I think there are still both playability reasons and IC reasons for safe rooms, but the list should be very short. Banks, Vaults for playability, some altars for IC reasons(and some altars should not be).
Question- aren't houses and boats effectively safe rooms? Do we eliminate 90% of safe rooms, but leave houses and boats effectively safe for those who can afford to buy a safe room? I really don't know the mechanics behind houses and boats, so maybe I am correct, but I am sure someone clear that up for me.
ALDEN
LADYPEST
Re: Safe Rooms and You
01/14/2010 03:34 PM CST
Dickeness, you have a good point on the no EXP gain for healing rooms. We get A LOT of downtime where we're waiting for patients, and being able to gain exp lets us be able to sit and hang out until the poor bleeding wretches do come in.
<<What NPC management? Basically, the PC Empaths already have a way to deal with it if they choose to. I see no reason for anything more than that to exist.
-- Player of Szrael -->>
Ha! Well, YOU certainly can, no mistake. I don't think I could, nor could most of the newbies, who are most at risk.
I don't know if this is possible, but if you are flagged as a necromancer by the game, all protection from a safe room should be gone. If you're gonna play a necromancer, don't be a wuss.
As for safe rooms, I think we should look into not only protecting healers, but new players as well. I fully support gwething and exp gain, because sometimes you just need a moment to rest. I know the policy, but let's be honest, not everyone is going to log out when they have to go to the bathroom. That said, my suggestions are:
1. All library and reading rooms.
2. The Empath Guilds
3. Guildleader rooms
4. Perhaps a room in rats so new adventurers can have someplace to rest
5. Popular healing/ressurection rooms in hunting areas
6. Areas around where favor orbs can be gotten.
But here's the twist: I wouldn't mind if some of those rooms could be hit in invasions. It would certainly liven things up a bit, especially since the Temple is the main cleric/triage/gathering place
<<What NPC management? Basically, the PC Empaths already have a way to deal with it if they choose to. I see no reason for anything more than that to exist.
-- Player of Szrael -->>
Ha! Well, YOU certainly can, no mistake. I don't think I could, nor could most of the newbies, who are most at risk.
I don't know if this is possible, but if you are flagged as a necromancer by the game, all protection from a safe room should be gone. If you're gonna play a necromancer, don't be a wuss.
As for safe rooms, I think we should look into not only protecting healers, but new players as well. I fully support gwething and exp gain, because sometimes you just need a moment to rest. I know the policy, but let's be honest, not everyone is going to log out when they have to go to the bathroom. That said, my suggestions are:
1. All library and reading rooms.
2. The Empath Guilds
3. Guildleader rooms
4. Perhaps a room in rats so new adventurers can have someplace to rest
5. Popular healing/ressurection rooms in hunting areas
6. Areas around where favor orbs can be gotten.
But here's the twist: I wouldn't mind if some of those rooms could be hit in invasions. It would certainly liven things up a bit, especially since the Temple is the main cleric/triage/gathering place
MEJE
Re: Safe Rooms and You
01/14/2010 03:35 PM CST
in front of the war mage guild should not be safe.
altars, and thats about it. empath guild should not be safe
altars, and thats about it. empath guild should not be safe
XALAHAI
Re: Safe Rooms and You
01/14/2010 03:38 PM CST
Off the top of my head:
- Depart rooms
- Bank tellers
- Debt offices
- Guard houses
Those are the only rooms that should be safe rooms, I think.
I also think the only rooms that should be no-steal are the rooms flagged safe. If one person can't get vengeance the other person shouldn't be able to steal.
As has been said, no gwething or scrying from inside a saferoom. No controlling pets (familiars/risen/etc.) either, if it's not a big hassle to prevent that.
I like the idea of no experience gain in permanent safe rooms. I'd say leave experience on if the room is just sanctified/bannered, for triage, etc.
Also like the idea of the saferoom effect wearing off in depart spots after a while. And the idea of getting smacked with loitering charges/arrests if one tries to abuse the tellers/debt offices/guard houses.
IMO guilds should police themselves as they see fit. Guild specific mechanics would probably take more time to put in for every guildhall, but I'd rather see that than making the inside of any guild halls safe rooms. Rooms with consequences? Yes. "You can't do that here." No.
Squire Xalahai Zayasero, Player of
- Depart rooms
- Bank tellers
- Debt offices
- Guard houses
Those are the only rooms that should be safe rooms, I think.
I also think the only rooms that should be no-steal are the rooms flagged safe. If one person can't get vengeance the other person shouldn't be able to steal.
As has been said, no gwething or scrying from inside a saferoom. No controlling pets (familiars/risen/etc.) either, if it's not a big hassle to prevent that.
I like the idea of no experience gain in permanent safe rooms. I'd say leave experience on if the room is just sanctified/bannered, for triage, etc.
Also like the idea of the saferoom effect wearing off in depart spots after a while. And the idea of getting smacked with loitering charges/arrests if one tries to abuse the tellers/debt offices/guard houses.
IMO guilds should police themselves as they see fit. Guild specific mechanics would probably take more time to put in for every guildhall, but I'd rather see that than making the inside of any guild halls safe rooms. Rooms with consequences? Yes. "You can't do that here." No.
Squire Xalahai Zayasero, Player of
JMF90
Re: Safe Rooms and You
01/14/2010 03:38 PM CST
>- Debt offices
Just curious, why?
You lick the dirt and discover that it tastes like dirt.
Just curious, why?
You lick the dirt and discover that it tastes like dirt.
CUTHALION
Re: Safe Rooms and You
01/14/2010 03:43 PM CST
No-combat rooms:
-bank window/exchange
-jail cell/courtroom
-depart rooms
All of the above should have no exp gain, no scrying in or out, no gwething in or out.
I think the key is that any room that is designated safe (hopefully very few of these) should have mechanics in place to prevent abuse of the safety provided. All such mechanics should be clearly presented in an IC fashion. Otherwise, we'll still have ooc messaging and safe room mech abuse.
As far as no-steal rooms go, I don't think there should be any (maybe I'm a little biased?). However, I have no problem with the idea of 'guarded' rooms, where any stealth attempt is checked against a present npc with a certain level of perception and being caught can mean failure and/or legal consequaences.
