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Blacklists & Lockpicks.


Wrynn

Lockpicks  

139 members have voted

  1. 1. Where would you like to see lockpicks sold?

    • Cloud Temple
      34
    • One shop in every nation capital
      32
    • A hidden location on each of the three large islands
      72
  2. 2. What do you think is a suitable price range for lockpicks?

    • <20 Minas
      46
    • 20-50 Minas
      63
    • 50< Minas
      29
  3. 3. Do you think current lockpicking rules need to change?

    • Yes (If so, please comment how.)
      39
    • No
      99
  4. 4. Should people have to put more roleplay into lockpicking?

    • Yes
      95
    • No
      43


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1 hour ago, Tox said:

lockpick plugin pls

0
 

Yup

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2 hours ago, McThornz said:

I don't understand how attacking a group too much warrants a villainy blacklist.

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It isn't, if you're at war. Just doing it because you have no other reason other than you are bored, and want to PVP is not okay, nor is it fun for the people you are RPing with. It is a villains job to at least show a little consideration for the general enjoyment of the people he enacts his RP on, and that involves coming in willing to RP things out (as opposed to jumping to PVP as early as possible) and not attacking so often that it becomes mundane, annoying or sometimes even stressful for the people you are attacking. Especially if you have an OOC dislike for those people, which is usually at least plays a background role in who raids who.

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6 minutes ago, 吳憾戰士14 said:

It isn't, if you're at war. Just doing it because you have no other reason other than you are bored, and want to PVP is not okay, nor is it fun for the people you are RPing with. It is a villains job to at least show a little consideration for the general enjoyment of the people he enacts his RP on, and that involves coming in willing to RP things out (as opposed to jumping to PVP as early as possible) and not attacking so often that it becomes mundane, annoying or sometimes even stressful for the people you are attacking. Especially if you have an OOC dislike for those people, which is usually at least plays a background role in who raids who.

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I See your point here, but what about in the situation if your character dislikes the other characters in Rp and them doing things such as kicking my character out of a festival without him having done anything wrong, then my character coming back and raiding them the next day.

 

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Just now, HavocHunter33 said:

I See your point here, but what about in the situation if your character dislikes the other characters in Rp and them doing things such as kicking my character out of a festival without him having done anything wrong, then my character coming back and raiding them the next day.

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If RP happened that affected your character personally then I'd say go for it, gather some friends and get your revenge if it makes sense in RP. However, still bare in mind its not an excuse to raid someone over and over every day.

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7 minutes ago, 吳憾戰士14 said:

If RP happened that affected your character personally then I'd say go for it, gather some friends and get your revenge if it makes sense in RP. However, still bare in mind its not an excuse to raid someone over and over every day.

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There are other rp reasonings that could compel your character to attack a settlement or constantly target a group. They could be actively trying to attack those affiliated with the empire, or perhaps they are just greedy thieves and bandits going to plunder and raid others. 

A player shouldn't be restricted on who he raids if the victims complain they are "being raided or targeted too much". As long as the villain is performing good roleplay, is rule abiding, and is not being toxic, they should not deserve punishment. The rules are already bad enough towards antagonists as is.

 

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36 minutes ago, Данстан said:

I require construct modifiers for roll rules.

I'm a humanoid siege weapon, why do I need to roll a 12 to break glass and a 17 to force a door?

Why can I rip the limbs off giant monsters like it was doom 2016 but I can't crunch a door?

z7Hmw1b.gif

because you couldnt fit in the door in the first place and you're lucky we're ignoring logic for you

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Just now, James2k said:

because you couldnt fit in the door in the first place and you're lucky we're ignoring logic for you

 

>Implying I don't rip out the adjacent walls every time I enter a building.

ISHYGGDT

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13 minutes ago, McThornz said:

As long as the villain is performing good roleplay, is rule abiding, and is not being toxic, they should not deserve punishment.

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Agreed, and raiding someone so frequently that the game stops being fun for them counts as toxicity, and would not be good roleplay. As a villain, if you come in with the intent to RP and not jump to PVP as soon as possible, and are respectful enough not to make your presence overfrequent and overbaring to the people you are choosing to RP with (emphasis on that point. Villains choose to go out and antagonize. Defenders do not choose to be antagonized), then you should be fine.

 

If someone cares only about satisfying their own wants and being able to raid a place as often as possible, then they are telling the world that they dont care what the people they are RPing with thinks of them, and probably deserve a blacklist.

 

I'll bring in an example, grimreapers lich character- who has killed and maimed multiple wood elves. I don't complain, because he has solid motivation behind his character, puts a lot of effort into his RP, never tries to force people to PVP, and most importantly- whenever he pulls off an attack or we kill him, he takes a week or two break before coming back to us, making encounters with him fun and not mundane, repetitive and stressful.

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In my opinion I should think lockpick rules need to change. Not for the items stolen but for the fact of how it works.

 

Currently no matter if skilled or not skilled or have various ways to break in you'll have an equal chance like everyone to break into things, including doors.

 

If a 100kg boulder is thrown at a wooden door. I roll 20 and have to have a lockpick in my inventory to break said door, if I underroll the required amount the boulder bounces off said door.

 

A skilled thief and assassin trained to break a door falls under the same scenario. 

 

I would believe that lockpick rules do make somewhat of sense for the playerbase but for a flavor. Possibly make a profession or allow role-play if extensive enough to break doors down. Chests are fine.

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4 hours ago, McThornz said:

I don't understand how attacking a group too much warrants a villainy blacklist.

