Legends of the Jedi Forums The Brainstormtorium Ease of death/PKill
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    • malavik Member
      November 3, 2010 at 1:50 am #15831

      Simulators Made things so much easier when it came to p death in the past for appropiate clans. Also Some times there is an rp reason for death, you didn’t want an imperial to scan you, And sometimes the imperials feel like killing you for the sake of killing you, You looked at them wrong, you coughed, whatever the reason, they seem to find an rp reason to do a pkill

    • Fishy Participant
      November 3, 2010 at 3:07 am #15840

      The thing to keep in mind with the "we don’t want more Ba’buir shit" argument is cloning had like a 5-10% chance of succeeding when he was doing that. Those weren’t legit clones, and it doesn’t matter. The issue was he was perming everyone in sight with no restores, no repercussions, and everyone else was having clone failures left right and center.

    • DCLXVI Member
      November 3, 2010 at 7:10 am #15845

      [b:2o3l2cbh]1. Players will be required to log in on an account. Newbies will be required to create an account prior to creating a character.[/b:2o3l2cbh]
      [color=#FF0000:2o3l2cbh]Agreed. Should have been like this from the start in my opinion.[/color:2o3l2cbh]

      [b:2o3l2cbh]2. Players under level xx can not be permed unless they are deliberately permed by another player. This means that the player can not die by mobs, or a ship related accident. (the players should decide the level cut off for this).[/b:2o3l2cbh]
      [color=#FF0000:2o3l2cbh]Can you even die by mobs? I mean I know the lyleks will perm these days, but really, has any other mob ever permed a player?[/color:2o3l2cbh]
      a. Players who die in this manner will wake up in the cloning facility with no eq and be subject to a 12-24 hour hp/mv penalty. They will not qualify for a restore or any other kind of recourse against their death.
      b. If a player is found to be abusing this system, they will get a flag on their account that disables it, and that player will be permed in all characters associated with their account.

      [b:2o3l2cbh]3. For players who wish to clone, they will be guaranteed up to 2 fully functioning clones.[/b:2o3l2cbh]
      [color=#FF0000:2o3l2cbh][b:2o3l2cbh]GUARANTEED?[/b:2o3l2cbh] Sounds a little excessive. Like I read in another post, I think MAYBE 1 would be acceptable, but I’m not sure about guaranteed. I understand this is a game, but to be guaranteed basically a freebie I don’t agree with. You could have a situation where it just worked out perfectly, permer did everything great, RP’d, cornered kill. Permee of course doesn’t [i:2o3l2cbh]want[/i:2o3l2cbh] to die, but accepts that they were beaten fairly. But oh wait, he’s guaranteed to come back, so what’s the harm? Kind of takes away from the kill as his next one just might be an accident, or a bitch kill. Could also be abused as basically a reset. You got caught, fucked and beaten. But you know you still got a clone waitint so you say hey, fuck it. Die and you come back, no problem.[/color:2o3l2cbh]
      a. Cloning will be made reasonably available to all players. (It will not be restricted to a particular clan)
      b. Players will experience a 12 – 24 hour period of HP/MV drop upon accessing a clone to prevent the player from rejoining in an ongoing battle.
      [color=#FF0000:2o3l2cbh]Something else I think should have been in since the beginning. Despite the fact it’s a clone, you’re still going to have a moment of weakness to get your body going again. From the perspective of an athlete, I can tell you, that even in the best shape, if you’re out of commission for any length of time, it takes a little bit to get back into the full swing.[/color:2o3l2cbh]
      c. Clones have the exact same levels as the original at the time of death.
      [color=#FF0000:2o3l2cbh]Doesn’t make sense. Make it easy to update the clone, but at the time of death? How the hell does that work?[/color:2o3l2cbh]
      d. Players may choose to RP their character as a clone, or as though they miraculously survived.
      [color=#FF0000:2o3l2cbh]Doesn’t make sense again. From an RP standpoint, if you killed someone, their corpse is there. You looted their body. They have NOTHING and the body is staring you in the face. How the hell did they ‘miraculously’ survive?[/color:2o3l2cbh]
      e. Restores may be handled from on the clone if the player is willing to forfeit any gear that may otherwise remain on their restored character.
      f. Clones will wake up in an area that affords them privacy, and a safe place to wait until they are ready to leave.
      [color=#FF0000:2o3l2cbh]Nothing wrong with this. Could be RPed it’s a medical facility with heavily armed guards and what have you, but still… you wouldn’t think certain individuals couldn’t make their way in and take out newly ‘hatched’ clones?[/color:2o3l2cbh]