-bank window/exchange
-jail cell/courtroom
-depart rooms
All of the above should have no exp gain, no scrying in or out, no gwething in or out.
I think the key is that any room that is designated safe (hopefully very few of these) should have mechanics in place to prevent abuse of the safety provided. All such mechanics should be clearly presented in an IC fashion. Otherwise, we'll still have ooc messaging and safe room mech abuse.
As far as no-steal rooms go, I don't think there should be any (maybe I'm a little biased?). However, I have no problem with the idea of 'guarded' rooms, where any stealth attempt is checked against a present npc with a certain level of perception and being caught can mean failure and/or legal consequaences.
XALAHAI
Re: Safe Rooms and You
01/14/2010 03:44 PM CST
>>>- Debt offices
>>Just curious, why?
Kill someone, get arrested, they take your stuff, you need to pay that debt to get your stuff back.
So essentially to prevent camping a room they know you're going to need to pause in for a moment (barring having it scripted out, which is doable, but shouldn't be assumed for development purposes) while defenseless. More of a courtesy really. If they camp the room outside the office and get you, so be it IMO.
Squire Xalahai Zayasero, Player of
>>Just curious, why?
Kill someone, get arrested, they take your stuff, you need to pay that debt to get your stuff back.
So essentially to prevent camping a room they know you're going to need to pause in for a moment (barring having it scripted out, which is doable, but shouldn't be assumed for development purposes) while defenseless. More of a courtesy really. If they camp the room outside the office and get you, so be it IMO.
Squire Xalahai Zayasero, Player of
YAUSSER
Re: Safe Rooms and You
01/14/2010 03:44 PM CST
>>I like the idea of no experience gain in permanent safe rooms.
Either make the person unable to perform experience training actions ala The Teller or kill experience. I just hope the experience nixing affect doesn't start creeping (intentionally or not) into other places heh.
TF: Prattle, Bard
Prime: Gaen, Barb
Either make the person unable to perform experience training actions ala The Teller or kill experience. I just hope the experience nixing affect doesn't start creeping (intentionally or not) into other places heh.
TF: Prattle, Bard
Prime: Gaen, Barb
PUREHAND
Re: Safe Rooms and You
01/14/2010 03:49 PM CST
>I think Empath guilds all rooms should be safe rooms because a guild that is committed to healing and doesn't use violence should have some type of way of keeping violence out of their home.
I like to think of the infirmary as an emergency room; long lines, doctors that don't pay attention to you, plenty of people without payment, and the occasional drugged up crazy taking a swing at a nurse. I vote not a safe room.
Safe rooms: Depart locations, banks, guard houses (not in the cell though, PRISON FIGHT!), municipal buildings.
~ Purehand
After a long deliberation, the judge finally says, "Purehand, this court finds you innocent of the charges brought upon you."
I like to think of the infirmary as an emergency room; long lines, doctors that don't pay attention to you, plenty of people without payment, and the occasional drugged up crazy taking a swing at a nurse. I vote not a safe room.
Safe rooms: Depart locations, banks, guard houses (not in the cell though, PRISON FIGHT!), municipal buildings.
~ Purehand
After a long deliberation, the judge finally says, "Purehand, this court finds you innocent of the charges brought upon you."
MITSUBISHI
Re: Safe Rooms and You
01/14/2010 03:58 PM CST
<<Let's be hardcore. We can PvP anywhere only let's make sure we can keep our gear cuz we don't wanna be -that- hardcore.
>bluff silv
You realize you have no idea how to bluff an unintelligent beast like the Leader Silvyrfrost.
>bluff silv
You realize you have no idea how to bluff an unintelligent beast like the Leader Silvyrfrost.
GREIFENTHAL
Re: Safe Rooms and You
01/14/2010 04:01 PM CST
I don't think that there should be any mechanically safe room unless the person wanting to do violence simply cannot get in there. More lockable doors in places, maybe trees that one person can climb and kick people down, caves that are easily defended somehow. I suppose I could see guards that try to prevent it but when everyone is walking around wearing weapons how often is a guard going to be able to react in time to stop someone from attacking another.
That said, I think that with the justice verb comes some interesting opportunities. Some rooms, such as the guardhouse, govt buildings, temples etc. could conceivably have much higher penalties for violence than say in the viper's nest inn, or any other place in the bad side of town. A room would not be "safe" but any murder or stealing there could come with a couple days IRL jail time or a fine of fifty plats if caught or something like that.
For the recently departed, I don't think that it would be unreasonable for them to come back to life with a certain amount of protection from violence afforded them by their favor. They couldn't speak or gweth or attack anything for a few minutes and would just use that time to find a place to hide out or run to another province or something.
That said, I think that with the justice verb comes some interesting opportunities. Some rooms, such as the guardhouse, govt buildings, temples etc. could conceivably have much higher penalties for violence than say in the viper's nest inn, or any other place in the bad side of town. A room would not be "safe" but any murder or stealing there could come with a couple days IRL jail time or a fine of fifty plats if caught or something like that.
For the recently departed, I don't think that it would be unreasonable for them to come back to life with a certain amount of protection from violence afforded them by their favor. They couldn't speak or gweth or attack anything for a few minutes and would just use that time to find a place to hide out or run to another province or something.
ZAMARA
Re: Safe Rooms and You
01/14/2010 04:03 PM CST
>>Empath Guild
The empath guild already has a lore, RP reason to be safe. I hardly see this changing just with a rewrite without some GM RP. See the plaque downstairs in the guildhall for an explanation. There is an actual magical ward around SOME* of the guild.
As far as how much of the Crossing empath guild should be warded, or what that ward should do... eh, I see it abused a lot. So I'm not sure I'm fond of it currently. All I can say is I am glad I can remove people.
Just a friendly reminder, this discussion is about SAFE ROOMS. Not EMPATH GUILD POLICY. We have a different folder for that, we all know. And most of that is IC RP anyway. Your characters are whatever you make them. Cuddle or murder puff.
>>Anti-Scry Rooms:
>>Lockable rooms/private homes.
