>But I can't think of many guilds with abilities to make rooms safe. Paladins, Clerics, and Bards... who else?<
I consider 1/4th of the guilds to be a sufficient amount for this function.
To be clear. No-EXP saferooms, if they were implemented, means that permanent saferooms would end up No-EXP, and player created ones would not. So if people triage at a spot and safe it via commune/spell, that's fine.
-Z
DR-ZEYURN
IDONS-BUDDY
Re: Safe Rooms and You
01/14/2010 11:52 PM UTC
I'm inclined to say Empaths should be able to create safe rooms too.
Meh.
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
Meh.
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
DANFORDS2
Re: Safe Rooms and You
01/14/2010 11:52 PM UTC
I personally dislike safe rooms in general, and don't think there should be an absolute safe room anywhere. High profile locations like guilds and banks should have guards that protect citizens, but the guards shouldn't be all powerful, just a large problem should you choose to ignore them and are in the wrong.
Elemental Lord Opieus, Expert Warrior Mage of Elanthia
"For a bunch of radical empiricists, the Philosophers' system relies on a whole lot of faith." ~Armifer
Elemental Lord Opieus, Expert Warrior Mage of Elanthia
"For a bunch of radical empiricists, the Philosophers' system relies on a whole lot of faith." ~Armifer
DR-ZEYURN
Re: Safe Rooms and You
01/14/2010 11:53 PM UTC
>I'm inclined to say Empaths should be able to create safe rooms too.<
If another guild were to get this function, I would like to see it be Empaths.
-Z
If another guild were to get this function, I would like to see it be Empaths.
-Z
PBOMBARD
Re: Safe Rooms and You
01/14/2010 11:55 PM UTC
>If another guild were to get this function, I would like to see it be Empaths.
Really does make sense.
-pete
Really does make sense.
-pete
IDONS-BUDDY
Re: Safe Rooms and You
01/14/2010 11:58 PM UTC
Note before Szrael and Inauri rip me to pieces: I say Empaths should not because they're pacifists or anything but because mind controlling people enmasse to stop them from being violent seems like a pretty Empath thing to do.
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
LEYHANM
Re: Safe Rooms and You
01/15/2010 12:03 AM UTC
Haha. No, I agree with you and Zeyurn.
I mean, we already have (useless) manipulate. Why not have that on a wider scale, hm?
-Inauri
The faenrae reaver throws its head back and screams viciously, "All your base are belong to US!"
I mean, we already have (useless) manipulate. Why not have that on a wider scale, hm?
-Inauri
The faenrae reaver throws its head back and screams viciously, "All your base are belong to US!"
DAVISN88
Re: Safe Rooms and You
01/15/2010 12:03 AM UTC
I'm inclined to say those four as well. Maybe leave out Bards (and I am one), I just see clerics as protecting dead bodies, paladins protecting live ones, and empaths protecting the injured. Those three make the most sense to me. But if bards are added, I won't complain, heh.
IDONS-BUDDY
Re: Safe Rooms and You
01/15/2010 12:04 AM UTC
Bards already can with Albreda's Balm.
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
GREIFENTHAL
Re: Safe Rooms and You
01/15/2010 12:10 AM UTC
I like bards having the ability. They seem to be the ultimate support guild in a lot of ways and that seems better as a guild concept than bards having abilities and spells to rival the classic combat guilds. I mean there is always like, weapons ranks and stuff to fight with.
FRACTALWAVE
Re: Safe Rooms and You
01/15/2010 12:11 AM UTC
One thing nobody seems to mention are holy spots outside of altars. I can think of one meditative spot currently that might fit this description but do not see more than perhaps a couple being safe since the immortals do fight quite a bit.
I'm not sure altars should be safe at all with the possible exception of favor altars.
~Faih
I'm not sure altars should be safe at all with the possible exception of favor altars.
~Faih
VEE-REX
Re: Safe Rooms and You
01/15/2010 12:11 AM UTC
My vote is for no safe rooms anywhere since we can no longer walk. Safe rooms are completely OOC and I often find it hard to come up with an IC reason for it (it's hard to simply ignore it sometimes cause it's there, you know).
However, I understand the desire to want protect people from getting camped. Personally, I'd love to see Zeyurn code something pretty awesome to ensure that no one would want to camp someone at a depart location. I always thought the gods could and should get more involved with things IG.