      [b:2o3l2cbh]4. Account points need to provide enough points to replace lost characters.[/b:2o3l2cbh]
      a. Account point rewards are decreased with each clone.
      b. Account points are given upon death according to number of life that the player is on.
      i. First life earns an automatic 3/4 the spent points, plus a point allotment that is based on time played.
      ii. Second life/clone earns ½ of the original spent points after x amount of time on the second life, but no additional points for
      time played. (I’m hoping that the reduction of points will serve as the downside to playing a clone that Corey was trying to go for)
      iii. Third life/clone earns ¼ of the original spent points after x amount of time on the third life, and no additional points for time played.
      iv. Points earned from all lives are added together and are awarded upon final death.
      c. Restored lives put the clone back to the previous life count, so points earned upon death will be based on that life number.
      d. Force points are refundable based on circumstance.
      i. 100% refund if the player is not awakened. (If players are choosing not to awaken someone because they think that the character will be a bad forcer, then for pete’s sakes give the player a refund. They’ll roll it again, and again, and eventually, they’ll figure out that people don’t want to RP with them, and they’ll go spend their points on a few expensive races.)
      [color=#FF0000:2o3l2cbh]Definitely agree with this. Would be just completely bullshit if you bought force, but no one ever awakened you. Not everyone knows that ‘there are too many forcers so masters won’t awaken anyone’. Or if you roll really low, they won’t bother. Maybe someone wanted to roll low force and play a skilled combatant with a little bit of ‘force adept’ powers?[/color:2o3l2cbh]
      ii. 50% refund if the player is awakened, but not at least level 60 in force. (If they can afford to take a 5,000 point loss to roll for stats, then I guess they deserve it)

    • Muddledde Member
      November 3, 2010 at 1:02 pm #15847

      I agree with Coffin. I like having few characters. I don’t care for constantly rerolling just to get points. After my last main kicked in (in a very unfair way imo) I stopped playing for quite some time, mainly because I enjoyed him and it was hard for me to get into another character as a main. Most of my points came from end of time line or work on the mud building rooms. I don’t find points easy to come by. Unless it’s desc, when will that happen again? <!– s:-D –><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":-D" title="Very Happy" /><!– s:-D –>

      [b:37vhx26q]1. Players will be required to log in on an account. Newbies will be required to create an account prior to creating a character.[/b:37vhx26q]

      [b:37vhx26q]2. Players under level xx can not be permed unless they are deliberately permed by another player. This means that the player can not[/b:37vhx26q]
      [b:37vhx26q]die by mobs, or a ship related accident. (the players should decide the level cut off for this)[/b:37vhx26q]
      a. Players who die in this manner will wake up in the cloning facility with no eq and be subject to a 12-24 hour hp/mv penalty. They
      will not qualify for a restore or any other kind of recourse against their death.
      b. If a player is found to be abusing this system, they will get a flag on their account that disables it, and that player will be permed
      in all characters associated with their account.
      [color=#BF0000:37vhx26q]#2 Seems pretty solid. Yes, you can die from other mods, like pirates. I found out the hard way the first time I played.[/color:37vhx26q]

