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Author Topic: Sacred/Safe Space  (Read 25350 times)
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Johan Crichton
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« Reply #15 on: December 16, 2008, 08:46:51 PM »

It really depends on how AP is regenerated, and whether Simon can get the game to check the location of a PC and modify the AP regeneration rate if they're in a particular list of locations.

If that's doable though, tie the AP regeneration rate to how long since the last kill for the character (which is easy enough to code if you can get the last kill time and current time).

Set a cooling down period - I'd suggest two weeks.  It allows for people who might make the occasional kill to use this, but for a pker it would be fairly useless.  Have the calculation something like:

(days since last kill/14)*1AP per hour, rounded down.

Characters who've made a kill in the last fourteen days = 0AP per hour.
Characters who've made a kill between 14-27 days = 1AP per hour.
etc...
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Johan Crichton
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CyAdora
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« Reply #16 on: December 16, 2008, 08:52:59 PM »

When we speak of killing... just that above mentioned AP regeneration penalty on pking your own kind ?
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« Reply #17 on: December 16, 2008, 08:55:03 PM »

It should be killing in general, perhaps?

If OpiumJoe kills a couple cannibals, then pops into the safe haven, it's not really fair.
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« Reply #18 on: December 16, 2008, 09:00:28 PM »

Killing players only ? Animals need to be fair game or I feel it will be too exclusive a club for many. We need to be able to continue to play the game as we would have.  I know I need XP, as much as I can (within my personal moral standards of course).
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Johan Crichton
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« Reply #19 on: December 16, 2008, 09:02:53 PM »

I was thinking PvP killing, e.g. killing other player characters.

The problem with that of course is those who kill NPCs (trader, shaman) and then use these sacred spaces as hideouts.
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Johan Crichton
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« Reply #20 on: December 16, 2008, 09:04:43 PM »

Killing humans is what I meant. And as JC points out, that should include NPCs.

EDIT: We should also discuss flavor themes to explain such squares. The squares could have text that describes them as being blessed by the ancients, in the case of natives, or there are lots of bodyguards, things like that.
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“I’m an Indian tonight, baby,” he announced. “C’mon, let’s let ’em have it.” Then he dumped a pickle jar of change on the floor, told her to get a machete, and went out to the garage.
CyAdora
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« Reply #21 on: December 16, 2008, 09:06:06 PM »

What if they are NOT close to the towns?  SO it would make no sense to hide so far away.
eg:

« Last Edit: December 16, 2008, 09:19:40 PM by CyAdora » Logged

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h4x0r541
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« Reply #22 on: December 17, 2008, 04:45:45 AM »

Complete shot in the dark:

A new quantity "SP" or "speak points" these regenerate only in safe areas and can be used for emoting/talking in safe havens only. One can trade AP for SP in a safe area, but not vice versa. Basically, if you walk into a safe area, all AP actions and regeneration are locked and SP becomes the way of doing things. You lose all your SP when you leave the safe area.

Example: You walk into a safe area with 30 AP. You convert 10 of those to SP, and speak 5 times. Now you have 20 AP (which will not regenerate as long as you are in the safe area) and 5 SP (which will regenerate to a cap of... 20? 30?).

It is pretty complicated, but it would allow RPers to RP, PKers to... not do anything... and would also prevent spamming (kinda).

h4x
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CyAdora
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« Reply #23 on: December 17, 2008, 05:04:00 AM »

h4x0r541, oooooohhh, *SP* speaking points I like that !  I heard a similar idea in practice in another game and it works well. Thank you for your detailed explanation so we can all feel it better.
I shall take that idea to my dreams to night.
Thanks!!!
« Last Edit: December 17, 2008, 05:07:02 AM by CyAdora » Logged

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Johan Crichton
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« Reply #24 on: December 17, 2008, 06:24:11 AM »

It is pretty complicated, but it would allow RPers to RP, PKers to... not do anything... and would also prevent spamming (kinda).

It allows the PKers a safe place to hide from those who would otherwise "police" them, doesn't it?
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Johan Crichton
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« Reply #25 on: December 17, 2008, 11:12:26 AM »

Complete shot in the dark:

A new quantity "SP" or "speak points" these regenerate only in safe areas and can be used for emoting/talking in safe havens only.

Ain't it a bit complicated considering that now talking/emoting uses up 0.1AP?
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« Reply #26 on: December 17, 2008, 11:54:23 AM »

Fungi Juice would become troublesome/rampant.
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CyAdora
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« Reply #27 on: December 17, 2008, 12:26:55 PM »

I proposed it be a space with very minimal gains of AP and static HP and XP.

"You fire at CyAdora and the bullet seems to pass right through her and hits the wall behind leaving a tiny hole."

All attacks and HP, XP changing actions would be set to 100% failure rate.

Speaking, emoting, whispering  at 0 AP.

Regeneration of AP at one per hour or less.

Fungi Juice would become troublesome/rampant.
You would have wasted the juice.

"You drink a bottle of fungi juice and surprisingly it pours right through you and makes a puddle on the floor"

Could we think of this as entering a dream state when inside ?

I still like h4x0r541's "SP- speaking points" idea as well.

It is pretty complicated, but it would allow RPers to RP, PKers to... not do anything... and would also prevent spamming (kinda).

It allows the PKers a safe place to hide from those who would otherwise "police" them, doesn't it?

These "sacred spaces" (see the last map) would be well away from all towns.
« Last Edit: December 17, 2008, 12:30:44 PM by CyAdora » Logged

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« Reply #28 on: December 17, 2008, 02:16:22 PM »

Johan Crichton has recently advocated to me the cause of player v game players - those who are in the game to hunt animals, explore, trade or otherwise compete but not against other players. It was a perspective I hadn't really considered.

Its a very valid form of non-aggressive gameplay, and the player who engages in this form of gameplay should have opportunities to evade PKers by using an option like a safehouse.

For me, a safehouse should be in or near each village to facilitate RPing interaction. But it only works on players who have no history of player kills. Doesn't matter if it was in self-defence or not: if you've killed another player, then it won't work for you.

Players who wish to take advantage of it get a one-off chance to recalibrate a character to nil kills. If the character kills again they don't get a chance to recalibrate, and they obviously lose the safehouse protection.
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CyAdora
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« Reply #29 on: December 17, 2008, 02:49:47 PM »

FirstAmongstDaves,
I do like that clear explanation a lot. I have a couple of those type players myself.

BUT.. what if part of the Role Play is killing other players, even just once ?  They deserve to tell their stories too, right ? The ones who get killed FOR telling the stories... they cant retaliate without loosing their right to free speech ?

Or not ?  I am starting to guess not.  We are missing out on some great tales, I am looking for a fair way for the story-telling not to get lost in ALL the violence.

I would prefer not to kill, but being a target sure gets old. I realize most of my personal kills are in response to my RP partners untimely deaths...
« Last Edit: December 17, 2008, 02:57:57 PM by CyAdora » Logged

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