Homes already have an option to make them anti scri and/or anti-familiar. You can remove people from the home. Violence is allowed, but it's often weird in a house. I don't really understand how a homeowner would be able to just "allow" or "disallow" that. Shouldn't they just throw violent people out? Granted, I understand a lot of people don't RP in their houses. So perhaps that is an option for them. Just because my door is closed doesn't mean I act differently.
Overall I'd like to see less mechanic safe rooms to encourage more use of player abilities. Especially for triage during events. It's very interesting when someone drops a banner somewhere and we just set up there, as opposed to going to a spot because it already has the no-attacking ward in place.
Martyr Saedelthorp firmly commands you to leave. You feel compelled to comply...
The empath guild already has a lore, RP reason to be safe. I hardly see this changing just with a rewrite without some GM RP. See the plaque downstairs in the guildhall for an explanation. There is an actual magical ward around SOME* of the guild.
As far as how much of the Crossing empath guild should be warded, or what that ward should do... eh, I see it abused a lot. So I'm not sure I'm fond of it currently. All I can say is I am glad I can remove people.
Just a friendly reminder, this discussion is about SAFE ROOMS. Not EMPATH GUILD POLICY. We have a different folder for that, we all know. And most of that is IC RP anyway. Your characters are whatever you make them. Cuddle or murder puff.
>>Anti-Scry Rooms:
>>Lockable rooms/private homes.
Homes already have an option to make them anti scri and/or anti-familiar. You can remove people from the home. Violence is allowed, but it's often weird in a house. I don't really understand how a homeowner would be able to just "allow" or "disallow" that. Shouldn't they just throw violent people out? Granted, I understand a lot of people don't RP in their houses. So perhaps that is an option for them. Just because my door is closed doesn't mean I act differently.
Overall I'd like to see less mechanic safe rooms to encourage more use of player abilities. Especially for triage during events. It's very interesting when someone drops a banner somewhere and we just set up there, as opposed to going to a spot because it already has the no-attacking ward in place.
Martyr Saedelthorp firmly commands you to leave. You feel compelled to comply...
DRISCOLLS
Re: Safe Rooms and You
01/14/2010 04:07 PM CST
No steal rooms: Banks and festival grounds.
Safe rooms: Banks, festival grounds, guard house (or wherever the area sends people to jail)
No exp gain rooms: Banks, guard houses.
Rooms where creatures can't enter: Pretty much the same places we have that are now considered safe rooms in or near hunting areas. "The Hollow" and places like it are good for these areas, but don't need to disallow PvP.
Aside from that, I think safe rooms and no steal rooms can get the boot entirely.
-=Issus=-
Safe rooms: Banks, festival grounds, guard house (or wherever the area sends people to jail)
No exp gain rooms: Banks, guard houses.
Rooms where creatures can't enter: Pretty much the same places we have that are now considered safe rooms in or near hunting areas. "The Hollow" and places like it are good for these areas, but don't need to disallow PvP.
Aside from that, I think safe rooms and no steal rooms can get the boot entirely.
-=Issus=-
JULIAN
Re: Safe Rooms and You
01/14/2010 04:19 PM CST
>>Question- aren't houses and boats effectively safe rooms? Do we eliminate 90% of safe rooms, but leave houses and boats effectively safe for those who can afford to buy a safe room?<<
Turn off exp gain on boats and in homes, imo.
- Mazrian
The Flying Company
The Public Stat Data Project
http://spreadsheets.google.com/ccc?key=0AkqoUyrmvlKNdGlpeHZacEdldi1Ob2h3M1I5TXpCZVE&hl=en
Turn off exp gain on boats and in homes, imo.
- Mazrian
The Flying Company
The Public Stat Data Project
http://spreadsheets.google.com/ccc?key=0AkqoUyrmvlKNdGlpeHZacEdldi1Ob2h3M1I5TXpCZVE&hl=en
DISSODIUM
Re: Safe Rooms and You
01/14/2010 04:21 PM CST
I feel there needs to be a reason the room is safe I mean how does it make sense if a room in the middle of nowhere is safe.
Also I feel that running to a safe room for PVP is unreasonable a person should either be throw out of the room by before mentioned reason or the safe room rule doesn't apply to them for a set amount of time.
Thieving should be allowed almost everywhere but there should be a penalty in a safe room if there is a reason for one.
Also I feel that running to a safe room for PVP is unreasonable a person should either be throw out of the room by before mentioned reason or the safe room rule doesn't apply to them for a set amount of time.
Thieving should be allowed almost everywhere but there should be a penalty in a safe room if there is a reason for one.
ASPERITY
Re: Safe Rooms and You
01/14/2010 04:25 PM CST
The empath guild wasn't a safe room when I began playing DR. If I remember correctly, the safe room mechanic was switched off due to events and promptly forgotten about. As a complete newbie, witnessing the occasional spar or conflict ending in death was exciting. The empaths, myself included, fared just fine. I want to go back to that.
I'm all for no safe rooms, but if we had to have them I'd go with no-steal banks and no-violence depart rooms. I also really like the idea of not being able to gain experience in those rooms.
I'm all for no safe rooms, but if we had to have them I'd go with no-steal banks and no-violence depart rooms. I also really like the idea of not being able to gain experience in those rooms.
ZENFROG
Re: Safe Rooms and You
01/14/2010 04:29 PM CST
reply Replydelete Delete
I think safe rooms should be what one living in a 'medieval fantasy'-type such as DR world would deem safe. The Bank, Guard Houses, these are safe and I believe SHOULD be safe under game mechanics (No Steal, No War). They're places that a sane person would naturally assume to be safe. For those who need signs and wonders, look - big tough guards who will squash you, or failing that get enough of their peers to squash/haul you away should you cause trouble. Ah, safety.
I think all safe rooms should be this way. In other words, obviously safe. I am less likely to agree with or understand safe rooms that are safe for no apparent reason... like in the middle of a hunting area, "Why can't I steal or PvP in this room?" I know safe areas are nice, especially to escape head-hunters or harassment... but with the Necromancers out, there needs to be more of a 'Justice' feel to safe areas... Necromancers are rightfully persecuted in game these days, a wonderful addition to the world I say... but if they can just go to the 'magic safe room' and raspberry me while I try to take revenge for what Lyras and Co. have done, that is not only no fun but MAKES NO SENSE from an in game perspective. Having the 'safe areas' also be 'justice areas' is more believable, less exploitable (since a guard will scoop you up, for example, if you are a wanted necro trying to hide in what I am proposing a safe zone should be) makes more sense and is more workable with current systems and in game tides.
