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Soul_Blazer

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About Soul_Blazer

  • Birthday 01/26/1994

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  1. edit: I might just re-apply at a later date, thanks.
  2. I just wanted to add in a good experience I had with banditry some years ago on LotC. A friend and I were roleplaying nosy goblins and we happened to stumble upon a group of orcs that didn’t take kindly to us, I ended up being kidnapped and sent to their camp where I was “forced” to fight gladiator style against a giant scorpion (at least it was giant compared to a goblin!). There ended up being a crowd watching, many cheering to see the goblin die but with some struggle I came out victorious! In return for my victory I was set free to live on and tell the tale, the orcs were quite surprised but excited to watch a good battle. All of this is to say that there is good character development that can come from banditry, so long as all parties involved are willing to allow for some freedom between outcomes. There must be some form of give and take, just as with ‘regular’ RP as it were.
  3. This morning I asked for a commission and Kimika had it done the same day! Wow! Not only that but I requested a minor edit and it was done quickly too. I’m quite happy to have a portrait I was able to pay for with minas I saved up. As one might say, a picture says a thousand words and having a character portrait compliments nicely with the experience I’ve had so far.
  4. I’ve had some good and some bad experiences with banditry and with that said I have suggestions for how it can be improved. Let’s try to be fair for a moment and compare the extremes of both sides of the argument. On one hand, elf-man is powerful mage and can 1-hit KO you in RP if you mug them, on the other it’s minas or die and we outnumber you 15 to 1. I’ve had far better banditry experiences when it’s equal numbers participating, especially that in 1-1 or 2-2 scenarios. There was a moment last map where I was caught in a forest by a bandit on a horse then suddenly I was circled by half a dozen more seemingly from out of no-where, I acted dumb because it was absurd to be surrounded by so many people with minimal interaction (no shouting, no signaling for other bandits to come). So yes, there clearly is a problem with meta-gaming and bringing goons in to help especially when a lot of players use Discord while they play LotC. This happens to both citizens and bandits. There should be clearer conflict rules on banditry and how regular citizens are expected to interact or deal with it. Right now I feel as though it’s fairly vague and open to the interpretation of those involved which can create problems based on meta-gamed information and interactions which can become a larger problem if you end up catching the same people on the road several times. You get to know what to expect after a while. So a few points to make: Players should not be expected to halt on the roads at every call to being stopped by words or by pugsy combat (i.e. a bandit walks up and punches me while I’m running and tells me to stop). I’ve had bandits shoot at me with bows because I didn’t stop for them. Why would I let myself get mugged at every turn of a corner? I’m not interested in having a chat with every person I meet on a road. Consider working with event team members to create scenarios that are more interactive, i.e. a crashed cart turns into an ambush or a fallen tree causes a detour in the road forcing you to take an alternate path through troublesome territory. Have banditry interactions optional. If you run past a group of bandits it wouldn’t be fair to rat them out to the nearest group of city guards. Keeping numbers relatively equal with minimal outnumbering encourages a more balanced experience. I can see how a 1 on 4 conflict would be frustrating, but it does make sense that a group of people could out-strength a weaker or lone mark. Consider having fewer people engaging all at the same time to give players a chance to respond to each other. Have a +1 difference allowance between groups in bandit scenarios. Perhaps have rules on players joining in to banditry late, maybe as if those interactions were theoretically ‘instanced’. All parties involved are locked in until the conflict is over, then have a grace period where they are allowed to split and run off or sit in their shame of defeat. In addition to this maybe allow city/army patrols to enter conflicts in the event they happen to find a citizen getting mugged. Again, allow a grace period for interaction so the bandits have a chance to make the decision whether or not to fight or run off. Maturity of OoC interactions between groups is important. If a bandit is yelling at me in OoC or PMing me because I didn’t do exactly what they wanted when they wanted it I would be less inclined to be compliant with them. Strict rules on OoC engagement between all party members, everyone should be held responsible. These rules are already in place but appear to be very lax due to the nature of conlict RP scenarios. Edit: Maybe have some quick pre-determined interactions based on dice rolls to help speed up thieving and scenarios where bandits are trying to be fast. I hope we can find some balance here with actual solutions because it shouldn’t be as much of a problem as it seems to be. It’s a shame that bandits and citizens are seen as two separate parts of the community, while we are all players of the same server who are meant to follow the same sets of rules to get a better experience all together.
  5. :o Spooked me. Lol haven't heard from you in a long time Freema

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