So here's my take only for depart spots: Coding something for depart spots > safe room for depart spots > no safe room or anything else for depart spots.
I understand the need for safe rooms in jails since dying + departing in there can be very buggy. I almost lost all my items in there before (even when I departed items).
Individuals, families, countries, continents are destroyed at the heavy hand of Vinjince.
-GM Abasha
However, I understand the desire to want protect people from getting camped. Personally, I'd love to see Zeyurn code something pretty awesome to ensure that no one would want to camp someone at a depart location. I always thought the gods could and should get more involved with things IG.
So here's my take only for depart spots: Coding something for depart spots > safe room for depart spots > no safe room or anything else for depart spots.
I understand the need for safe rooms in jails since dying + departing in there can be very buggy. I almost lost all my items in there before (even when I departed items).
Individuals, families, countries, continents are destroyed at the heavy hand of Vinjince.
-GM Abasha
IDONS-BUDDY
Re: Safe Rooms and You
01/15/2010 12:12 AM UTC
>> Safe rooms are completely OOC
Eh. No more OOC than the idea of clairvoyance or teleport wards.
They're just unnecessary and cause too many problems.
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
Eh. No more OOC than the idea of clairvoyance or teleport wards.
They're just unnecessary and cause too many problems.
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
ZAMARA
Re: Safe Rooms and You
01/15/2010 12:14 AM UTC
If you are not gaining exp in a room, I'd like it to occasionally remind me like the "you are having difficulty having mana in this room, perhaps it's time to move on?" and typing EXP should have a nice little message about it too.
I am very forgetful with things like that. I'd probably stand there chatting with someone about directions at the Resurrection site in the Temple. While teaching a class, or something odd.
I'm sure being GMs you plan on doing something like this anyway should it be implemented...
Martyr Saedelthorp firmly commands you to leave. You feel compelled to comply...
I am very forgetful with things like that. I'd probably stand there chatting with someone about directions at the Resurrection site in the Temple. While teaching a class, or something odd.
I'm sure being GMs you plan on doing something like this anyway should it be implemented...
Martyr Saedelthorp firmly commands you to leave. You feel compelled to comply...
DIMINISHEDANGEL
Re: Safe Rooms and You
01/15/2010 12:21 AM UTC
Liked the discussion so far.
I like the depart locations/jail idea, though I would expand it to also include banks. I love the no exp/gwething idea for these rooms.
In addition to safe rooms, however, I think guild leader rooms - or guild halls in general - should be quasi-safe (for lack of a better term) depending on guild lore. As a random example, Agonar's room in the Crossing Barb guild is the "main" room, and I like the set-up there: no gwething (magic sucks), no stealing (though I would change this from a generic "you can't do that" message to Agonar throwing you out like when you ask about magic), but sparring is quite fine. This should extend only to the actual inside though: I hate how the room in front of the Warmie guild is safe/not safe depending on the time of the year (or so it seesms). If you want to script magic without being bothered, there are rooms for that inside the guild hall proper.
I think personal houses and boats should be no-gweth or no-scry (if they aren't already, I forgot) to stop people from running into their homes and trash-talking, but experience gain is quite fine.
"I hate you so much right now." -GM Armifer
I like the depart locations/jail idea, though I would expand it to also include banks. I love the no exp/gwething idea for these rooms.
In addition to safe rooms, however, I think guild leader rooms - or guild halls in general - should be quasi-safe (for lack of a better term) depending on guild lore. As a random example, Agonar's room in the Crossing Barb guild is the "main" room, and I like the set-up there: no gwething (magic sucks), no stealing (though I would change this from a generic "you can't do that" message to Agonar throwing you out like when you ask about magic), but sparring is quite fine. This should extend only to the actual inside though: I hate how the room in front of the Warmie guild is safe/not safe depending on the time of the year (or so it seesms). If you want to script magic without being bothered, there are rooms for that inside the guild hall proper.
I think personal houses and boats should be no-gweth or no-scry (if they aren't already, I forgot) to stop people from running into their homes and trash-talking, but experience gain is quite fine.