Having safe zones outside justice areas or appropriate-to-guard areas elsewhere in the realms is good too, as long as there is a believable reason that makes sense in game. Immersion! (An 'aura of purity' in a lone woodland shrine, for example. No people, here the safety is provided by the patron god of the shrine.)
Ok! That's my piece.
-Z
reply
I think safe rooms should be what one living in a 'medieval fantasy'-type such as DR world would deem safe. The Bank, Guard Houses, these are safe and I believe SHOULD be safe under game mechanics (No Steal, No War). They're places that a sane person would naturally assume to be safe. For those who need signs and wonders, look - big tough guards who will squash you, or failing that get enough of their peers to squash/haul you away should you cause trouble. Ah, safety.
I think all safe rooms should be this way. In other words, obviously safe. I am less likely to agree with or understand safe rooms that are safe for no apparent reason... like in the middle of a hunting area, "Why can't I steal or PvP in this room?" I know safe areas are nice, especially to escape head-hunters or harassment... but with the Necromancers out, there needs to be more of a 'Justice' feel to safe areas... Necromancers are rightfully persecuted in game these days, a wonderful addition to the world I say... but if they can just go to the 'magic safe room' and raspberry me while I try to take revenge for what Lyras and Co. have done, that is not only no fun but MAKES NO SENSE from an in game perspective. Having the 'safe areas' also be 'justice areas' is more believable, less exploitable (since a guard will scoop you up, for example, if you are a wanted necro trying to hide in what I am proposing a safe zone should be) makes more sense and is more workable with current systems and in game tides.
Having safe zones outside justice areas or appropriate-to-guard areas elsewhere in the realms is good too, as long as there is a believable reason that makes sense in game. Immersion! (An 'aura of purity' in a lone woodland shrine, for example. No people, here the safety is provided by the patron god of the shrine.)
Ok! That's my piece.
-Z
reply
XALAHAI
Re: Safe Rooms and You
01/14/2010 04:33 PM CST
>><<Let's be hardcore. We can PvP anywhere only let's make sure we can keep our gear cuz we don't wanna be -that- hardcore.
Not sure if that was directed at me or not, but just in case, I'll respond.
My view: If the other character does something to leave your character unarmed and defenseless, then it's all good, you lose. On the other hand, if the game mechanics strip away your stuff and then they take advantage of your defenseless situation to keep you from getting your things back, that is bad.
I did, however, forget the recent change to stop auto arrests from murder. Considering that, I'm revising my stance, no safe rooms in debt offices. You get caught, you get caught and that's that.
Squire Xalahai Zayasero, Player of
Not sure if that was directed at me or not, but just in case, I'll respond.
My view: If the other character does something to leave your character unarmed and defenseless, then it's all good, you lose. On the other hand, if the game mechanics strip away your stuff and then they take advantage of your defenseless situation to keep you from getting your things back, that is bad.
I did, however, forget the recent change to stop auto arrests from murder. Considering that, I'm revising my stance, no safe rooms in debt offices. You get caught, you get caught and that's that.
Squire Xalahai Zayasero, Player of
IDONS-BUDDY
Re: Safe Rooms and You
01/14/2010 04:40 PM CST
As mentioned, some safe rooms need to be safe for mechanical reasons. I'm thinking specifically of jail cells, which actually weren't safe rooms until relatively recently when we had a sort of bonfire pow-wow in front of the bank where we kept getting arrested for loitering and whatnot and would fight and kill each other in jail. Turns out dying and departing there is Very Bad and Zeyurn had to turn off violence as a result. Whoops. :x
So yeah, obviously violence should be prohibited in those places just because it kind of has to be. But I'm inclined to say the messaging should be changed to reflect this somehow.
Possibly depart altars should be like that too for sheer playability. Most of them are anyway, but several (like the one in Crossing) are not. But again, there should be more clear messaging on why you can't, and not all altars should be safe - though some should come with extra special penalties for killing someone at (and perhaps some should even have perks).
There are also some areas mentioned like the Healerie that have IC backgrounds for being safe areas. There was one idea mentioned in the conflict folder for how to deal with that, and any other area you could reasonably say has a strong "guard" presence.
Add a stat check to the initiation of an attack, maybe agility and reflex, that scales based on how badassed the guards in the area are supposed to be. If the guards beat you, you don't even get a chance to take a swing, and they drag you out of the area and deposit you on your ass with a "disturbing the peace" charge. If you win, you evade the guards and the attack goes through, but you still get a disturbing the peace and/or assault charge (which should probably be on a timer). If you continue to make subsequent attacks, the chances the guards will catch you increases each time. If you linger there too long after the attack and charge, you get grabbed and/or arrested anyway.
Areas that I'd expect to be like this are the bank, the Healerie, certain guilds (Empaths mostly), the guardhouse, and town hall areas. You'll notice this kind of hinges on them being justice areas - that's intentional. I don't think there should be "safe" rooms outside of towns, with the exception of depart spots.
Most of the safe rooms in the game should not be. Places like the WM guild should not be safe at all. If you make the MM guild safe or have guards in it I will be incredibly unhappy as it's not even a justice area currently (as some have suggested "all guilds").
I'm glad this is being looked at and I trust Z et al. to come to a decision that will be fair for everyone.
Rev. Reene
<Szrael> Should have just gone for gorbesh again
<Szrael> And released the pirate guild or something
<Szrael> Tote would be an okay pirate
So yeah, obviously violence should be prohibited in those places just because it kind of has to be. But I'm inclined to say the messaging should be changed to reflect this somehow.
Possibly depart altars should be like that too for sheer playability. Most of them are anyway, but several (like the one in Crossing) are not. But again, there should be more clear messaging on why you can't, and not all altars should be safe - though some should come with extra special penalties for killing someone at (and perhaps some should even have perks).
