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Post by CartMid on Jan 29, 2009 20:08:37 GMT -5
Well, there was I wandering in the UD with my happy little drow (yay!) when I was given the oportunity to assassinate a target. *Evil grin*
BAM! Done... target assassinated... err... what now?
Well, point is: it's very bad for assassins when their targets won't really die...
So the best we came up with was the loss of memory for the past days, so the target wouldn't remember why and who killed it... actually, it woudn't remember even of being assassinated.
I thought it to be a little lame though, So what I wanted to ask is if anyone got a better idea than that, and if this should be turned into a protocol or something...
Ideas?
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Post by DM Sir Carnifex on Jan 29, 2009 20:18:17 GMT -5
The assassinated PC could be a good sport and not log in with that PC for a few days.
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ovarf
Active Member
Posts: 197
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Post by ovarf on Jan 29, 2009 20:25:58 GMT -5
for that matter its a fairly sticky issue outside of the Assassination as well.
Lets say for whatever reason you get involved in a PvP and you kill them with no witnesses should they be allowed to make a report to the fist? For that mater all the not rendered NPCs how do you know that their are no witnesses; the assumtion seems to be the game world is full of people off camera how do you avoid that?
Is all behavior seen by someone at all times? Can we dictate areas where you will be noticed and areas where you would not?
If you are involved in PvP killing and your PC would have killed them how should that be resolved (ie he's dead to me). Seems like there are a lot of questions that could use some talking about so at least people have a baseline to approach the RP of these situations from.
not a big fan of a lot of rule but since everyone seems to have diffrent ideas on how things should work at least some guidelines would be nice
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Post by broham2 on Jan 29, 2009 20:44:40 GMT -5
The way I see it, and I think this is how its worked well here for a while.. if no one sees you and/or you kill all witnesses.... they cant report you. They are dead and must RP the fact for a bit (to allow for a getaway or whatever) and then can RP that they were raised.
That used as a baseline, most cases of PvP can be negotiated after the death.. saying the person was left for dead but lived, etc. Plenty of creative solutions have been used.. Main point is that if you attack and succeed you shouldnt be reported in most cases.
I personally would prefer to leave it at that, as black/white rules tend to hurt more than they help in my opinion.. and mutually agreed upon RP is always better.
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Post by adzling on Jan 29, 2009 22:03:18 GMT -5
i brought this up in the sshamath thread a while back.
assassination being a key part of drow RP it would be nice to have some kind of baseline, but it's difficult for many reasons.
check the thread for an overview.
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Post by wildelf on Jan 30, 2009 0:02:13 GMT -5
One thing that I've seen on RP settings a lot is having resurrection incur a form of memory loss called "Soul Disjunction." Effectively the character loses memory of everything that occured for the last several days before being killed.
Typically, it's best if the character could follow that guide, and perhaps consider his mission or important information to be lost as a penalty for death.
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Post by hnefi on Jan 30, 2009 4:03:40 GMT -5
For stealthy assassinations, random PvP and murders with witnesses, it would be easiest to RP that the victim is simply raised after X amount of time and suffers from amnesia, as pointed out above.
That way, assassinations can be used to remove people from plots without killing off the character entirely, and logical IC mechanics to explain it exist. If someone is killed in their home or the wilderness, it might be a few days before they are found and resurrected, explaining why they're up and about after a while but not immediately. Personally, I'd like to see a rule that an assassinated PC can't log back in for a certain number of days to reflect this.
But there are RP-deaths which are different - mainly executions. In my opinion, a person who is put to trial and executed should not be able to return. I've seen situations on other servers where committing heinous crimes is safe for anyone, because at worst they get amnesia or jailed for a RL week. Then, next week they're back destroying another village. It's ridiculous.
Extreme misdeeds should carry extreme consequences (if caught). Permakill characters that get sentenced to death in trials and executed. To make the loss less extreme to the player, give them a new char with a certain percentage of the XP of the killed char intact (half, maybe?). This way, dogooders can actually defend the realm in a meaningful way and evildoers have to actually be careful (and vice versa in the underdark ;P).
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Post by Zealote on Jan 30, 2009 7:02:05 GMT -5
Extreme misdeeds should carry extreme consequences (if caught). Permakill characters that get sentenced to death in trials and executed. To make the loss less extreme to the player, give them a new char with a certain percentage of the XP of the killed char intact (half, maybe?). This way, dogooders can actually defend the realm in a meaningful way and evildoers have to actually be careful (and vice versa in the underdark ;P). I agree with punishment for evil doers. My thoughts are loss of xp and items though, not permakill. But the problem on killing evil characters after capture, is the complain the punishment allows, due to the fact that evil guys cannot harm for real good guys. If a evil character ''kills'' a good character in PvP, the goodie wont lose anything. But if the evil dude is arrested, he would lose xp and items. If this however, was balanced in some way, the punishment would be awesome. For both.
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Post by hnefi on Jan 30, 2009 7:36:11 GMT -5
Yes, I agree. If such harsh punishment as permakill would be introduced for being caught committing extreme crimes, something similar would be needed if bad guys repeatedly caught do-gooders. Perhaps the evil factions could have some equivalent of the trials that could make a good faction sentence a character to death. I don't know, really.
Anyway, the loss of XP and/or items is good from a consequence perspective, but IMHO somewhat lacking from an RP-perspective; the guy was executed, why is he still alive? Permadeath with partial refund in the form of a new char with a certain percentage of XP transferred from the killed char, and maybe the same with items, would serve the same purpose and also remove the executed-but-not-dead problem.
But as long as there are lasting consequences and they are balanced for dogooders and evildoers, I'll be a happy camper.
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Post by DEV Jlf2n on Jan 30, 2009 8:11:08 GMT -5
Perma death is only an option if the player agrees or is a big griefer or problem causer.
Otherwise live in the moment and then forget about it. No one can force perma death on a player otherwise.
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Post by residentbalkor on Jan 30, 2009 8:28:21 GMT -5
I'd hate to be the one to bring this up - but this goes hand with hand with having no-hardcore RP rules.
Assassinations are, well, at the very best - a single death.
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Post by zoombee on Jan 30, 2009 8:28:37 GMT -5
well maybe there is an option to make pvp abit different if a player is killed in pvp he respawns in the hall of mystra without xp penalty but instead of corpse he would leave a head with his name tag to be used for any rp reasons
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Post by residentbalkor on Jan 30, 2009 9:07:41 GMT -5
lol someone here is an ex-UO player...
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Post by hnefi on Jan 30, 2009 9:15:46 GMT -5
Perma death is only an option if the player agrees or is a big griefer or problem causer. Otherwise live in the moment and then forget about it. No one can force perma death on a player otherwise. I'm sorry to hear that, but I suppose there's nothing I can say to change it.
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Post by Erulaan D'Anhoor on Jan 30, 2009 9:32:31 GMT -5
Perma death duels where players are in agreement that the loser is deleted is a great way to go about things.
Otherwise, as jlf2n stated, its a single event with no real consequences. Needs to stay that way otherwise things will get REALLY whacked (pun intended) on this server.
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