Do not pass go - Auto-aggro/Auto-logout

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Re: Do not pass go - Auto-aggro/Auto-logout

Postby Endora » Wed Dec 28, 2011 10:03 am

burgingham wrote:
I believe the devs didn't intend it to be one.


If we're talking intent then anarchy or at least minimalist intervention seems to be the name of the game. In any system of anarchy the rules are going to be defined by the actors themselves, anarchy is what actors make of it. As a student of International Relations (at the risk of sounding like an obnoxious prick) I can't help but draw comparisons between the theory I've been taught and the ideology underlying how this game works. Just as war has defined periods of history, so too has order and governance, and it seems that this game is also taking such a transitory phase. I don't think the devs ever intended this to be game to be driven by them. They can set the ground rules, and limits, in the same way that physical and earthly limits act upon our own actions, but by and large this game is community driven. If we want to see any return to the sort of gameplay that dictated the actions of great factions in world 3 (I wasn't around by then, but from what I've heard from players in game and read on the forums it was mostly a different state of affairs) then players need to take it in that direction. However as it stands, great factions have been pressing towards an anarchy dictated by the rules of the jungle, lesser factions and equal factions can only follow in that direction. If we want to see a return to World 3 politics, older players need to return, set up a new faction and take it in that direction probably through force, or the current players need to switch their mentality. I can't see it happening through dev forced intervention. I could be entirely wrong though.
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Re: Do not pass go - Auto-aggro/Auto-logout

Postby bmjclark » Wed Dec 28, 2011 10:13 am

The main reason alot of the the peaceful factions have stopped playing is because the game favors criminals. As it stands its near impossible to punish criminals short of tracking them online, and even then, their likely to hearth or log before u find them. Which i assume is why the "white knights" have stopped playing. Them returning won't change anything really. Feel free to correct me if i'm wrong.

Only way we'll get back to that world 3 way of life is by having killing some, stealing their shit, or vandalling their node be a calculated risk, instead of a mindless thing u do for the lulz.
Cajoes wrote:I was the murder victim your guy aggro'd. And slew. Entirely unprovoked. Rather handily at that. Which prompted the retaliatory party. That you also handily slew.
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Re: Do not pass go - Auto-aggro/Auto-logout

Postby Skorm » Wed Dec 28, 2011 10:17 am

bmjclark wrote:The main reason alot of the the peaceful factions have stopped playing is because the game favors criminals. As it stands its near impossible to punish criminals short of tracking them online, and even then, their likely to hearth or log before u find them. Which i assume is why the "white knights" have stopped playing. Them returning won't change anything really. Feel free to correct me if i'm wrong.


You forgot the part where those Criminals who are not stopped by the raided towns Are, usually, A LOT stronger/ skilled/ Geared then the average players making it also Impossible to stop them EVEN if you manage to catch them.
d_datica wrote:Get the damn server back up before I go back to having a life

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Re: Do not pass go - Auto-aggro/Auto-logout

Postby bmjclark » Wed Dec 28, 2011 10:19 am

I don't mind the part where you have to be good at combat to kill the person your tracking.
Cajoes wrote:I was the murder victim your guy aggro'd. And slew. Entirely unprovoked. Rather handily at that. Which prompted the retaliatory party. That you also handily slew.
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Re: Do not pass go - Auto-aggro/Auto-logout

Postby Skorm » Wed Dec 28, 2011 10:21 am

bmjclark wrote:
Skorm wrote:/ skilled/ Geared
d_datica wrote:Get the damn server back up before I go back to having a life

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Re: Do not pass go - Auto-aggro/Auto-logout

Postby bmjclark » Wed Dec 28, 2011 10:25 am

Not seeing ur point. Try saying words instead of linking non-descriptive things.
Cajoes wrote:I was the murder victim your guy aggro'd. And slew. Entirely unprovoked. Rather handily at that. Which prompted the retaliatory party. That you also handily slew.
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Re: Do not pass go - Auto-aggro/Auto-logout

Postby Skorm » Wed Dec 28, 2011 10:27 am

the same way i don´t really see yours, I said something then you p Much said it again, just though you did not read the whole post, Might just be me.
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Re: Do not pass go - Auto-aggro/Auto-logout

Postby bmjclark » Wed Dec 28, 2011 10:28 am

It sounded like u were complaining about that part. Sorry if i misunderstood
Cajoes wrote:I was the murder victim your guy aggro'd. And slew. Entirely unprovoked. Rather handily at that. Which prompted the retaliatory party. That you also handily slew.
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Re: Do not pass go - Auto-aggro/Auto-logout

Postby burgingham » Wed Dec 28, 2011 10:30 am

Endora wrote:
burgingham wrote:
I believe the devs didn't intend it to be one.


If we're talking intent then anarchy or at least minimalist intervention seems to be the name of the game. In any system of anarchy the rules are going to be defined by the actors themselves, anarchy is what actors make of it. As a student of International Relations (at the risk of sounding like an obnoxious prick) I can't help but draw comparisons between the theory I've been taught and the ideology underlying how this game works. Just as war has defined periods of history, so too has order and governance, and it seems that this game is also taking such a transitory phase. I don't think the devs ever intended this to be game to be driven by them. They can set the ground rules, and limits, in the same way that physical and earthly limits act upon our own actions, but by and large this game is community driven. If we want to see any return to the sort of gameplay that dictated the actions of great factions in world 3 (I wasn't around by then, but from what I've heard from players in game and read on the forums it was mostly a different state of affairs) then players need to take it in that direction. However as it stands, great factions have been pressing towards an anarchy dictated by the rules of the jungle, lesser factions and equal factions can only follow in that direction. If we want to see a return to World 3 politics, older players need to return, set up a new faction and take it in that direction probably through force, or the current players need to switch their mentality. I can't see it happening through dev forced intervention. I could be entirely wrong though.


You forget that there is a game in terms of having a predefined set of possible actions underlying each and every possible way of development here. That games mechanics are favoring certain ways of gameplay over others. Particularly when there is an unbalance in place, an unbalance of let us say the anarchic status you are mentioning. This unbalance is what we are discussing here.

I agree with you whole heartedly about you way to grasp the meaning of the game, yet when the mechanics don't allow us to play in such an equilibrium then we need to discuss possible changes. In my opinion we are at such a state right now where violence, killing etc are heavily favored, but punishment at the same time is heavily disadvantaged. That might sound paradox in the beginning, but anyone playing knows it to be true and knows it to be possible. It is the mix of flawed siege systems, teleporting, bug abuse and permadeath loosing its meaning causing those problems. Those flawed mechanics are the reason for the environment being like it is, not a certain stage in a normal historical cycle. I am not a fan of pure historical analysis anyway. There always has to be a sufficient set of defining conditions (in our case game mechanics, but probably also relationships, communities etc) in place to cause a particular setting to take place.

So while I agree with your definition on how the game should be built and with your analysis on the development of certain stages alternating between peace and war etc. I also think there is a sickness within the pre-defining terms of game mechanics which are kinda like the laws of physics in the real world to the players of this game. These mechanics need to be in a decent balance to create an acceptable game environment and then I am fine with whatever state we are in. War, peace, barbarian tribes, high cultures, you name it.
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Re: Do not pass go - Auto-aggro/Auto-logout

Postby Valten21 » Wed Dec 28, 2011 11:08 am

I really enjoyed Endora's post. As for the balance between game mechanics, I really think this just comes back to the siege mechanics. This hearthfire delay will work both ways. In the favor of people wanting to raid and pillage, and for those who want to end the lives of us criminal scum.
You may have foiled the plans of BAD-EVIL this time, but there is no rest for the wicked.
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