"I hate you so much right now." -GM Armifer
JENKINSAPDX
Re: Safe Rooms and You
01/15/2010 12:28 AM UTC
Since I'm in favor of no safe rooms, but the need to protect people in certain areas and situations is compelling. I really liked the idea of having the gods get involved, such that if you kill in a depart room (or other "safe" rooms) the gods will see to it that you join the victim. A sort of retributive death. It's hard to camp when both characters start out in the same condition.
Gungan says, "Congratulations you have broken the game. This means you have won Dragonrealms."
Gungan says, "Please reroll and play again."
Gungan says, "Congratulations you have broken the game. This means you have won Dragonrealms."
Gungan says, "Please reroll and play again."
JACOBS77
Re: Safe Rooms and You
01/15/2010 12:31 AM UTC
>>[S]everal 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.
Agreed.
>>I'm inclined to say Empaths should be able to create safe rooms too.
Also agreed.
>> Maybe leave out Bards[...]
Disagree. I don't see a point in changing BALM just to leave Bards out of the ability to create a safe room when the ability is already there.
Agreed.
>>I'm inclined to say Empaths should be able to create safe rooms too.
Also agreed.
>> Maybe leave out Bards[...]
Disagree. I don't see a point in changing BALM just to leave Bards out of the ability to create a safe room when the ability is already there.
DAVISN88
Re: Safe Rooms and You
01/15/2010 12:55 AM UTC
Goodness, I totally forgot about albreda's balm. Mostly because I never, ever, ever have had occasion to use it. I take it back about the bards, since we already have it.
That is all. Carry on!
That is all. Carry on!
MOOK1
Re: Safe Rooms and You
01/15/2010 01:04 AM UTC
My two cents before reading the wall of other posts:
1. Depart rooms for sure.
2. Bank tellers and the vault 'gathering' room.
3. Fest grounds/Wedding areas (with the caveat that wedding areas be toggle-able at the paying couple's request)
Also, I'd like to see abilities that create safe rooms. A new Albreda Cleric commune, Banner of Truce, and Sanctuary would be good candidates.
-Evran
* Prophet Hotoke Fuku-Nyorai snuck out of the shadow he was hiding in.
1. Depart rooms for sure.
2. Bank tellers and the vault 'gathering' room.
3. Fest grounds/Wedding areas (with the caveat that wedding areas be toggle-able at the paying couple's request)
Also, I'd like to see abilities that create safe rooms. A new Albreda Cleric commune, Banner of Truce, and Sanctuary would be good candidates.
-Evran
* Prophet Hotoke Fuku-Nyorai snuck out of the shadow he was hiding in.
MELCONEM5
Re: Safe Rooms and You
01/15/2010 01:05 AM UTC
I feel it's always a more immersive experience for the players when the players have a choice between their characters' desires and the potential consequences.
Consequences (and flying in the face of them) open up avenues for roleplay anyway.
>2. You smirk to yourself, the way only a stylish Thief can.
Consequences (and flying in the face of them) open up avenues for roleplay anyway.
>2. You smirk to yourself, the way only a stylish Thief can.
IDONS-BUDDY
Re: Safe Rooms and You
01/15/2010 01:05 AM UTC
>> Also, I'd like to see abilities that create safe rooms. A new Albreda Cleric commune, Banner of Truce, and Sanctuary would be good candidates.
Why would Clerics need two communes that create safe rooms?
And why would Bards need two enchantes that do it?
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
Why would Clerics need two communes that create safe rooms?
And why would Bards need two enchantes that do it?
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
LADYPEST
Re: Safe Rooms and You
01/15/2010 01:07 AM UTC
I'm sorry, I already posted about this, but I read some more posts, and while I liked a lot of ideas, I really didn't feel I saw safe places for new adventurers being talked about much.
When you first start out playing, the screen scrolls so fast and there's a lot you don't understand. I think adding to the idea that one can be attacked or stolen from anywhere while just learning is a bit much. I don't think we should put them in a bubble, but have a space where they can relax, ask questions, get some answers, and get a little more oriented other than Jadewater (which does a fine job). Still, how confusing it would be to get out and all excited and have no place to know that no one or nothing can steal from or kill them?