There are also some areas mentioned like the Healerie that have IC backgrounds for being safe areas. There was one idea mentioned in the conflict folder for how to deal with that, and any other area you could reasonably say has a strong "guard" presence.
Add a stat check to the initiation of an attack, maybe agility and reflex, that scales based on how badassed the guards in the area are supposed to be. If the guards beat you, you don't even get a chance to take a swing, and they drag you out of the area and deposit you on your ass with a "disturbing the peace" charge. If you win, you evade the guards and the attack goes through, but you still get a disturbing the peace and/or assault charge (which should probably be on a timer). If you continue to make subsequent attacks, the chances the guards will catch you increases each time. If you linger there too long after the attack and charge, you get grabbed and/or arrested anyway.
Areas that I'd expect to be like this are the bank, the Healerie, certain guilds (Empaths mostly), the guardhouse, and town hall areas. You'll notice this kind of hinges on them being justice areas - that's intentional. I don't think there should be "safe" rooms outside of towns, with the exception of depart spots.
Most of the safe rooms in the game should not be. Places like the WM guild should not be safe at all. If you make the MM guild safe or have guards in it I will be incredibly unhappy as it's not even a justice area currently (as some have suggested "all guilds").
I'm glad this is being looked at and I trust Z et al. to come to a decision that will be fair for everyone.
Rev. Reene
<Szrael> Should have just gone for gorbesh again
<Szrael> And released the pirate guild or something
<Szrael> Tote would be an okay pirate
MARTINCOTY77
Re: Safe Rooms and You
01/14/2010 04:41 PM CST
KRAGEJ2
Re: Safe Rooms and You
01/14/2010 04:42 PM CST
I do not think any rooms need to be "safe."
I think that the room's "safe"-ness needs to be created by something in-game.
Guards should be placed to stop violence and stealing in places where it is desired.
The Guards should PROTECT the target so that the violence can happen, but not effect the target.
The person trying to be violent gets one warning from the Guard.
If they continue with their shenanigans, then the guard will PROTECT the target again and attack the shenanigan-doer.
If the person starting the violence leaves the room, then the guards stop pursuit, report the person to the justice system, and go about their business of guarding whatever needs to be guarded.
I think it would be cool to be able to kill the guards as well (no exp of course). Only the next guard that shows up will be a little better. Killing a guard would obviously have repercussions attached to it via the justice system and/or guild/location they were assigned to.
Depart locations could be guarded by some sort of holy guards that protect depart locations because they have nothing better to do.
Formerly Known As Nitish
>Alisyn edges away from you.
I think that the room's "safe"-ness needs to be created by something in-game.
Guards should be placed to stop violence and stealing in places where it is desired.
The Guards should PROTECT the target so that the violence can happen, but not effect the target.
The person trying to be violent gets one warning from the Guard.
If they continue with their shenanigans, then the guard will PROTECT the target again and attack the shenanigan-doer.
If the person starting the violence leaves the room, then the guards stop pursuit, report the person to the justice system, and go about their business of guarding whatever needs to be guarded.
I think it would be cool to be able to kill the guards as well (no exp of course). Only the next guard that shows up will be a little better. Killing a guard would obviously have repercussions attached to it via the justice system and/or guild/location they were assigned to.
Depart locations could be guarded by some sort of holy guards that protect depart locations because they have nothing better to do.
Formerly Known As Nitish
>Alisyn edges away from you.
IDONS-BUDDY
Re: Safe Rooms and You
01/14/2010 04:45 PM CST
>> Turn off exp gain on boats and in homes, imo.
So you want everyone's homes and boats have the AFK scripting penalty added to it?
Yeah, I have to disagree with you there. I'd be pretty unhappy if I couldn't train or teach while RPing in my home or on my boat.
Rev. Reene
<Szrael> Should have just gone for gorbesh again
<Szrael> And released the pirate guild or something
<Szrael> Tote would be an okay pirate
So you want everyone's homes and boats have the AFK scripting penalty added to it?
Yeah, I have to disagree with you there. I'd be pretty unhappy if I couldn't train or teach while RPing in my home or on my boat.
Rev. Reene
<Szrael> Should have just gone for gorbesh again
<Szrael> And released the pirate guild or something
<Szrael> Tote would be an okay pirate
JULIAN
Re: Safe Rooms and You
01/14/2010 04:47 PM CST
>>So you want everyone's homes and boats have the AFK scripting penalty added to it?<<
I would ideally like to remove all incentives to sit in an area where nobody can get to you for extended periods of time.
- Mazrian
The Flying Company
The Public Stat Data Project
http://spreadsheets.google.com/ccc?key=0AkqoUyrmvlKNdGlpeHZacEdldi1Ob2h3M1I5TXpCZVE&hl=en
I would ideally like to remove all incentives to sit in an area where nobody can get to you for extended periods of time.
- Mazrian
The Flying Company
The Public Stat Data Project
http://spreadsheets.google.com/ccc?key=0AkqoUyrmvlKNdGlpeHZacEdldi1Ob2h3M1I5TXpCZVE&hl=en
ROBERTDH
Re: Safe Rooms and You
01/14/2010 04:52 PM CST
If WM guilds somehow gained any more safe rooms than they already obnoxiously have, I would just start vomiting for sure.
I'm not even sure why the Guildmaster offices need to be safe rooms. What's the mechanical issue there?
I'd really only like to see safe rooms only where there is a mechanical need for it. Mechanics against violence for other reasons should disproportionately punish you for your failings, not stop you from trying.
...it's mostly just funnier that way.
"Magic has rules and so does posting on these forums." -Annwyl
I'm not even sure why the Guildmaster offices need to be safe rooms. What's the mechanical issue there?
I'd really only like to see safe rooms only where there is a mechanical need for it. Mechanics against violence for other reasons should disproportionately punish you for your failings, not stop you from trying.
...it's mostly just funnier that way.
"Magic has rules and so does posting on these forums." -Annwyl
MYERS909
Re: Safe Rooms and You
01/14/2010 04:52 PM CST
First, thanks for polling the players. I hope you get what you need from this.