      [b:37vhx26q]3. For players who wish to clone, they will be guaranteed up to 2 fully functioning clones.[/b:37vhx26q]
      [color=#BF0000:37vhx26q]As I stated in a previous post, I think one guaranteed clone should be offered, and each consecutive clone chance of success should be decreased. I think this allows people to be willing to take a chance. Once their second guaranteed clone is gone, back to sitting on Yavin until the EOE. If they know they have another chance at a revival, even a lowered chance, they may be more willing to get back out there.[/color:37vhx26q]
      a. Cloning will be made reasonably available to all players. (It will not be restricted to a particular clan)
      b. Players will experience a 12 – 24 hour period of HP/MV drop upon accessing a clone to prevent the player from rejoining in an
      ongoing battle.
      c. Clones have the exact same levels as the original at the time of death.
      [color=#BF0000:37vhx26q]RP Wise, this doesn’t make sense. BUT, it would be nice for your first clone, under level 100, will be the exact same (just because you fucked up, probably an accident or the wrong place at the wrong time). I think the clone should update at level 100. Everything after that, you should see a doctor to &quot;update&quot; your memory banks (skill levels , %, feats, etc).[/color:37vhx26q]
      d. Players may choose to RP their character as a clone, or as though they miraculously survived.
      [color=#BF0000:37vhx26q]I think miraculously survival should only be for restores. I don’t think you were shot in the dome and miraculously survive by waking up on another planet in a tube full of liquid[/color:37vhx26q].
      e. Restores may be handled from on the clone if the player is willing to forfeit any gear that may otherwise remain on their
      restored character.
      f. Clones will wake up in an area that affords them privacy, and a safe place to wait until they are ready to leave.
      [color=#BF0000:37vhx26q]A facility on a planet that is not accessible. It should have a CommShack, a clothing store, a hotel, an unhackable bank, and a landing pad that can call taxis, or a command that allows you to leave so people don’t sit in taxis waiting to be called there. That and people shouldn’t be able to &quot;hide&quot; there forever. Realizing you are on your last clone and deciding to stay there for ooc reasons until the dude who killed you is gone, should not be permitted.[/color:37vhx26q]

      [b:37vhx26q]4. Account points need to provide enough points to replace lost characters[/b:37vhx26q]
      a. Account point rewards are decreased with each clone.
      [color=#FF0000:37vhx26q]I don’t think you should reduce the amount of account points for given clones. I would be upset for losing my chance at points for putting more time into my character.[/color:37vhx26q]
      b. Account points are given upon death according to number of life that the player is on.
      i. First life earns an automatic 3/4 the spent points, plus a point allotment that is based on time played.
      ii. Second life/clone earns ½ of the original spent points after x amount of time on the second life, but no additional points for
      time played. (I’m hoping that the reduction of points will serve as the downside to playing a clone that Corey was trying to go for)
      iii. Third life/clone earns ¼ of the original spent points after x amount of time on the third life, and no additional points for
      time played.
      iv. Points earned from all lives are added together and are awarded upon final death.
      c. Restored lives put the clone back to the previous life count, so points earned upon death will be based on that life number.
      d. Force points are refundable based on circumstance.
      i. 100% refund if the player is not awakened. (If players are choosing not to awaken someone because they think that the
      character will be a bad forcer, then for pete’s sakes give the player a refund. They’ll roll it again, and again, and eventually,
      they’ll figure out that people don’t want to RP with them, and they’ll go spend their points on a few expensive races.)
      ii. 50% refund if the player is awakened, but not at least level 60 in force. (If they can afford to take a 5,000 point loss to roll
      for stats, then I guess they deserve it)

    • Anna Member
      November 3, 2010 at 4:42 pm #15848
      &quot;Anna&quot;:2phwtr16 wrote:
      [b:2phwtr16]3. For players who wish to clone, they will be guaranteed up to 2 fully functioning clones.[/b:2phwtr16]

      &quot;DCLXVI&quot;:2phwtr16 wrote:
      [color=#FF0000:2phwtr16][b:2phwtr16]GUARANTEED?[/b:2phwtr16] Sounds a little excessive. Like I read in another post, I think MAYBE 1 would be acceptable, but I’m not sure about guaranteed. I understand this is a game, but to be guaranteed basically a freebie I don’t agree with. You could have a situation where it just worked out perfectly, permer did everything great, RP’d, cornered kill. Permee of course doesn’t [i:2phwtr16]want[/i:2phwtr16] to die, but accepts that they were beaten fairly. But oh wait, he’s guaranteed to come back, so what’s the harm? Kind of takes away from the kill as his next one just might be an accident, or a bitch kill. Could also be abused as basically a reset. You got caught, fucked and beaten. But you know you still got a clone waitint so you say hey, fuck it. Die and you come back, no problem.[/color:2phwtr16] [/quote:2phwtr16][/quote:2phwtr16]

      Okay, okay, I concede. You’ve raised some good points. I just have to try and counter with some good points of my own.