I think we all can come up with some good ideas to deal with this issue and yet not create something that can be abused. I'm just worried for the new people and I don't want anyone to be scared away from DR on their first days. ;)
When you first start out playing, the screen scrolls so fast and there's a lot you don't understand. I think adding to the idea that one can be attacked or stolen from anywhere while just learning is a bit much. I don't think we should put them in a bubble, but have a space where they can relax, ask questions, get some answers, and get a little more oriented other than Jadewater (which does a fine job). Still, how confusing it would be to get out and all excited and have no place to know that no one or nothing can steal from or kill them?
I think we all can come up with some good ideas to deal with this issue and yet not create something that can be abused. I'm just worried for the new people and I don't want anyone to be scared away from DR on their first days. ;)
MOOK1
Re: Safe Rooms and You
01/15/2010 01:15 AM UTC
Oh and now after having read the posts...
<<>> Maybe leave out Bards[...]
Bards already create quasi-safe rooms against critters with Sanctuary. Changing it to be a full safe room is a minor change, and one already brought up in the Bard folders. And as mentioned, Albreda's Balm calms everything in the area but leaves those uncalmed able to attack. Having the ability to create a full safe room is just an extension of the abilities they already have.
<<I'm inclined to say Empaths should be able to create safe rooms too.
I would also be very amenable to Empaths gaining something like this for exactly the reasons Reene stated, rather than that they are a so-called pacifist guild.
-Evran
* Prophet Hotoke Fuku-Nyorai snuck out of the shadow he was hiding in.
<<>> Maybe leave out Bards[...]
Bards already create quasi-safe rooms against critters with Sanctuary. Changing it to be a full safe room is a minor change, and one already brought up in the Bard folders. And as mentioned, Albreda's Balm calms everything in the area but leaves those uncalmed able to attack. Having the ability to create a full safe room is just an extension of the abilities they already have.
<<I'm inclined to say Empaths should be able to create safe rooms too.
I would also be very amenable to Empaths gaining something like this for exactly the reasons Reene stated, rather than that they are a so-called pacifist guild.
-Evran
* Prophet Hotoke Fuku-Nyorai snuck out of the shadow he was hiding in.
PBOMBARD
Re: Safe Rooms and You
01/15/2010 01:16 AM UTC
>I would also be very amenable to Empaths gaining something like this for exactly the reasons Reene stated, rather than that they are a so-called pacifist guild.
Could breathe new life into the manipulation ability, for sure.
-pete
Could breathe new life into the manipulation ability, for sure.
-pete
MOOK1
Re: Safe Rooms and You
01/15/2010 01:22 AM UTC
<<Why would Clerics need two communes that create safe rooms?
Didn't realize they already had one.
<<And why would Bards need two enchantes that do it?
Currently Bards have no enchantes that create a safe room. There are two enchantes that each mimic one aspect of a safe room, but neither does it completely. Of the two Sanctuary makes more sense for a true safe room ability.
-Evran
* Prophet Hotoke Fuku-Nyorai snuck out of the shadow he was hiding in.
Didn't realize they already had one.
<<And why would Bards need two enchantes that do it?
Currently Bards have no enchantes that create a safe room. There are two enchantes that each mimic one aspect of a safe room, but neither does it completely. Of the two Sanctuary makes more sense for a true safe room ability.
-Evran
* Prophet Hotoke Fuku-Nyorai snuck out of the shadow he was hiding in.
MSMUPPET710
Re: Safe Rooms and You
01/15/2010 01:26 AM UTC
My opinion...
Safe Rooms
- Depart Locations - Everyone should be allowed a few minutes to collect them selves before being killed after departing.
- Banks - Not 100% set on this just because, why would it be a safe area? People bring weapons in, who's to say they wont use them?
- Guard Houses
- Mentor designated areas; such as where you ring the bell for help.
- Festival Merchant Zones
- GM wedding areas - if someone forks out the RL money to have a GM assisted wedding they should have a kill free one if they choose.
I don't agree with having the empath guild as safe. I think it will become a drama filled place where everyone goes to hide out. Empaths are not wussies, they can handle them selves if they choose to and there are many ways to remove someone or block out violence.
Thanks for listening!
Safe Rooms
- Depart Locations - Everyone should be allowed a few minutes to collect them selves before being killed after departing.
- Banks - Not 100% set on this just because, why would it be a safe area? People bring weapons in, who's to say they wont use them?
- Guard Houses
- Mentor designated areas; such as where you ring the bell for help.
- Festival Merchant Zones
- GM wedding areas - if someone forks out the RL money to have a GM assisted wedding they should have a kill free one if they choose.
