If a character has committed some sort of major crime ( e.g. battery / murder / POSSIBLY theft ) and has full tradition, they should still lose LP upon death, otherwise we'll end up with an army of dedicated theft alts with full tradition. Possibly 20% loss for each instance of murder committed within the past 48 hours, if they're summoned with a murder smell, and a similar sort of loss for other crimes. ( I'd suggest 4% for each theft. )
Calculated after tradition, of course.
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Devour
- Posts: 326
- Joined: Mon Jun 01, 2009 10:13 am
Full Tradition + Crimes = LP Loss With Death
Last edited by Devour on Mon Sep 21, 2009 1:12 am, edited 1 time in total.
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Peter
- Posts: 1491
- Joined: Thu Jun 04, 2009 3:36 am
Re: Full Tradition + Crimes = LP Loss Upon Death
What about people who kill in self-defense or steal back stolen goods?
The game:
1 : Can't determine when someone should be punished.
2 : As far as I can tell, isn't intended to- trackers should.
Maybe you should inherit scents that track you?
The game:
1 : Can't determine when someone should be punished.
2 : As far as I can tell, isn't intended to- trackers should.
Maybe you should inherit scents that track you?
Surprise.
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Jackard
- Posts: 8849
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- Location: fucking curios how do they work
Re: Full Tradition + Crimes = LP Loss Upon Death
who is "whining" now
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Devour
- Posts: 326
- Joined: Mon Jun 01, 2009 10:13 am
Re: Full Tradition + Crimes = LP Loss Upon Death
Hmm... Do you get murder smells from killing in self-defence? Surely there's some way to determine who initiates combat, and a self-defence kill wouldn't give you a murder smell. Wasn't it the plan not to give murder smells for tracking down criminals?Peter wrote:What about people who kill in self-defense or steal back stolen goods?
The game:
1 : Can't determine when someone should be punished.
2 : As far as I can tell, isn't intended to- trackers should.
Maybe you should inherit scents that track you?
That's the reason I've tried to keep my suggestion of theft penalties small, it could be necessary at times, whereas murder is mainly spiteful unless in retaliation.
The end thing would probably be the best idea, as there's currently not way of telling who's who after they reincarnate. Possibility for a suggestion: Family names which carry on with you if you reincarnate, but don't if you do not?
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loftar
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Re: Full Tradition + Crimes = LP Loss With Death
You always leave murder scents when killing people, but you don't leave battery scents when knocking someone unconcious in self-defence.
I'm not sure what the problem is, however. How would an army of alts arise? You are aware that you can only inherit a dead character once, right?
I'm not sure what the problem is, however. How would an army of alts arise? You are aware that you can only inherit a dead character once, right?
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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SynthesisAlpha
- Posts: 98
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Re: Full Tradition + Crimes = LP Loss With Death
That's retarded. Going full tradition is already a penalty enough. 1/3 the LP gain of neutral and 1/10 the LP gain of full change. Not to mention the LP lost while spending the time playing waiting for the belief timer.
Also, when a character is reincarnated, their tradition-change belief is neutral again (although they can change it once right away). This means a full tradition thief that dies has to play for another 32 hours total before becoming full tradition again. If someone plays 4 hours a day, that's over a week that that person is unable to commit crimes without the risk of loss. I think those penalize thieves enough.
Besides, if you're not securing your stuff well enough, you have to expect to suffer the consequences.
Also, when a character is reincarnated, their tradition-change belief is neutral again (although they can change it once right away). This means a full tradition thief that dies has to play for another 32 hours total before becoming full tradition again. If someone plays 4 hours a day, that's over a week that that person is unable to commit crimes without the risk of loss. I think those penalize thieves enough.
Besides, if you're not securing your stuff well enough, you have to expect to suffer the consequences.
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danylboone
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Re: Full Tradition + Crimes = LP Loss With Death
Devour wrote:Look, man, your idea is not going to be implemented, go back to crying over a keyboard. Also, you smell.
