Aradoth

Forum for discussing in game politics, village relations and matters of justice.

Re: Aradoth - murderers haven

Postby Grelf » Mon Feb 14, 2011 3:46 am

Sarvoth wrote:Shooting a random guy who steps through your gate is more likely to get your village sacked than ordering the dude to leave. You'll KNOW if he's stealing, vandalizing, or attacking anyone. I cannot fathom how the first conclusion you'd draw is to shoot the guy on the 'wrong' side of your open gate.

Again, he's at war with Russians and they've been "visiting" his place quite frequently. And hell, in what world are you playing, anyways? I'd like to play there too, where people go home leaving their doors opened. Nothing stops the intruder from grabbing a chest and hearthing, really, it happens all the time, and it's a damn pain to get your stuff back once it's stolen, better be safe than sorry. But hell, if you truly believe that this guy deserves to be hunted for "justice", go ahead and do it then.
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Re: Aradoth - murderers haven

Postby Sarvoth » Mon Feb 14, 2011 3:49 am

gadien wrote:
Open walled areas? What are you talking about? Walls = my territory , my territory = you make yourself known before coming in it. If you walk into an open gate don't expect people to just be like "oh hes friendly I'll let him pass" and don't expect open gates to be an invitation to come in without making yourself known. How hard is it to say "HI! do you have anything for trade" in public


How difficult is it to close your gate if you don't like company? I know how to be cautious and to approach in a friendly manner but not everyone around the world operates under the same social conditions. Some of my younger village members and newbies are very friendly and not sensitive to the same social boundaries that assholes are. If your gate were open and one of them happened to wander in looking for a friendly chat and you shot them dead without a word I'd do my damned best to kill you for it.

If you don't want trouble keep your gate closed and operate with some level of reason and think objectively. Discretion is a powerful tool, use it; even if someone forgets to lock the gate.

Grelf wrote:Again, he's at war with Russians and they've been "visiting" his place quite frequently. And hell, in what world are you playing, anyways? I'd like to play there too, where people go home leaving their doors opened. Nothing stops the intruder from grabbing a chest and hearthing, really, it happens all the time, and it's a damn pain to get your stuff back once it's stolen, better be safe than sorry. But hell, if you truly believe that this guy deserves to be hunted for "justice", go ahead and do it then.


I guess you ignored the entire 'partitioned' bit in the posts that mentioned it. If you're stupid enough to leave a gate open to your central storage area then you're also stupid enough to shoot anyone who comes near without warning. I'm not surprised and I'm not entirely sure why I'm wasting my time arguing with you, go on with your bad self.
Last edited by Sarvoth on Mon Feb 14, 2011 3:53 am, edited 1 time in total.
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Re: Aradoth - murderers haven

Postby Grelf » Mon Feb 14, 2011 3:53 am

Sarvoth wrote:
gadien wrote:
Open walled areas? What are you talking about? Walls = my territory , my territory = you make yourself known before coming in it. If you walk into an open gate don't expect people to just be like "oh hes friendly I'll let him pass" and don't expect open gates to be an invitation to come in without making yourself known. How hard is it to say "HI! do you have anything for trade" in public

but not everyone around the world operates under the same social conditions.

That's why it's best to assume that an opened gate is not an invitation card.
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Re: Aradoth - murderers haven

Postby LimaZulu » Mon Feb 14, 2011 3:57 am

What kind of re-re leaves a gate open during wartime?
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Re: Aradoth - murderers haven

Postby tehreaver » Mon Feb 14, 2011 3:58 am

LimaZulu wrote:What kind of re-re leaves a gate open during wartime?

The re-re that doesn't read previous posts.
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Re: Aradoth - murderers haven

Postby WarpedWiseMan » Mon Feb 14, 2011 3:59 am

I suggest a mod sticky the next sentence.

This game has two kinds of people: Those who kill for no reason and those that kill for the LP.
btaylor wrote:I have learned that the game doesn't follow the principles of mathematics. If you want something and the game is in a good mood you can get it, whatever it is. More often than not, however, the game wants you to die.

-Avatar by SacreDoom

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Re: Aradoth - murderers haven

Postby LimaZulu » Mon Feb 14, 2011 4:00 am

tehreaver wrote:
LimaZulu wrote:What kind of re-re leaves a gate open during wartime?

The re-re that doesn't read previous posts.


I've been here the whole time. :|

PS: Irony.
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Re: Aradoth - murderers haven

Postby Grelf » Mon Feb 14, 2011 4:01 am

Sarvoth wrote:
Grelf wrote:Again, he's at war with Russians and they've been "visiting" his place quite frequently. And hell, in what world are you playing, anyways? I'd like to play there too, where people go home leaving their doors opened. Nothing stops the intruder from grabbing a chest and hearthing, really, it happens all the time, and it's a damn pain to get your stuff back once it's stolen, better be safe than sorry. But hell, if you truly believe that this guy deserves to be hunted for "justice", go ahead and do it then.


I guess you ignored the entire 'partitioned' bit in the posts that mentioned it. If you're stupid enough to leave a gate open to your central storage area then you're also stupid enough to shoot anyone who comes near without warning. I'm not surprised and I'm not entirely sure why I'm wasting my time arguing with you, go on with your bad self.

Well, if you're the one who's too good to argue with me, then you go on with your awesome self. Again, the guy took advantage of a flaw by entering the gates on the brief moments they were opened, they were at war, among several other circumstances which you insistently ignore by repeating the same garbage again. Really? It's stupid to shoot random people who walk around my central storage area? Alright.
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Re: Aradoth - murderers haven

Postby Sarvoth » Mon Feb 14, 2011 4:05 am

Grelf wrote:Well, if you're the one who's too good to argue with me, then you go on with your awesome self. Again, the guy took advantage of a flaw by entering the gates on the brief moments they were opened, they were at war, among several other circumstances which you insistently ignore by repeating the same garbage again. Really? It's stupid to shoot random people who walk around my central storage area? Alright.


The OP could have assumed that because people were going in and out that the town was friendly and that it was open to the public. I'd shoot someone in my central storage area too if they refused to leave or stole, I wouldn't shoot them immediately if I was stupid enough to leave that gate open. That would be my mistake and randomly killing people would bring trouble. You like to operate on assumptions, I ignored the 'at war' bit and the reason as to why the OP may have entered because it is conjecture and we can go back and forth until the end of days with 'what if'.
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Re: Aradoth - murderers haven

Postby Osium » Mon Feb 14, 2011 4:08 am

Please read what I said before you look handicapped for your inability to read. The situation was detailed and explained.

The OP failed to respond to hails. So he was jacked.

The rest doesn't matter. This talk about "you kill people in a video game, you must be a sociopath" is both stupid and retarded. I mean, people are free to come take revenge. Keep in mind we are the epitome of power gamers, If you're coming, come heavy or don't bother.
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