I don't agree with having the empath guild as safe. I think it will become a drama filled place where everyone goes to hide out. Empaths are not wussies, they can handle them selves if they choose to and there are many ways to remove someone or block out violence.
Thanks for listening!
XENODES
Re: Safe Rooms and You
01/15/2010 01:29 AM UTC
No Riftal Summons in safe rooms either!!! Otherwise loop-camping can take place on a weakened/recently-departed spirit.
JULIAN
Re: Safe Rooms and You
01/15/2010 01:33 AM UTC
>>No Riftal Summons in safe rooms either!!! Otherwise loop-camping can take place on a weakened/recently-departed spirit.<<
The idea is that there will be virtually no safe rooms, so you will not have to worry about being RS'd out of one.
- Mazrian
The Flying Company
The Public Stat Data Project
http://spreadsheets.google.com/ccc?key=0AkqoUyrmvlKNdGlpeHZacEdldi1Ob2h3M1I5TXpCZVE&hl=en
The idea is that there will be virtually no safe rooms, so you will not have to worry about being RS'd out of one.
- Mazrian
The Flying Company
The Public Stat Data Project
http://spreadsheets.google.com/ccc?key=0AkqoUyrmvlKNdGlpeHZacEdldi1Ob2h3M1I5TXpCZVE&hl=en
BEYONDDISBELIEF
Re: Safe Rooms and You
01/15/2010 01:38 AM UTC
> - 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)
Ooh I'd love to see Jail Cells be coded differently to at least brawling but never doing vitality damage and never going beyond minor abraisions. Yay prison fights!
Ooh I'd love to see Jail Cells be coded differently to at least brawling but never doing vitality damage and never going beyond minor abraisions. Yay prison fights!
KILRKHRAS
Re: Safe Rooms and You
01/15/2010 01:56 AM UTC
Yeah because in real prison you only get minor abrasions instead of a sharpened toothbrush in your liver.
JOHNSONS781
Re: Safe Rooms and You
01/15/2010 01:57 AM UTC
>>Didn't realize they already had one.
Meraud's Commune burns up an immense amount of devotion, requires two reagents, raises Holy mana by a massive amount, and turns a room safe/no stealing for circle x 3 minutes.
Meraud's Commune burns up an immense amount of devotion, requires two reagents, raises Holy mana by a massive amount, and turns a room safe/no stealing for circle x 3 minutes.
PUREHAND
Re: Safe Rooms and You
01/15/2010 02:00 AM UTC
>I'm inclined to say Empaths should be able to create safe rooms too.
I make danger rooms.
~ Purehand
After a long deliberation, the judge finally says, "Purehand, this court finds you innocent of the charges brought upon you."
I make danger rooms.
~ Purehand
After a long deliberation, the judge finally says, "Purehand, this court finds you innocent of the charges brought upon you."
WARPRIEST
Re: Safe Rooms and You
01/15/2010 02:13 AM UTC
My opinion for what it's worth...
Less safe rooms the better. Just having them in depart spots and prison sounds fine to me.
Less safe rooms the better. Just having them in depart spots and prison sounds fine to me.
BEYONDDISBELIEF
Re: Safe Rooms and You
01/15/2010 02:53 AM UTC
>Yeah because in real prison you only get minor abrasions instead of a sharpened toothbrush in your liver.
Eh, in real prison there's also a whole new meaning for "backstab", but I think if we allowed more verbs in jail we'd keep it fun and games.
Eh, in real prison there's also a whole new meaning for "backstab", but I think if we allowed more verbs in jail we'd keep it fun and games.
WISECRACKDRAGON
Re: Safe Rooms and You
01/15/2010 03:20 AM UTC
<<Character gen safe room and noob safe areas>>
If you already need a safe room right out the gate, you're doing it very very wrong. No one camps there to my knowledge, and I don't think anyone's about to start.
That said, making the areas where new characters are dropped complete safe rooms and giving them a one-way exit would be fine with me, if the intent is to give true noobs a safe place to get used to basic mechanics/movement.
Other newbie protection is unnecessary IMO. Don't have the system protect them, just give a better tutorial so they can protect themselves.