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theTrav
- Posts: 3464
- Joined: Fri May 29, 2009 11:25 pm
Re: Full Tradition + Crimes = LP Loss With Death
1/10? wouldn't it be 1/6th?
I think the tradition/change slider mechanic is currently pretty crap, hopefully they change it to something else that doesn't involve LP eventually.
I think the tradition/change slider mechanic is currently pretty crap, hopefully they change it to something else that doesn't involve LP eventually.
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fructose
- Posts: 26
- Joined: Thu Jul 16, 2009 3:40 pm
Re: Full Tradition + Crimes = LP Loss With Death
There is a balance in all things, and a causality in all actions; be more thoughtful in future considerations of the black arts. Consider the following crimes and punishments from my line of soda ingredients in the last world. In chronological order...
Cake and leather, less than a full inventory = KO'd
Cast and wrought iron, less than a full inventory = KO'd
One chest of iron/steel, some silk, a chest of BBB, chain-mail = nothing
An inventory of cheese = death
Banging on a wall = death
Another inventory of cheese = death
Drinking someone's beer = death
Eating a bunch of carrot cakes = death
At this stage you can see that justice is relative term that is the sole domain of the ranger. Since there is no evaluative process for justice, thieves are thusly encouraged to do as much wrong as possible to make the punishment for their crimes roughly "even" with the crime itself. Therefore, creating greater barriers and consequences to criminal behavior would exacerbate the amount and severity of crimes in a thief's increasingly brief lifetime. The only real solutions that could mitigate crime in our world are, counter-intuitively, making crimes possible to get away with through more complex interactions. Surely someday stealth will work, but even then criminal business is naturally an intellectual process that shouldn't be grindable, and I hope we arrive at that point someday. In the meantime, it would be advisable for people to consider their roles in the anarchic justice system that we have. Obviously Jackard's suicide attempt was atypical of most criminal behavior, but ultimately all criminal behavior is suicidal right now and that's really the point.
Cake and leather, less than a full inventory = KO'd
Cast and wrought iron, less than a full inventory = KO'd
One chest of iron/steel, some silk, a chest of BBB, chain-mail = nothing
An inventory of cheese = death
Banging on a wall = death
Another inventory of cheese = death
Drinking someone's beer = death
Eating a bunch of carrot cakes = death
At this stage you can see that justice is relative term that is the sole domain of the ranger. Since there is no evaluative process for justice, thieves are thusly encouraged to do as much wrong as possible to make the punishment for their crimes roughly "even" with the crime itself. Therefore, creating greater barriers and consequences to criminal behavior would exacerbate the amount and severity of crimes in a thief's increasingly brief lifetime. The only real solutions that could mitigate crime in our world are, counter-intuitively, making crimes possible to get away with through more complex interactions. Surely someday stealth will work, but even then criminal business is naturally an intellectual process that shouldn't be grindable, and I hope we arrive at that point someday. In the meantime, it would be advisable for people to consider their roles in the anarchic justice system that we have. Obviously Jackard's suicide attempt was atypical of most criminal behavior, but ultimately all criminal behavior is suicidal right now and that's really the point.
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Devour
- Posts: 326
- Joined: Mon Jun 01, 2009 10:13 am
Re: Full Tradition + Crimes = LP Loss With Death
If every person has a full tradition alt dedicated to thieving, I'd count that as an "army of alts". Steal things on that character, trade with your main at the RoB, die, put your beliefs back to full tradition. Repeat ad nauseum.loftar wrote:You always leave murder scents when killing people, but you don't leave battery scents when knocking someone unconcious in self-defence.
I'm not sure what the problem is, however. How would an army of alts arise? You are aware that you can only inherit a dead character once, right?
And, yes, I understand that it would take 32 hours to get back to full tradition, but it's not exactly hard to make an alt on another computer ( or run two instances on the same computer ) and just have it macro walk left, walk right, eat mulberries every 30 minutes and change your beliefs to tradition every 8.