      Players will die more often on this system. The Chancellor will be less afraid to go on that meeting with the Emperor who wants to cut a deal. Maybe it’s a trap, maybe it isn’t, but the point is… people can take a few more measured chances. New combatants will be less afraid to fight someone. The slicer team might be less afraid to break into the enemy base.

      So yes, they get a few shots at life, that’s true. Yes, it will be harder to perm someone. –But right now, in our current system, if permers were consistently following the rules and perming people legally, then we wouldn’t be having this conversation. The facts are, however, that the vast majority of restore requests do ultimately get overturned and so we need a system that suits the reality of our perming situations, and not the ideal that we tried to envision 8 years ago.

      I do care about the permer. I do care that the thrill of the kill is nullified by having a clone out there, but isn’t it nullified with how many restores are getting overturned? Isn’t it nullified by how many players are jumping on their fully leveled backup alts and just finding or creating IC to come after their permer? 90% of the time “Perm” is just a word that we use to say “won that battle.” No one is ever really permed because they just come right back on an alt, like it or not.

      Let’s develop a system that works with that rather than pretends it doesn’t exist. (btw: A previous proposal of mine, that has not been posted here, called for 4 guaranteed clones and no perming rules or restore requests)

      In the last week, I witnessed 9 perms. 5 were found to be illegal, 2 were found to be legal, and 2 were illegal according to the rules, but the players didn’t want to request a restore.

      We have a history trail of 85 of the most recent restore cases. 4 were test cases, leaving us with 81 cases that we can look at. 64 of them were found to be illegal perms. 4 were a tie, and 13 were legal. Guys, our current system isn’t working. It’s broken. It’s telling people, “Go ahead and perm people for every little thing, we’ll spend our valuable time and energy sorting through the details for you. No problem.

      I’m looking to find a way to level the playing field between the permer, who is automatically assumed to be in the right until someone reaches out to make a dispute, and the victim, who shouldn’t have to go through the work that they’re going through when someone breaks the rules, AND lose their RP for a few days, AND have to back pedal their RP to explain why they’re suddenly alive again.

      Do I care about the permer’s kill? Sure, just not at the expense of the victim.

      &quot;Anna&quot;:2phwtr16 wrote:
      c. Clones have the exact same levels as the original at the time of death.

      &quot;DCLXVI&quot;:2phwtr16 wrote:
      [color=#FF0000:2phwtr16]Doesn’t make sense. Make it easy to update the clone, but at the time of death? How the hell does that work?[/color:2phwtr16] [/quote:2phwtr16][/quote:2phwtr16]

      I have some comments on this through the thread. In summary, I’m willing to give levels-at-the-time of cloning a shot.

      &quot;Anna&quot;:2phwtr16 wrote:
      d. Players may choose to RP their character as a clone, or as though they miraculously survived.

      &quot;DCLXVI&quot;:2phwtr16 wrote:
      [color=#FF0000:2phwtr16]Doesn’t make sense again. From an RP standpoint, if you killed someone, their corpse is there. You looted their body. They have NOTHING and the body is staring you in the face. How the hell did they ‘miraculously’ survive? [/color:2phwtr16] [/quote:2phwtr16] [/quote:2phwtr16]

      The RP logistics can be adjusted. I’m sure we can brainstorm a way to logically explain this. Just off the top of my head, I guess we change the name from “A corpse” to “A mangled form”. If the player activates their clone right away, then their former body drops all their EQ and vanishes. Really, though, if that’s not a solution that you all like, then another solution can be found.

      Besides, what’s the worst that happens if we don’t come up with a solution? We’re already restoring players who were seen as corpses. They’re already miraculously surviving. How would it be that different from what we’re currently doing?