1
 

Yup, Sounds silly

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2 hours ago, 吳憾戰士14 said:

Agreed, and raiding someone so frequently that the game stops being fun for them counts as toxicity, and would not be good roleplay. As a villain, if you come in with the intent to RP and not jump to PVP as soon as possible, and are respectful enough not to make your presence overfrequent and overbaring to the people you are choosing to RP with (emphasis on that point. Villains choose to go out and antagonize. Defenders do not choose to be antagonized), then you should be fine.

 

If someone cares only about satisfying their own wants and being able to raid a place as often as possible, then they are telling the world that they dont care what the people they are RPing with thinks of them, and probably deserve a blacklist.

 

I'll bring in an example, grimreapers lich character- who has killed and maimed multiple wood elves. I don't complain, because he has solid motivation behind his character, puts a lot of effort into his RP, never tries to force people to PVP, and most importantly- whenever he pulls off an attack or we kill him, he takes a week or two break before coming back to us, making encounters with him fun and not mundane, repetitive and stressful.

1
 

Well if a settlement is being raided by bandits, then the settlement should do something about it within roleplay and not complain about being frequently targeted. If the roleplay is poor or the villains constantly pressure the others to pvp then yes, they are performing substandard roleplay. This inadequate roleplay is what should warrant a blacklist and not the frequency of attacks. After all, raid timers give a settlement time to relax and take a break from hostile actions.

Banditry of roads should also be able to be performed at free will, and the bandit minority should be allowed to sit on roads without fear of being punished for "harassing a group too often".

I think that as long as bandits provide sufficient and decent roleplay then they should be entitled to raid and bandit as long as it is within the current raiding and banditry regulations.

I would also like to point out that a GM is capable of handing out a blacklist regardless if the player followed rules: "It should also be noted that if a player is close to breaking the rules and a GM feels that a blacklist is still warranted, they are such allowed to do so."

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3 hours ago, McThornz said:

There are other rp reasonings that could compel your character to attack a settlement or constantly target a group. They could be actively trying to attack those affiliated with the empire, or perhaps they are just greedy thieves and bandits going to plunder and raid others. 

A player shouldn't be restricted on who he raids if the victims complain they are "being raided or targeted too much". As long as the villain is performing good roleplay, is rule abiding, and is not being toxic, they should not deserve punishment. The rules are already bad enough towards antagonists as is.

 

Why would you try to rob the same place repeatedly and in a quick time span tho? It isn't like their goodies suddenly regenerated, gotta wait. 

And the thing is... Villains who give good roleplay, abide by the rules, and are non-toxic don't mind waiting between attacks to let people rest. Heck the villains use that time to gather up their own supplies, plan things out, or even go and cause trouble elsewhere. 

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44 minutes ago, McThornz said:

Well if a settlement is being raided by bandits, then the settlement should do something about it within roleplay and not complain about being frequently targeted. If the roleplay is poor or the villains constantly pressure the others to pvp then yes, they are performing substandard roleplay. This inadequate roleplay is what should warrant a blacklist and not the frequency of attacks.

0

Frequency of attacks is a contributing factor to inadequacy of roleplay. Many settlements are fully equipped to deal with raiders, but simply enjoy also doing other things other than dealing with you day in, day out. Its not hard to be less self centered so others can relax and play the game the way they like to. No one is asking you to stop doing any villainy or act upon RP, they are asking you to show consideration.

 

If even that is unreasonable to people, then it speaks bounds for the state of villain RP right now.

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In my opinion I feel like most people immediately assume that rp'ing with a bandit is going to be cancerous and toxic and that puts them in a state where they are already annoyed and aren't investing themselves in the rp with whichever bandit or evil-doer is rp'ing with them, and often times the person making the rp not enjoyable is the victim, which is not to say this is always the case, and there are bandits out there who are terrible rp'ers who just want pixels, but to assume that all bandits are like this is ignorant and stupid.

 

I think that what needs to happen is not necessarily have blacklists soo much as have consequences for anyone who does poor rp, that includes the victims of bandits and the like, this way it helps to improve the rp instead of creating a stereotype and seeking out evil-does to punish regardless of whether they are doing poor rp or not.

 

It is the responsibility of a bandit to provide good rp for the victim, but it is also the victims responsibility to provide good rp for the bandit, they are a player too, they aren't here to serve you, they are just playing with you, nothing more.

 

Also:

Spoiler

95ca6d89a3d9cd2d9c7f392716b8aa72.png

 

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2 hours ago, 吳憾戰士14 said:

Frequency of attacks is a contributing factor to inadequacy of roleplay. Many settlements are fully equipped to deal with raiders, but simply enjoy also doing other things other than dealing with you day in, day out. Its not hard to be less self centered so others can relax and play the game the way they like to. No one is asking you to stop doing any villainy or act upon RP, they are asking you to show consideration.

 

If even that is unreasonable to people, then it speaks bounds for the state of villain RP right now.

0
 

I have to point this out because people's tolerance of antagonistic RP is dismally low. People used to complain about multiple attacks a day. Now it's more than one attack every ten days is outlandish. This attitude has pretty much killed my villainous activity because people grumble no matter how little anyone does anything. It is also self-centered to expect that almost no space be made for RP that isn't yours, ya know? I get attacked at a ratio of 10:1 to the attacks I throw. I mean, when I do attack someone, I completely expect grumbling, a billion guards to show up, OOC arguing etc. etc. Villainry feels like a minefield one has to tip-toe through and it's not really fair. This has also led me to such a long period of undergaming that I actually forgot how to win an RP fight.

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