Jump to content

An Update On 2.5.2

 Share


Alan

  

257 members have voted

  1. 1. Should we try this out?

    • Yes, might as well try it!
      144
    • No, this idea is bad and you should feel bad!
      101
    • Other. (Leave a response)
      8
  2. 2. What about the compromise? (Read the EDIT to the OP)

    • Do it, bad boy!
      161
    • No, you really should feel bad about yourself!
      60
    • Other. (Leave a response)
      4


Recommended Posts

Yeah, I like the idea of it being NO-VA killing, no NO-RP killing.

 

But remember for those who want PvP, you can still choose to PvP if both parties consent, remember that.

Link to post
Share on other sites

So rather than have a central island with No-RP killing allowed, you are all ok with us simply removing VA rules there instead? As mentioned in the OP, either way there will still be lore regarding it. This is a change that can easily be made.

Ok with us simply removing VA rules there instead?

Removing va rules

SWEET NECTAR OF THE GODS YES.
Link to post
Share on other sites

I like the idea, but there should be some RP. Maybe PvP is encouraged in that area? Make it so any pirate, thief or bandit (with or without a VA) can try to rob people and if they resist then PvP can be enabled? I wouldn't like walking around and randomly getting attacked by someone, but maybe if a bandit ran up asking for items and you didn't give him any, he can PvP you if he wishes? I'm not sure.

Link to post
Share on other sites

Alright then, I've added a second poll with your thoughts on the compromise. 

Link to post
Share on other sites

  No item drops on the central island would make it pointless to go on a mass No-RP killing spree anyway, why kill someone OOcly if you don't benefit from it? I think this idea promotes RP.     

Link to post
Share on other sites

The second option is what I would call the lesser of two evils. I don't really like it, but I'd much much rather have that than no-RP killing. The fact it is also on one island balances the fact that people can't make a completely evil character since they still have the other islands they have to obey VA rules on. Unless they decide to live in the badlands that is.

Link to post
Share on other sites

Does this mean the elves will get their own place :D

Link to post
Share on other sites

If only the island in question were wreathed in toxins and hallucinatory miasma that made players look like mobs for us to, in the depths of our waking insanity, wantonly dispose of in the name of survival. Could be like a prison island for nations to dump their political prisoners, POWs, criminals, and undesirables.

Are there any other conditions that could be exaggerated that would increase the sense of danger, besides just turning off the rules? If it were some sort of prison colony, they'd have to be locked in somehow (possibly with some sort of way out that is under heavy guard (by monsters, players, traps, or puzzles) for some period of time. This combined with some sort of region wide debuff to increase hunger would flip on "survival mode".

I don't know what's planned for this island that would make it worth players braving the dangers of no-rp killing, but I can't imagine it would be something like free housing, since shelter isn't terribly difficult to come by. Is it rich in precious materials? Curious ruins? Hidden arcana? I couldn't say, but I can't imagine it would be enough to provide that sense of danger. However, if I were stuck, fighting tooth and nail for an apple or slice of pork, and I know everyone else will be, too, I'm going to be scared, holding my apple closely in the dark.

I can see bandits and their hideouts making the area dangerous, by why go there at all, if you knew they were there? Perhaps you're a bandit, and you want land for your compatriots in lawlessness, and other bandits pose a risk to your ventures. Killing one another on sight, in that case, makes some sense, just as it would in a war between nations. But what if you were an unalligned nobody? In this case, and even in the others, there's a very good chance it would be more beneficial to not kill you on sight, without roleplay. Who knows what you could learn from the encounter?

If anything, I'd hope for a "fight for your life and freedom" situation, here.

EDIT: Looks like my post came a bit late, in regards to all that no-rp killing stuff.

Link to post
Share on other sites

1- Do you need a VA to kill inside of the non-rp zone? if not, NO NO NO NO NO

2- 4 Islands for 4 main races, so how big are the smaller islands? The kha, Halflings, and any other small race may want a town, no?

Link to post
Share on other sites

The original No-RP idea was perfectly fine. IF you don't want to die, just don't go to the island..

Link to post
Share on other sites

I actually like the compromise a lot better... But there needs to be some lore for this. >_<

Link to post
Share on other sites

This idea is so sweet, but what if we had a central keep in the badlands, and it was more of: King of the Hill. Scheduled times we get random gifts gifted to us, whoever is in control of the keep.

Link to post
Share on other sites

In regards to the compromise, it does sound like a better option. If the nature of this island is that it drives otherwise upright individuals to dark places, I would hope that people don't use it as an excuse to go crazy.

Slow transformations could add tension, as your friends begin to turn against you, and you against your friends. Some might turn faster than others, some slower, but that little voice at the back of your mind will still say, "Do it. You know you want this." Over time, even the surest of expeditions could fall to pieces, and only rumor will survive to reach the homeland.

However, will villainous acts on this island still be considered crimes in the nations? Could you run back to Oren and say that this man you knew tried to butcher you, though he seems to appear normal again, now that's he's back? Will the fog of darkness pass from your character's mind upon leaving? If a feud is started over what happened on the island, and two characters wanted to ruin each other now, what could they do about it, if they have no VA?

Or, should what happens in Vegas, stay in Vegas? That is to say, as the darkness passes through the mind, so too, do the darkest of the memories gained there?

Or is this island just a general place where characters are supposed to feel more vulnerable so as to make them take more drastic actions, with nothing supernatural in play?

Link to post
Share on other sites

This idea is so sweet, but what if we had a central keep in the badlands, and it was more of: King of the Hill. Scheduled times we get random gifts gifted to us, whoever is in control of the keep.

 

No... the groups that already dominate don't need more items. We shouldn't be trying to make things based around this area, anyways.

 

It's a side thing, not the main part of the Island.

Link to post
Share on other sites

Guest
This topic is now closed to further replies.
 Share

  • Recently Browsing   0 members

    No registered users viewing this page.



×
×
  • Create New...