      &quot;Anna&quot;:2phwtr16 wrote:
      f. Clones will wake up in an area that affords them privacy, and a safe place to wait until they are ready to leave.

      &quot;DCLXVI&quot;:2phwtr16 wrote:
      [color=#FF0000:2phwtr16]Nothing wrong with this. Could be RPed it’s a medical facility with heavily armed guards and what have you, but still… you wouldn’t think certain individuals couldn’t make their way in and take out newly ‘hatched’ clones?[/color:2phwtr16][/quote:2phwtr16][/quote:2phwtr16]

      Ultimately, player can only go where builders let them go. We can make it so they can’t touch newly hatched clones.

    • Anna Member
      November 3, 2010 at 5:03 pm #15850
      &quot;Anna&quot;:2tef87st wrote:
      [b:2tef87st]3. For players who wish to clone, they will be guaranteed up to 2 fully functioning clones.[/b:2tef87st]

      &quot;Muddledde&quot;:2tef87st wrote:
      [color=#BF0000:2tef87st]As I stated in a previous post, I think one guaranteed clone should be offered, and each consecutive clone chance of success should be decreased. I think this allows people to be willing to take a chance. Once their second guaranteed clone is gone, back to sitting on Yavin until the EOE. If they know they have another chance at a revival, even a lowered chance, they may be more willing to get back out there.[/color:2tef87st][/quote:2tef87st][/quote:2tef87st]

      No can do, my friend. If the clone is offered, then the same amount must be guaranteed for everyone across the board. If one player gets a clone, and the other doesn’t… it’s going to be assumed to be IMM-intervention. I’m done with that. Everyone gets the same amount.

      &quot;Anna&quot;:2tef87st wrote:
      4. Account points need to provide enough points to replace lost characters
      a. Account point rewards are decreased with each clone.

      &quot;Muddledde&quot;:2tef87st wrote:
      [color=#BF0000:2tef87st]I don’t think you should reduce the amount of account points for given clones. I would be upset for losing my chance at points for putting more time into my character. [/color:2tef87st][/quote:2tef87st][/quote:2tef87st]

      Upon death, you keep all of the points that you earned from your first incarnation, you also get all of the points that you earned from playing your second incarnation, and you also get all of the points that you earned from playing your third incarnation.

      Your first incarnation pays out the most points. This is the one that you’re leveling, you’re establishing your RP on, etc.
      Your second and third incarnations earn some points, too, but nothing like on your first incarnation. You should not earn points on a character that you died on, and is fully leveled like you would if you just stopped playing your clone and decided to play a new character. The new character and the first incarnation earn the same amount of points.

    • Corey Participant
      November 3, 2010 at 5:19 pm #15852
      &quot;Anna&quot;:1s3al0b9 wrote:
      (btw: A previous proposal of mine, that has not been posted here, called for 4 guaranteed clones and no perming rules or restore requests)

      In the last week, I witnessed 9 perms. 5 were found to be illegal, 2 were found to be legal, and 2 were illegal according to the rules, but the players didn’t want to request a restore.

      We have a history trail of 85 of the most recent restore cases. 4 were test cases, leaving us with 81 cases that we can look at. 64 of them were found to be illegal perms. 4 were a tie, and 13 were legal. Guys, our current system isn’t working. It’s broken. It’s telling people, “Go ahead and perm people for every little thing, we’ll spend our valuable time and energy sorting through the details for you. No problem.

      I’m looking to find a way to level the playing field between the permer, who is automatically assumed to be in the right until someone reaches out to make a dispute, and the victim, who shouldn’t have to go through the work that they’re going through when someone breaks the rules, AND lose their RP for a few days, AND have to back pedal their RP to explain why they’re suddenly alive again. [/quote:1s3al0b9]

      I think the previous proposal you mentioned would be extremely bad for the reasons you listed just below it (illegal perms overwhelming the system) and I’m glad it really never made it to the table. One question I have though, how come there seems to be no punishment for the repeat offenders? The staff as the cases there before them, they know the ones that continue to abuse the system, why not handle up on that and make a public example of it? The reason people abuse the system is because there’s no drawback to not doing it. Another issue I have over the illegal vs legal perming is that the rules tend to change based on the RPC and the IMM’s current desires/thoughts.