Death and Justice related rooms, where mechanical actions are executed to advance oneself through that system and back towards a state of normal play, do need to be made safe. If camping could cause undue hardship on the person suffering the system, let the camper wait outside. Feel free to remove gwething, scrying, magic, talking, experience drain, re-arranging inventory, mana re-filling or whatever other restrictions that make sense. You could add a timer, where an appropriate agent of that institution removes loitering players, to appease those that are terrified of someone that needs to die getting away. If these can be handled with IC messaging, so much the better.
Non-Steal/Hard-Steal rooms should exist in major commerce areas, particularly in area where young players, who are the most vulnerable, tend to go (furrier). IC messaging is also best.
I'm also not opposed to two people of open status being able to ignore the safe mechanic of a room for all actions that are not AOE. I want to emphasize the fact that this should be for Open-Open conflict not Guarded-Open.
In front of the Crossing's War Mage guild should be safe, non-steal, and the best mana room, ever. Also, can we get a tray of tea and crumpets? Maybe a few pillows (for nappers)... A tree to practice climbing on (teaches to 1000 ranks)... An Auto-Puff and Auto-Rezzer... A large statue of a Troll to practice TM on... Oh and if you could throw in a 1000% increase to exp drain rate and pool size too, that would be acceptable. Thanks!
Death and Justice related rooms, where mechanical actions are executed to advance oneself through that system and back towards a state of normal play, do need to be made safe. If camping could cause undue hardship on the person suffering the system, let the camper wait outside. Feel free to remove gwething, scrying, magic, talking, experience drain, re-arranging inventory, mana re-filling or whatever other restrictions that make sense. You could add a timer, where an appropriate agent of that institution removes loitering players, to appease those that are terrified of someone that needs to die getting away. If these can be handled with IC messaging, so much the better.
Non-Steal/Hard-Steal rooms should exist in major commerce areas, particularly in area where young players, who are the most vulnerable, tend to go (furrier). IC messaging is also best.
I'm also not opposed to two people of open status being able to ignore the safe mechanic of a room for all actions that are not AOE. I want to emphasize the fact that this should be for Open-Open conflict not Guarded-Open.
In front of the Crossing's War Mage guild should be safe, non-steal, and the best mana room, ever. Also, can we get a tray of tea and crumpets? Maybe a few pillows (for nappers)... A tree to practice climbing on (teaches to 1000 ranks)... An Auto-Puff and Auto-Rezzer... A large statue of a Troll to practice TM on... Oh and if you could throw in a 1000% increase to exp drain rate and pool size too, that would be acceptable. Thanks!
IDONS-BUDDY
Re: Safe Rooms and You
01/14/2010 04:53 PM CST
I'll be totally frank, I would cancel my Premium subscription if they penalized being in my home like that.
Rev. Reene
<Szrael> Should have just gone for gorbesh again
<Szrael> And released the pirate guild or something
<Szrael> Tote would be an okay pirate
Rev. Reene
<Szrael> Should have just gone for gorbesh again
<Szrael> And released the pirate guild or something
<Szrael> Tote would be an okay pirate
MOOSE3
Re: Safe Rooms and You
01/14/2010 04:55 PM CST
I think the only rooms that should be safe are ones where there is a divine presence (i.e. altars, temples, etc.) or a very strong presence of the law (i.e. guard houses, banks and government buildings).
YAMCER
Re: Safe Rooms and You
01/14/2010 04:56 PM CST
I'd suggest
-Banks
-Guard house/town hall/other government type buildings
-Guild halls (except thief and necro) and right outside guild halls (guards posted at the doors)
-Depart areas
For hunting areas, no safe rooms, but a room that one can enter that isn't the normal cardinal directions (go gate, go farmhouse, ect) where you can be away from critters. For these rooms you can make them like the necro guild hall, where the door is always closed and you have to open gate to get through. For dead people have it drag them for you if they are in your group, like how the teleport shards work.
Yamcer
"You know, while I understand the importance of seeing the (personal) validity in other's arguments, it's impossible for me to believe fully that others are correct. If their argument was correct, I'd change mine." - My GF
-Banks
-Guard house/town hall/other government type buildings
-Guild halls (except thief and necro) and right outside guild halls (guards posted at the doors)
-Depart areas
For hunting areas, no safe rooms, but a room that one can enter that isn't the normal cardinal directions (go gate, go farmhouse, ect) where you can be away from critters. For these rooms you can make them like the necro guild hall, where the door is always closed and you have to open gate to get through. For dead people have it drag them for you if they are in your group, like how the teleport shards work.
Yamcer
"You know, while I understand the importance of seeing the (personal) validity in other's arguments, it's impossible for me to believe fully that others are correct. If their argument was correct, I'd change mine." - My GF
JTERKOWITZ
Re: Safe Rooms and You
01/14/2010 04:57 PM CST
I'm going to give my thoughts on safe rooms. Generally, I believe that combat interactions should be dealt with by players moreso than by the system or GMs.
However, I say that with the obvious caveat that some people don't want to PvP, and their wishes need to be respected. With that, my suggestions:
1) All depart rooms should be flagged safe. It makes camping a kill substantially more difficult, which I think would be one of the major complaints.
2) Either all guilds or no guilds should be flagged safe. If the empaths guild is, so should all other guilds. Autopaths should not be safe.
3) Nosteal flags should only exist in rooms that also have safe flags.
4) I'm tempted to believe the argument that safe rooms should not all you to gain experience, aside from by classes.
Should there be other safe rooms? I'd lean towards no, except perhaps for essential services: the bank window, the debt office.
However, I say that with the obvious caveat that some people don't want to PvP, and their wishes need to be respected. With that, my suggestions:
1) All depart rooms should be flagged safe. It makes camping a kill substantially more difficult, which I think would be one of the major complaints.
2) Either all guilds or no guilds should be flagged safe. If the empaths guild is, so should all other guilds. Autopaths should not be safe.
3) Nosteal flags should only exist in rooms that also have safe flags.
4) I'm tempted to believe the argument that safe rooms should not all you to gain experience, aside from by classes.
Should there be other safe rooms? I'd lean towards no, except perhaps for essential services: the bank window, the debt office.
MIKEM1
Re: Safe Rooms and You
01/14/2010 05:04 PM CST
<<I would ideally like to remove all incentives to sit in an area where nobody can get to you for extended periods of time.
