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[Feedback] There Is Too Much Villainy.

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~ Fiend ~

  

91 members have voted

  1. 1. Are there too many psychopaths? (And what ever happened to 3-5 on the server?)

    • Yes
      70
    • No
      21
  2. 2. Are there too many murderers? (Particularly those with no good reason. Insanity is not a good reason. Bad history is not a good reason. Motive, means, and legitimate criminal psychology is a good reason.)

    • Yes
      77
    • No
      14
  3. 3. Ideas?

    • Remove VAs for a trial period.
      21
    • PURGE!1
      22
    • Crack down on who deserves them.
      38
    • Remove VAs entirely.
      26
    • Other. (Post, of course.)
      11


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It's pretty sad to me when a thread auctioning off your IC son as a slave just makes you groan and "Oh, not this again. I did this two days ago. Do I have to do it again?"

I don't want to be tired of LotC. I am tired of LotC. Shouldn't it be fun, not a chore? "Well, time to deal with the /seventh/ villain in the past three days. Guess I should stay online... sigh. I don't want to do this, but there's no IC excuse."

 

Oh, great, someone got stabbed. Oh, someone died. They'll be back anyway. It's old news. Someone got kidnapped? Guess I don't get to sleep yet... again. It happens again, and again, and again. Good villains are losing credit because any remotely interesting thing they can do is done to death, and it's tedious now. Villainy isn't fun for me, and I can't help wondering if other people feel the same way.

 

I've about lost the will to care, which makes it tedious and oh so hard to play a character that does care. IC actions shouldn't make me genuinely tired OOC, and especially not my own character's. Propose solutions if you feel like villainy is old as well, yub yub.

 

 

If you have no famili, you have no slaves to auction.

Problemka fix.

Do not like bad villain? Ignore him. If he say "I take your son" you say "Wut son", he will go away.

Problemka fix.

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I have the perfect solution to this:

 

 

If villains are killed whilst they are performing villainous actions, they should have to /roll 5

 

If they roll a 5, they are alive, and will respawn at the cloud temple as normally would.

 

If they roll a 4, take a couple days off from that character (1-2 days) and play an alt character.

 

If they roll a 3, take a bit more time off that character (2-4 days) and play an alt character.

 

If they roll a 2, they respawn at the cloud temple with some sort of injury/crippling effect that will last for as long as the character is alive

(example: The villain died from getting the artery in his leg sliced open? He can't run anymore because his right leg is shot.)

 

If they roll a 1, perma death.

 

Before people start saying this is a bad idea, see the flip side!

 

All of these should apply for kings and queens and characters of importance to guilds and factions.

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I have the perfect solution to this:

If villains are killed whilst they are performing villainous actions, they should have to /roll 5

If they roll a 5, they are alive, and will respawn at the cloud temple as normally would.

If they roll a 4, take a couple days off from that character (1-2 days) and play an alt character.

If they roll a 3, take a bit more time off that character (2-4 days) and play an alt character.

If they roll a 2, they respawn at the cloud temple with some sort of injury/crippling effect that will last for as long as the character is alive

(example: The villain died from getting the artery in his leg sliced open? He can't run anymore because his right leg is shot.)

If they roll a 1, perma death.

Before people start saying this is a bad idea, see the flip side!

All of these should apply for kings and queens and characters of importance to guilds and factions.

Hell to the no

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-snip-

No. Never. PKing your character is up to the will of the person playing them. If they /want/ to do this they can, but it will not be enforced. There's too much chance for rage and hate on the server, and if this is implemented, especially directed at you for thinking of it.

Now, back to what I was going to say...

With the addition of my previous post on "change the type of villainy committed, stop the kidnappings and killings", I'd like to add something directed at the psychopaths,

I play a psychopath. I extremely enjoy it. I'm sure you would enjoy rping with him as well. Why? Because he's the only Alexithymiac on the server.

What is alexithymia? In short form, it is someone unable to feel or understand emotion whatsoever. He doesn't feel fear, or anger, or happiness, or... anything. It both restricts and enables him to do many things. He feels no remorse, so he does what he wants. On the other hand, he feels no happiness, so he doesn't do some other things.

I've looked it up, and my character is the only true Alexithemiac on the server. Therefore, why do I think you would enjoy role playing with him? Because its simply different. As he's the only Alexithymiac, no one knows that he's going to do next. It's a totally new role play for you.

(One of the ironic parts is that, visually, he's extremely e... e-e-edgy *hack cough hack blech*. But when you first speak to him, I think most people are surprised, as due to his alexithymia he's extremely direct in his speaking.)