      Example: Capital ships stops PlayerA for ID check/blockade/whatever. PlayerA refuses to comply and continues to try to land. Capital ship warns them, PlayerA continues…Capital ship warns them again, PlayerA continues….capital ship blows them up.

      Now, I’ve seen this exact scenario play out so many times its not even funny…and I’m not even a navy type of player. However, I’ve seen the ruling on this go both ways many times. I get that the system is based on interpretation of the rules, but it seems that eventually, after this long of having such a system, there would be some sort of precedence set for guidelines.

      &quot;Anna&quot;:1s3al0b9 wrote:
      Upon death, you keep all of the points that you earned from your first incarnation, you also get all of the points that you earned from playing your second incarnation, and you also get all of the points that you earned from playing your third incarnation.

      Your first incarnation pays out the most points. This is the one that you’re leveling, you’re establishing your RP on, etc.
      Your second and third incarnations earn some points, too, but nothing like on your first incarnation. You should not earn points on a character that you died on, and is fully leveled like you would if you just stopped playing your clone and decided to play a new character. The new character and the first incarnation earn the same amount of points.[/quote:1s3al0b9]

      If part of the formula for getting points on a character is based on levels, even with lowering the points you get on your clones, lets say 50%….doesn’t this basically give you a boost towards getting that 50% points? You level up, you clone yourself, you die, you get 1000 points. You come back as that fully leveled clone and die the next day, the system reads that you’re fully leveled and bam there’s 500 points…yet you cloned yourself before death and come back fully leveled and eventually die again…250 points. 1750 points for a character that should have earned 1000?

      I get that the formula doesn’t just take into account levels and so on, but I guess my point is that it should be rewritten to not take into account anything that is carrying over. Basically, when your clone comes back, you’ve already been rewarded for where you’re at on the character currently…don’t reward them for that again. Again, I get that the formula has more to it than that, I’m just trying to make a point.

    • Avanga Member
      November 3, 2010 at 5:46 pm #15853

      I think the problem is that people opposed to cloning are the ones who have gone through hell trying to kill someone and want to see it stick. The thing is, the person they’re thinking of generally doesn’t stay permed for one reason or another. So the question is, how does it change anything? We need to stop thinking about this problem in regards to say, Kama, and focus on how it will effect that nameless Stormtrooper you’ve never met or RPed with who didn’t stand a chance at all.

    • Andvari Participant
      November 3, 2010 at 8:15 pm #15855

      People should just take lessons from me and not do illegal perms.

    • Anna Member
      November 3, 2010 at 9:30 pm #15858
      &quot;xpuma20x&quot;:8ssmqil7 wrote:
      &quot;Anna&quot;:8ssmqil7 wrote:
      (btw: A previous proposal of mine, that has not been posted here, called for 4 guaranteed clones and no perming rules or restore requests)[/quote:8ssmqil7]

      I think the previous proposal you mentioned would be extremely bad for the reasons you listed just below it (illegal perms overwhelming the system) and I’m glad it really never made it to the table. [/quote:8ssmqil7]

      Yeaaaah… With that system, we could chill out on the perming rules because players had 5 chances to RP their character. There would be a lot more freedom for players to perm without having to double and triple check the rules.

      …which has it’s benefits and drawbacks.

    • Kora Participant
      November 4, 2010 at 12:36 am #15867
      &quot;Anna&quot;:2a9ck4f1 wrote:
      I had meant that the clone would take on the levels of the character at the time of death regardless of the time that the clone was made, but having read everyone’s comments on that, I’m fine with keeping the current system of clones taking taking the levels and stats of the original player at the time of cloning. Of course, the players would have to understand that they will forfeit those levels permanently upon activating their clone.[/quote:2a9ck4f1]
      Yaaaaaaaaaaaaaaaay!

