you elaborate on that? Not sure I understand exactly what you mean.Mersereau wrote:I would hope the caveats on harassment and loot defense are clarified in these cases.
Repeated killing without reason I think on harassment and Loot defence... "Leave or die" just because someone was guarding a specific mob one room from the actual mob
Re: Player killing rules updated
Just from an observer, I actually read Mersereau's statement the opposite of how Draugor did. My interpretation was that if a newbie is being an annoyance (for example, spamming you with pokes while following you around) or doing something like stealing your loot, there should be caveats for this. To me, that falls under "provocation", which I think the new policy dictates clearly by saying "without provocation". I think you're okay to kill a newbie who is a loot thief or an annoyance.Draugor wrote:Cherek wrote:Could you elaborate on that? Not sure I understand exactly what you mean.Mersereau wrote:I would hope the caveats on harassment and loot defense are clarified in these cases.
Repeated killing without reason I think on harassment and Loot defence... "Leave or die" just because someone was guarding a specific mob one room from the actual mob
Zhar wrote: "Man, this guild I'm in is so god damn powerful! Please nerf or I'll have to leave it because it's no fun any more..."
Re: Player killing rules updated
Exactly. I would ask it be clearly stated. When it comes to rules being vague is a terrible idea.Amorana wrote: Just from an observer, I actually read Mersereau's statement the opposite of how Draugor did. My interpretation was that if a newbie is being an annoyance (for example, spamming you with pokes while following you around) or doing something like stealing your loot, there should be caveats for this. To me, that falls under "provocation", which I think the new policy dictates clearly by saying "without provocation". I think you're okay to kill a newbie who is a loot thief or an annoyance.
"Tragedy is when I cut my finger. Comedy is when you fall into an open sewer and die."
-Mel Brooks
-Mel Brooks
Re: Player killing rules updated
The only thing I changed was the word "repeatedly", and then I added "without provocation" a second time, which I hoped would make it more clear. Like Amorana says, the things you describe definitely falls under "provocation".Mersereau wrote:Exactly. I would ask it be clearly stated. When it comes to rules being vague is a terrible idea.Amorana wrote: Just from an observer, I actually read Mersereau's statement the opposite of how Draugor did. My interpretation was that if a newbie is being an annoyance (for example, spamming you with pokes while following you around) or doing something like stealing your loot, there should be caveats for this. To me, that falls under "provocation", which I think the new policy dictates clearly by saying "without provocation". I think you're okay to kill a newbie who is a loot thief or an annoyance.
If we start listing a lot of different scenarios it will soon become a very long list of specific things you can or cannot do. Like a law book... and we're probably still gonna miss a lot of different scenarios, and risk people thinking anything NOT listed is okay. "But rules said nothing about kicking him in the butt 10 times, it only said poking!". I can imagine that conversation already...
I think the word "provoke" as a good word that does the job well. But if you have an idea on how to formulate it more clear without creating a long list of specifics, feel free to come with a suggestion. I do agree that the rules should be _clear_, but without being a law book with hundreds of scenarios listed.
Re: Player killing rules updated
I paid a newbie to take out a corrupted weapon from the donation box, just to get it away from those who would die trying to use it... So, it's more luck than anything really... BSA's were "fun to put at Cadets" back in the days.. People used to go there to charge itCherek wrote:If a puddle of blood starts to form around the donation box perhaps we need to think of some type of filter yes. It's been working fine a long time though, so let's see if perhaps this simply was an isolated incident before we change too much.Icarus wrote:How about a filter on the donation boxes, any weapon that is dangerous to the young ones (snake whip, BSA, corrupted weapons etc) gets filtered through a nifty device, returning a weapon of "exceptional quality" of the same class (club/sword/axe etc) which is awesome for a newbie, but then again, can't be wielded by anyone with higher stats than "able to get out of donation box + X %". That way, people can still donate such stuff, but not kill newbies and get screwed over if they do it just to preserve an item
Flee you fools!
Re: Player killing rules updated
The flaming axe from Kabal was fun aswell xDIcarus wrote:I paid a newbie to take out a corrupted weapon from the donation box, just to get it away from those who would die trying to use it... So, it's more luck than anything really... BSA's were "fun to put at Cadets" back in the days.. People used to go there to charge itCherek wrote:If a puddle of blood starts to form around the donation box perhaps we need to think of some type of filter yes. It's been working fine a long time though, so let's see if perhaps this simply was an isolated incident before we change too much.Icarus wrote:How about a filter on the donation boxes, any weapon that is dangerous to the young ones (snake whip, BSA, corrupted weapons etc) gets filtered through a nifty device, returning a weapon of "exceptional quality" of the same class (club/sword/axe etc) which is awesome for a newbie, but then again, can't be wielded by anyone with higher stats than "able to get out of donation box + X %". That way, people can still donate such stuff, but not kill newbies and get screwed over if they do it just to preserve an item
http://tworzymyatmosfere.pl/przescieradla-jedwabne-z-gumka/