"That's how I knew who you were. You were always like "Blah blah blah I'm a Barbarian oh-my-god." -my gf
If you already need a safe room right out the gate, you're doing it very very wrong. No one camps there to my knowledge, and I don't think anyone's about to start.
That said, making the areas where new characters are dropped complete safe rooms and giving them a one-way exit would be fine with me, if the intent is to give true noobs a safe place to get used to basic mechanics/movement.
Other newbie protection is unnecessary IMO. Don't have the system protect them, just give a better tutorial so they can protect themselves.
"That's how I knew who you were. You were always like "Blah blah blah I'm a Barbarian oh-my-god." -my gf
MOOK1
Re: Safe Rooms and You
01/15/2010 03:34 AM UTC
<<Meraud's Commune burns up an immense amount of devotion, requires two reagents, raises Holy mana by a massive amount, and turns a room safe/no stealing for circle x 3 minutes.
Ah, just thought that was a mana booster. Good to know.
-Evran
* Prophet Hotoke Fuku-Nyorai snuck out of the shadow he was hiding in.
Ah, just thought that was a mana booster. Good to know.
-Evran
* Prophet Hotoke Fuku-Nyorai snuck out of the shadow he was hiding in.
VAWN
Re: Safe Rooms and You
01/15/2010 03:51 AM UTC
Z/Solomon - If you want my quick feeling on it all, I would add two things to jail cells and depart locations.
>>Rooms you can't leave at will should probably be safe. Exiting the scene should always be a defense, and you shouldn't have to log to do it:
Word!
>>Festival Merchant Zones:
While perhaps not terribly IC, this is a game at the end of the day and I think it is a good idea to just let folks enjoy fests care free if they so choose. This includes mini-fests dropped in usually safe locations (i.e.: the center of Leth). I haven't decided whether I think this should apply to Trader tables or not, so I'll just say I'd support it if the powers that be decree it so.
Read on if you are interested in one player's opinion of various ideas.
>>Depart locations:
I really like the temporary protection idea that many have voiced. If that isn't feasible, then I think safe vs. nothing is the better option.
>>Locations with guards:
This just makes good IC sense to me. I also think this rather extends to guild leader rooms. It isn't so much that I think we need it per se, as what leader is going to tolerate shenanigans in their office?
>>Inside temples I'll buy too. It would make sense for people to seek refuge there:
This is a historically accurate practice actually, and I approve in theory. I'll leave it up to GMs as to whether it might be abused.
>>Shrines, altars, etc:
While I can see logic behind certain aspects approving of murder or stealing, I like the stance of the gods being offended by "lesser" beings horning in on their specialty in their holy places. Besides, it has to be easier for GMs to code them all the same than tweaking each to reflect their flavor? In the end I guess I could be persuaded either way on this one.
>>Town green. The beggar and veteran love to hang out there, and you can't steal from them. That always drives me crazy:
This. Not the best of reasons but I don't really care and whole-heartedly agree :)
>>Empath Guild:
I agree with the camp that argues PCs have sufficient tools for crowd control.
>>The character generator exit room: Brand new players... should at least be able to exit the character generator without fear of getting killed:
Is this really a problem? I haven't created an alt in Prime for over a year, so maybe things have changed. It didn't used to be.
>>No experience:
I rather like the idea of no experience in safe zones. The only examples of a safe room that anyone needs to be in long enough to worry about experience I can think of are maybe some rooms with guards. The Paladin guild is a good example.
>>No gweth ability:
It is my personal opinion that folks get too worked up about things over the gweths as it is. If you don't like what someone is sending out from a safe room, tough. Suck it up. If it is bad enough to be some sort of abuse or offense, I think policy can cover that.
>>I don't think banks or guard houses or guild leader rooms or any of those should be safe. I do think they could possibly be "One strike" zones. More or less you can take a swing at someone before you get tackled\beaten. And make it some IC messaging, none of the stuff we have now.
I think this concept about covers all of the ideas I support. This would be close enough to a "safe" room for even my list of four areas I think should be considered as such.
~Talo, Prydaen Barbarian~
>>Rooms you can't leave at will should probably be safe. Exiting the scene should always be a defense, and you shouldn't have to log to do it:
Word!
