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The following are perceived loopholes and my questions are sincere.

  1. They need proper rp before engaging in pvp, and they must make sure all who are present are aware of the situation should they call PVP default. 
  2. They can only pvp those involved. Killing random bystanders is the same as no-rp killing, and will be dealt as such. If random bystander provokes the attackers, well then they become involved.
  3. There are no cap to villainous activity, But that doesn't mean you can bring an army and sit around to bait people into attacking. 
  4. Banditry may not occur inside a settlement(banditry being defined as people in armour killing robbing and killing citizen inside its walls)



So, these are the currently reworked angles on, well, conflict in general.

This being said, I'd like to have the following answered.


If a player runs from me on the roads into any town, may I ban report them?
I mean, if a player runs into the Cloud Temple to avoid initiated conflict, they can be BR'd. With the current set of rules, pretty much every town is a mini-CT with lesser restriction.

If a person that isn't a town guard attempts to stop an individual with villainous intent, but happens to be armed and armored, can the 'villain' technically fall back on this ruling?
"Banditry being defined as people in armour killing robbing and killing citizen inside its walls." This statement alone seems like a massive loophole for, well, anyone to hide from anyone with possible intent to kill.
 

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The following is based my observations on the rules.

1. As towns are still PvP zones, I suspect you'd be allowed to follow them in, as the conflict started outside... Though that could create even more loopholes.

2. If you're stopping a villain from stealing or something, then personally I feel it is allowed that you do that. As long you aren't intending on causing chaos.

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The following is based my observations on the rules.

1. As towns are still PvP zones, I suspect you'd be allowed to follow them in, as the conflict started outside... Though that could create even more loopholes.

2. If you're stopping a villain from stealing or something, then personally I feel it is allowed that you do that. As long you aren't intending on causing chaos.

In response to 1: You can't PVP in towns, man. According to section 4, you can't do anything to the person in a town. (In terms of conflict.)

 

 In response to 2: But if they're technically citizens or even claim to commonly RP in the area, you're instantly in the wrong.

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Temp 4 admin 2014

 

No.

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I reckon it can be discussed, but I saw three GMs enter this thread and no comment. They'll have to comment as they did develop these rules. Alas, time to whip those irons out and get to straightening the wrinkles.

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I reckon it can be discussed, but I saw three GMs enter this thread and no comment. They'll have to comment as they did develop these rules. Alas, time to whip those irons out and get to straightening the wrinkles.

Hopefully so.

With the current wording, you literally cannot kill someone in a settlement. It's against the rules.

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Raiding =/= being in a town robbing someone. A raid is an attack at a town to kill people, normally coming all armored up, in big groups and doing almost no roleplay before killing everyone in it. Someone with armor in a town mugging someone isn't a raid, it's a mugging. If you have 3 other friends with you, then it's a raid. If you and a small group head somewhere to kill someone specific, kidnap someone specific, steal from somewhere specific, then I wouldn't consider it a raid, I would consider it assassination, kidnapping and stealing. The loophole is pretty much, no big groups (3+), and minimum armor required for the job.

 

Someone runs to a town in MC? You either PVP them, or report them. Even thougth not many people know, running away in MC when you are in trouble is against the rules. The rule on that only says that the other side can kill them in MC, it doesn't mean the running side isn't breaking rules. If they ran in RP, well... they ran in rp... muggers or bandits would probably stop if the person they were mugging/banditring ran inside a town.

 

Someone that tries to stop banditry/villainy is not raiding, so it wouldn't be a raid... Unless he was trying to stop villainy in a villain's hideout.

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There are no more raids and from what I understand this is just the rule set in place, with the logic of no more raiding.

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I don't understand what you mean by that.

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Unless I misread the war/raid rule changes, Raiding is gone. The points for 1-4 are just for matters of conflict in general.

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Points 1-4 is about raids no longer being allowed. Those points basicly say "Raiding is no longer allowed."

 

Point 1 is the normal "you need to rp before PVP"

Point 2 is for the raids not happening. If you start trouble in a town or etc, and a large fight happens, you can't go around killing those not in the fight. Basicly, no raiding.

Point 3 means you can still do villainess things, like robbing, kidnapping, assassination. It just means you can't bring a huge armored group to do those things, because that would be a raid.

Point 4 is saying "no raids". Banditry is this point is stated as being "people in armour killing robbing and killing citizen inside its walls", which is the best definition of a raid.

 

Conflict on the other hand, can still very much exist inside towns and etc.

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This players questions have been answered and the situation resolved.

Should you wish to have this reopened, please PM me your reasons why it should be so.

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