Right now, I can think of 3 Bi-Polar, Schitozophrenic villains. That's just off the top of my head. In other words, there's too many of them. Simply put, the VAT is accepting too many of the same type of psychopath. Remember the "3-5 psychopaths on the server"? It should be changed to "3-5 psychopaths of the same clinical illness on the server".

Let's do a quick calculation with some guessing. My character counts as one Alexithymiac. I've looked at the server, and no one else has it. And I can think of 3 bi-polar villains on the server. Taking ratios from the number of people I know to the number of people on the server... We're getting at about a 70:1 ratio at the least. Waaaay too much.

TL:DR

Don't permakill anyone. Start denying any psychopaths that apply for villain applications that more than 3-5 people have of that illness. And change up the way villains commit crimes.

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This was posted on the 26th of December, so..

I didn't see this thread prior to posting mine, that's what I was saying. 

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Cloud Temple if you don't like combat rp

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If people could kill known violent villains on sight, or otherwise work to remove them without requiring a VA, a lot of the boring villain RP would be done with. Just remove VA's, it's clear that's what is largely desired anyways, and the insistence of it remaining on the server is part of what has driven so many away.

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You know part of the reason why it seems extremely bad is because of centralized RP. When so many people are brought to a single city, with the exception of 1 - 2 towns at most per nation (maybe three), many villains head to the city. Why? Simply because there is not enough RP anywhere else because it's all being sucked into the capital. Thus, you have a high concentration of villainy in the capitals while the side towns are usually just for villains to live and/or store their stuff safely.

 

In short this means places like Abresi and Malinor (especially malinor) need a few more guards. No, you don't need 20 more. If you just have 10 active guards with the rest of the people around willing to attack and kill the villains, you shouldn't then have many problems for a city the size of New Malinor (Which is smaller than Abresi in my opinion).

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You know part of the reason why it seems extremely bad is because of centralized RP. When so many people are brought to a single city, with the exception of 1 - 2 towns at most per nation (maybe three), many villains head to the city. Why? Simply because there is not enough RP anywhere else because it's all being sucked into the capital. Thus, you have a high concentration of villainy in the capitals while the side towns are usually just for villains to live and/or store their stuff safely.

 

In short this means places like Abresi and Malinor (especially malinor) need a few more guards. No, you don't need 20 more. If you just have 10 active guards with the rest of the people around willing to attack and kill the villains, you shouldn't then have many problems for a city the size of New Malinor (Which is smaller than Abresi in my opinion).

 

Problem (mostly with Malinor, no offense to the elves): White Knight Principle. How do you have a guard force that has to fight the entire town. If the guards fight villains, everyone comes after them for it and try to save the villain because #guardsareevil. If the guards ignore villains, they cause trouble and the people complain that the guards don't kill the villains enough. That seems to be a huge problem from what I've seen. Probably the biggest. My theory: everyone who "White Knights" probably is a villain themselves. Thus, way too many villains for a guard force to be effective. 

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Problem (mostly with Malinor, no offense to the elves): White Knight Principle. How do you have a guard force that has to fight the entire town. If the guards fight villains, everyone comes after them for it and try to save the villain because #guardsareevil. If the guards ignore villains, they cause trouble and the people complain that the guards don't kill the villains enough. That seems to be a huge problem from what I've seen. Probably the biggest. My theory: everyone who "White Knights" probably is a villain themselves. Thus, way too many villains for a guard force to be effective. 

This whitenight isn't every towns folk constantly against everything the guards do. 

 

It's more so an IC thing in which certain villains are deemed as not hostile, or nice or something by the towns people.

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Part of the reason villainous activity is at an all time high, is because right now with no skill system it is one of the only ways to make lots of minas. Once a skill system is implemented, there will be less villainous activities. 

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I would say that villainy is on the decline, actually, if only to a minor extent. The Lumi'drim, believe it or not, actually do keep some of the baddies out of Malinor (to be fair, this has declined somewhat since Lion's hiatus which I believe shall end soon), which has led to quite a bit less crime. Especially when you compare it to the old city, back right after the White Rose left. It was just elves killing each other again and again, with an occasional human, orc or antag coming in to bathe in the blood.

 

Now, it's far more tame, and some of the villainous RP has improved greatly.

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Lol Dokahn didn't fight as much as I did when I went Roman Barracks Emperor and hijacked some Lumidrim to myself :3 Although that was short-lived, but I have to say that Malinor has improved crime-wise big time and that it was not as large an issue as folks try to say in the first place.

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