Why do you have to 'get to' people?
Fortress of Ice would be destroyed as a useful spell if experience were turned off inside, yet it is essentially a temporary room of the very nature you describe.
I strongly suspect that the removal of safe rooms would cause a serious spike in the number of reports for unconsented PvP.
You suddenly feel nauseous, as if you'd been doing performance art.
Why do you have to 'get to' people?
Fortress of Ice would be destroyed as a useful spell if experience were turned off inside, yet it is essentially a temporary room of the very nature you describe.
I strongly suspect that the removal of safe rooms would cause a serious spike in the number of reports for unconsented PvP.
You suddenly feel nauseous, as if you'd been doing performance art.
GREIFENTHAL
Re: Safe Rooms and You
01/14/2010 05:05 PM CST
>If camping could cause undue hardship on the person suffering the system, let the camper wait outside.
I like this idea. And it could make good lore too, an inner sanctum at the temple that only the high priest with a certain ritual can access from the outside or something like that.
I like this idea. And it could make good lore too, an inner sanctum at the temple that only the high priest with a certain ritual can access from the outside or something like that.
JMF90
Re: Safe Rooms and You
01/14/2010 05:06 PM CST
>I strongly suspect that the removal of safe rooms would cause a serious spike in the number of reports for unconsented PvP.
Or maybe people would be less likely to provoke fights if there were immediate consequences.
You lick the dirt and discover that it tastes like dirt.
Or maybe people would be less likely to provoke fights if there were immediate consequences.
You lick the dirt and discover that it tastes like dirt.
IDONS-BUDDY
Re: Safe Rooms and You
01/14/2010 05:06 PM CST
You would also have to turn experience off in guild- and sect-only areas, to be completely fair.
Yes, let's make those areas even more unappealing.
Rev. Reene
<Szrael> Should have just gone for gorbesh again
<Szrael> And released the pirate guild or something
<Szrael> Tote would be an okay pirate
Yes, let's make those areas even more unappealing.
Rev. Reene
<Szrael> Should have just gone for gorbesh again
<Szrael> And released the pirate guild or something
<Szrael> Tote would be an okay pirate
LORZELOPHIA
Re: Safe Rooms and You
01/14/2010 05:16 PM CST
I like Zeyurn's proposal, but I would like it even better if learning was turned off in safe rooms.
If people really want to hide out in safe rooms, at least make it inconvenient for them.
People who legitimately arrive at a depart spot have no field EXP and no need for learning anyway.
-- Player of Szrael --
(12:09:15 AM) catman: every time i find someone that has calm as their default speech emote, my first reaction is to try and make them angry
If people really want to hide out in safe rooms, at least make it inconvenient for them.
People who legitimately arrive at a depart spot have no field EXP and no need for learning anyway.
-- Player of Szrael --
(12:09:15 AM) catman: every time i find someone that has calm as their default speech emote, my first reaction is to try and make them angry
DR-ZEYURN
Re: Safe Rooms and You
01/14/2010 05:17 PM CST
I posted in the main area because I was tired after getting home from work and didn't notice it was here.
Anyway.
Turning off EXP in Houses / Boats is not going to happen (unless you're caught scripting) so don't worry overly much about that. We're mainly concerned about areas where you can be out interacting with other people beyond gweth trash-talk.
However. I am intrigued by the idea of turning off EXP in remaining saferooms outside of homes. (Note: Me being intrigued should not be takes as it will happen, just that I find the idea interesting enough to consider further)
-Z
Anyway.
Turning off EXP in Houses / Boats is not going to happen (unless you're caught scripting) so don't worry overly much about that. We're mainly concerned about areas where you can be out interacting with other people beyond gweth trash-talk.
However. I am intrigued by the idea of turning off EXP in remaining saferooms outside of homes. (Note: Me being intrigued should not be takes as it will happen, just that I find the idea interesting enough to consider further)
-Z
MARTINCOTY77
Re: Safe Rooms and You
01/14/2010 05:17 PM CST
>>Okay, so...
Now that Solomon has opened it up: Here's Staff's pseudo-opinion at the moment.
These rooms should be safe:
- Depart Spots (These are highly holy areas, and if we didn't allow them to be safe I'd have to code something immensely punitive to make sure nobody in their right mind would ever attack somebody there)
- Jail Cells (Generally I'd prefer there to be IC messaging but in general letting people kill each other in jail causes more trouble than it's worth)
And that's about it. We believe there should be an IC protection mechanism we can use for events to stop combat in an area (revolving around secret service like scads of guards), but otherwise several guilds have the capability to make areas safe, potentially for long periods, and we believe that players should utilize their powers instead of the System decreeing in this instance.
We are prepared to be convinced otherwise with strong arguments, but that's the design we're currently looking at.
-Z
Just so the post is here.
Sounds good to me.
Vote DR as TOP MUD: http://www.topmudsites.com/vote-cemm.html
Now that Solomon has opened it up: Here's Staff's pseudo-opinion at the moment.
These rooms should be safe:
- Depart Spots (These are highly holy areas, and if we didn't allow them to be safe I'd have to code something immensely punitive to make sure nobody in their right mind would ever attack somebody there)
- Jail Cells (Generally I'd prefer there to be IC messaging but in general letting people kill each other in jail causes more trouble than it's worth)
And that's about it. We believe there should be an IC protection mechanism we can use for events to stop combat in an area (revolving around secret service like scads of guards), but otherwise several guilds have the capability to make areas safe, potentially for long periods, and we believe that players should utilize their powers instead of the System decreeing in this instance.
We are prepared to be convinced otherwise with strong arguments, but that's the design we're currently looking at.
-Z
Just so the post is here.
Sounds good to me.
Vote DR as TOP MUD: http://www.topmudsites.com/vote-cemm.html
ARISTOCLES
Re: Safe Rooms and You
01/14/2010 05:23 PM CST
I think there should be no safe rooms with only two exceptions: Depart Locations, and where absolutely essential for the game to function (Jails/Libraries).
And even then, I'd make it no gweth, no train, no fam control, no magic, and if any mechanics can support it, no loitering beyond recovery time from death.