      &quot;Muddledde&quot;:2a9ck4f1 wrote:
      A: Allow the cloning to still be used, but each clone afterward has a lesser chance of success because of &quot;DNA cellular degradation&quot; or something. So, 100, 75, 50, 25, 1 (or whatever feels right). But always keep it lowest at 1% to keep things interesting for that lucky mofo who keeps getting it.
      To keep doctors and cloning in use. Go to a doctor to &quot;update&quot; the clones memory banks. The doctor could use his ability to help increase the chances of success of revival by 10% or whatnot, also.

      OR

      B: The DNA used for that clone is now gone and you now have to contact a doctor to get a new one set up.[/quote:2a9ck4f1]
      Why not a combination of A and B? I don’t like the idea of the clone still being used in A, but I [i:2a9ck4f1]really[/i:2a9ck4f1] like the idea of updating the clone’s memory banks. I think that could also be a better compromise for people who don’t want to RP memory loss and people who do. If you don’t, just go and get your memory ‘updated’ whenever something important happens. It’ll require a little more work, but if you care that much about your memories then it’s worth it to you.

      As far as the code would be concerned, this would actually be updating the mem check and think logs of your clone. Currently, unless I’m mistaken, you lose 100% of your memlist regardless of when you met them and you keep all of your think logs regardless of when you made them. This would allow you to keep anything you &quot;backed up&quot;, but lose the rest. I don’t know how difficult that would be to code, but it would be an awesome system. And, as pointed out above, it would give medical mains something else to do <!– s:) –><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!– s:) –>

      (Updating think logs before updating your clone’s memory banks would also serve as a nice and convenient way to keep track of what they did or didn’t know at the time of cloning.)

    • DCLXVI Member
      November 4, 2010 at 4:56 am #15878
      &quot;Andvari&quot;:il9dbaz7 wrote:
      People should just take lessons from me and not do illegal perms.[/quote:il9dbaz7]

      Better yet, take lessons from me, and don’t perm at all. I mean hell, I’ve been here for ages, damn near since the MUD was started and I could probably count all my perms on one hand, probably less than. I’ve always preferred RP over killing. I’ll let someone else handle that. *gets misty eyed* I remember one time, on a barabel BHer I had prob Skul if I recall, got jumped, ended up beating the guy and just took his weapons (and maybe his armor?) and told him to find a new profession. *shrugs* Just how I deal with things. <!– s:lol: –><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!– s:lol: –>

      But I understand the need for some people to just excel at games and ‘god mod’ as it were. Get the best armor, weapons and equipment and just be billy badass. Here’s my thoughts on some of the other posts/ideas:

      &quot;xpuma20x&quot;:il9dbaz7 wrote:
      One question I have though, how come there seems to be no punishment for the repeat offenders? The staff as the cases there before them, they know the ones that continue to abuse the system, why not handle up on that and make a public example of it? The reason people abuse the system is because there’s no drawback to not doing it. Another issue I have over the illegal vs legal perming is that the rules tend to change based on the RPC and the IMM’s current desires/thoughts.[/quote:il9dbaz7]

      Love this idea. I’ve seen people bicker and complain on OOC and in IC channels with OOC hints about this that and the fifth. The same people are ALWAYS illegally perming, and all I’ve ever seen (this is from my perspective) is a slap on the wrist, don’t do that again. Now I don’t know what goes on in the background. What with notes on their accounts, etc. etc. But it’s also the same people that get approved twinked apps (again, at least from my perspective). It just seems like they perm illegally, more than likely know they are. Give a half assed apology and then they rinse and repeat.

      &quot;Anna&quot;:il9dbaz7 wrote:
      No can do, my friend. If the clone is offered, then the same amount must be guaranteed for everyone across the board. If one player gets a clone, and the other doesn’t… it’s going to be assumed to be IMM-intervention. I’m done with that. Everyone gets the same amount.[/quote:il9dbaz7]

      But that doesn’t make sense. At least with 1 guaranteed clone (which I am against btw), people will know they have some kind of fail safe for stupidty or a ‘get out of perm’ card. Like Muddle said, this will hopefully force those people that like to hide inside clan bases or where-ever they decide to talk shit from a distance to get out there and live a little. Take some chances and for goodness sakes, ‘get dirty’ with some good RP. After that, you don’t have a 100% chance to get another shot, but you still HAVE that chance. Hopefully some people will be willing to take that gamble and get that second or even third clone. Alot, admittedly, will probably say, &quot;Well I don’t want to risk it&quot; and go back into hiding.