>>Festival Merchant Zones:
While perhaps not terribly IC, this is a game at the end of the day and I think it is a good idea to just let folks enjoy fests care free if they so choose. This includes mini-fests dropped in usually safe locations (i.e.: the center of Leth). I haven't decided whether I think this should apply to Trader tables or not, so I'll just say I'd support it if the powers that be decree it so.
Read on if you are interested in one player's opinion of various ideas.
>>Depart locations:
I really like the temporary protection idea that many have voiced. If that isn't feasible, then I think safe vs. nothing is the better option.
>>Locations with guards:
This just makes good IC sense to me. I also think this rather extends to guild leader rooms. It isn't so much that I think we need it per se, as what leader is going to tolerate shenanigans in their office?
>>Inside temples I'll buy too. It would make sense for people to seek refuge there:
This is a historically accurate practice actually, and I approve in theory. I'll leave it up to GMs as to whether it might be abused.
>>Shrines, altars, etc:
While I can see logic behind certain aspects approving of murder or stealing, I like the stance of the gods being offended by "lesser" beings horning in on their specialty in their holy places. Besides, it has to be easier for GMs to code them all the same than tweaking each to reflect their flavor? In the end I guess I could be persuaded either way on this one.
>>Town green. The beggar and veteran love to hang out there, and you can't steal from them. That always drives me crazy:
This. Not the best of reasons but I don't really care and whole-heartedly agree :)
>>Empath Guild:
I agree with the camp that argues PCs have sufficient tools for crowd control.
>>The character generator exit room: Brand new players... should at least be able to exit the character generator without fear of getting killed:
Is this really a problem? I haven't created an alt in Prime for over a year, so maybe things have changed. It didn't used to be.
>>No experience:
I rather like the idea of no experience in safe zones. The only examples of a safe room that anyone needs to be in long enough to worry about experience I can think of are maybe some rooms with guards. The Paladin guild is a good example.
>>No gweth ability:
It is my personal opinion that folks get too worked up about things over the gweths as it is. If you don't like what someone is sending out from a safe room, tough. Suck it up. If it is bad enough to be some sort of abuse or offense, I think policy can cover that.
>>I don't think banks or guard houses or guild leader rooms or any of those should be safe. I do think they could possibly be "One strike" zones. More or less you can take a swing at someone before you get tackled\beaten. And make it some IC messaging, none of the stuff we have now.
I think this concept about covers all of the ideas I support. This would be close enough to a "safe" room for even my list of four areas I think should be considered as such.
~Talo, Prydaen Barbarian~
MACCABEE1
Re: Safe Rooms and You
01/15/2010 03:51 AM UTC
z mentioned inside jail as being "safe"... i have to sort of disagree here, as there have been RP'ed events in which both NPCs and PCs have killed someone <via brawling attacks> within jail cells during certain thief events.
<once killed an NPC "passerby" in plat with my thief there long time ago. that was fun! <you gonna rat me out, you're gonna pay for it, smoothskin scum!>
"If Elanthia can survive putting a dragon inside of its molten core, I think it can survive a few black-robed magicians sitting on Gibbet Hill"-<parshift>
<once killed an NPC "passerby" in plat with my thief there long time ago. that was fun! <you gonna rat me out, you're gonna pay for it, smoothskin scum!>
"If Elanthia can survive putting a dragon inside of its molten core, I think it can survive a few black-robed magicians sitting on Gibbet Hill"-<parshift>
TREYDOGG
Re: Safe Rooms and You
01/15/2010 03:57 AM UTC
I agree with depart areas but I think jail cells there should be brawling allowed, with items that may or may not be used as improvised weapons in there. A stool or a chamberpot or a fork or something. There should be repercussions for fighing in there though, extra charges, getting beat down by the guards, or something. Some other areas should have repercussions too, like courthouses, guardhouse, etc.
MACCABEE1
Re: Safe Rooms and You
01/15/2010 03:58 AM UTC
<<urning off EXP in Houses / Boats is not going to happen (unless you're caught scripting>>
with that in mind, why are homes in TF turned off for learning? since scripting is legal there?
"If Elanthia can survive putting a dragon inside of its molten core, I think it can survive a few black-robed magicians sitting on Gibbet Hill"-<parshift>
with that in mind, why are homes in TF turned off for learning? since scripting is legal there?
"If Elanthia can survive putting a dragon inside of its molten core, I think it can survive a few black-robed magicians sitting on Gibbet Hill"-<parshift>