The only other area I can see from the other posts would be the Jadewater mansion and it's counterpart, whatever it is, in Riverhaven. I'd be open to seeing them safe as well, but accompanied by the above gweth/familiar restrictions. I'm assuming mentors can skadoodle anyone there who is hiding out.
Plenty of protected places to hide without mechanics artificially enforcing safety as is.
You wave your hand through the mist of the fountain and rub the wetness between your fingertips.
Rivalin says, "Yep, it's water."
And even then, I'd make it no gweth, no train, no fam control, no magic, and if any mechanics can support it, no loitering beyond recovery time from death.
The only other area I can see from the other posts would be the Jadewater mansion and it's counterpart, whatever it is, in Riverhaven. I'd be open to seeing them safe as well, but accompanied by the above gweth/familiar restrictions. I'm assuming mentors can skadoodle anyone there who is hiding out.
Plenty of protected places to hide without mechanics artificially enforcing safety as is.
You wave your hand through the mist of the fountain and rub the wetness between your fingertips.
Rivalin says, "Yep, it's water."
IDONS-BUDDY
Re: Safe Rooms and You
01/14/2010 05:28 PM CST
Turning off experience at depart spots would be okay with me.
It's a nonissue for jail cells in my mind because you can't linger in there anyway.
But I can't think of many guilds with abilities to make rooms safe. Paladins, Clerics, and Bards... who else?
Rev. Reene
<Szrael> Should have just gone for gorbesh again
<Szrael> And released the pirate guild or something
<Szrael> Tote would be an okay pirate
It's a nonissue for jail cells in my mind because you can't linger in there anyway.
But I can't think of many guilds with abilities to make rooms safe. Paladins, Clerics, and Bards... who else?
Rev. Reene
<Szrael> Should have just gone for gorbesh again
<Szrael> And released the pirate guild or something
<Szrael> Tote would be an okay pirate
LEYHANM
Re: Safe Rooms and You
01/14/2010 05:39 PM CST
My opinion on safe rooms is very much akin to Szrael's: They shouldn't exist permanently but rather temporarily.
To elaborate on that, the temporary portion should be at the spot of the depart (in the case that they did not DEPART ITEM/FULL and have something to return for.)
If there were to be a permanent location for a safe room at all, I would suggest the altars and/or areas where PCs depart to, just to prevent someone from chain killing. Even those could function temporarily to keep people from going to them to avoid consequences.
On another note, I would also like to see the end of the consequence-avoiders running into the Empath's Guild. It was said before, but it bears repeating: the Empath's already have a way to remove people, creating a haven for people to hide away into is just one of the many reasons I hate that particular guild hall.
If permanent safe rooms remain in existence anywhere, making them exp-off could be good and bad.
If an Empath needed to utilize a safe room to heal a corpse, s/he would have to decide if they want the oh-so-elusive-at-higher-ends Empathy or if helping some poor ratsturd(s) is worth it.
Personally, as an Empath, I love tournaments and triages because it's a really good opportunity to train Empathy decently without spending hours Perc-Walking.
If that opportunity was taken away, I don't see a reason to even bother trying anymore. I feel that I would be reduced to either breaking my roleplay to camp in the Drama Guild to heal anything that walked in with a simple abrasion or scripting for hours on end just to circle. It's bad enough that most higher level empaths already do this.
-Inauri
The faenrae reaver throws its head back and screams viciously, "All your base are belong to US!"
To elaborate on that, the temporary portion should be at the spot of the depart (in the case that they did not DEPART ITEM/FULL and have something to return for.)
If there were to be a permanent location for a safe room at all, I would suggest the altars and/or areas where PCs depart to, just to prevent someone from chain killing. Even those could function temporarily to keep people from going to them to avoid consequences.
On another note, I would also like to see the end of the consequence-avoiders running into the Empath's Guild. It was said before, but it bears repeating: the Empath's already have a way to remove people, creating a haven for people to hide away into is just one of the many reasons I hate that particular guild hall.
If permanent safe rooms remain in existence anywhere, making them exp-off could be good and bad.
If an Empath needed to utilize a safe room to heal a corpse, s/he would have to decide if they want the oh-so-elusive-at-higher-ends Empathy or if helping some poor ratsturd(s) is worth it.
Personally, as an Empath, I love tournaments and triages because it's a really good opportunity to train Empathy decently without spending hours Perc-Walking.
If that opportunity was taken away, I don't see a reason to even bother trying anymore. I feel that I would be reduced to either breaking my roleplay to camp in the Drama Guild to heal anything that walked in with a simple abrasion or scripting for hours on end just to circle. It's bad enough that most higher level empaths already do this.
-Inauri
The faenrae reaver throws its head back and screams viciously, "All your base are belong to US!"
JENKINSAPDX
Re: Safe Rooms and You
01/14/2010 05:43 PM CST
No stealing in trader tents and banks, for playability. Especially since training perception outside of hunting is so hard now (boxes count as a product of hunting).
No locates only on the astral plane, simply because that makes sense considering the character's no where to be found.
No killing rooms, should only be depart spots to prevent depart camping, but ideally a mechanism that gave temporary no-kill status would be best. All safe rooms do is allow someone to be naughty then set avoid !drag/!hold.
I am completely puzzled why people think that in front of guild leaders should be safe. These would just act as the same type of safe rooms that are currently there. If you simply shuffle safe rooms, then people trying to play mechanics will simply shuffle there too.
Gungan says, "Congratulations you have broken the game. This means you have won Dragonrealms."
Gungan says, "Please reroll and play again."
No locates only on the astral plane, simply because that makes sense considering the character's no where to be found.
No killing rooms, should only be depart spots to prevent depart camping, but ideally a mechanism that gave temporary no-kill status would be best. All safe rooms do is allow someone to be naughty then set avoid !drag/!hold.
I am completely puzzled why people think that in front of guild leaders should be safe. These would just act as the same type of safe rooms that are currently there. If you simply shuffle safe rooms, then people trying to play mechanics will simply shuffle there too.
Gungan says, "Congratulations you have broken the game. This means you have won Dragonrealms."
Gungan says, "Please reroll and play again."