      As for the Imm-intervention, that’s always going to be there. You can’t get rid of that in any facet of the game. Someone found a recipt to make the best blasters in the MUD that no one else can seem to figure out? MUST BE IMM-INTERVENTION! Some guy is getting lucky ass rolls and is on his fourth clone? MUST BE IMM-INTERVENTION! Someone beat ten people by himself in a fight? MUST BE IMM-INTERVENTION! Could even be silly shit, like asking an imm to re-string an armor piece cause it’s spelled wrong or whatever. Someone could just happen upon the room as the Imm leaves and OH NO! THEY SUSPECT IMM-INTERVENTION! You see where I’m going with this? It’s all perception, and sadly, when people don’t get the lucky breaks, they automatically assume Imms are in collusion with with players (whether that be true or not).

    • Kora Participant
      November 4, 2010 at 7:31 pm #15902
      &quot;DCLXVI&quot;:3q2yfsg9 wrote:
      *gets misty eyed* I remember one time, on a barabel BHer I had prob Skul if I recall, got jumped, ended up beating the guy and just took his weapons (and maybe his armor?) and told him to find a new profession. *shrugs* Just how I deal with things. <!– s:lol: –><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!– s:lol: –> [/quote:3q2yfsg9]
      By… mugging?

      &quot;DCLXVI&quot;:3q2yfsg9 wrote:
      &quot;Anna&quot;:3q2yfsg9 wrote:
      No can do, my friend. If the clone is offered, then the same amount must be guaranteed for everyone across the board. If one player gets a clone, and the other doesn’t… it’s going to be assumed to be IMM-intervention. I’m done with that. Everyone gets the same amount.[/quote:3q2yfsg9]

      But that doesn’t make sense.[/quote:3q2yfsg9]
      I agree. What was suggested [i:3q2yfsg9]would[/i:3q2yfsg9] give everybody the same chance, across the board. [i:3q2yfsg9]Everyone[/i:3q2yfsg9] has a 100% chance for the first clone, [i:3q2yfsg9]everyone[/i:3q2yfsg9] has a slightly smaller chance the second time, but the same slightly smaller chance… Unless I’m seriously misunderstanding what Muddledde was saying.

      If you’re saying that giving any degree of randomness to the system will create accusations of immtervention then you’re absolutely right, but that’s not a good reason to make everything static. I mean.. not unless you also want to give everybody 20 luck, 100 force, and no random stat gains.

    • Anna Member
      November 4, 2010 at 9:22 pm #15908

      Suppose instead of two functioning clones, we have one fully functioning clone, and one partially functioning one. I think this blends the best of both schools of thought.

      If the player is permed, then they can wake up on their clone, and apply for a restore. If they are granted the restore, then their clone count is raised by one, so that as far as the code is concerned, they are back to playing their original life.

      If the player’s restore request is not granted, however, then they continue to live out this next life until they are killed again. They wake up then on their partial clone. The function of this partial clone is to allow players to continue leading their clan or finish up their storylines, but their character won’t be in any condition to join in any battles or even defend themselves if they needed to. Getting killed on this second clone is a perm no matter what, and players can not apply for a restore regardless of the circumstances of their perm.

      I don’t know what we should do if the first clone is killed illegally, though.

      Your thoughts?

    • Kora Participant
      November 4, 2010 at 9:57 pm #15910
      &quot;Anna&quot;:3n2lt7ed wrote:
      Getting killed on this second clone is a perm no matter what, and players can not apply for a restore regardless of the circumstances of their perm.[/quote:3n2lt7ed]

      Oh god… please no. I don’t really have an opinion on the rest of the post yet, but please don’t give us a &quot;you’re dead no matter what&quot; for any of it.

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