The endless killing of spawners...

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David
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Postby David » Thu May 06, 2004 6:45 am

I recently spawned a character and within the first few days he got locked up and killed for no particular reason... so it works the other way too lol. Trying to remember where it was at... the character was Tashkent.
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Pirog
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Postby Pirog » Thu May 06, 2004 12:34 pm

I'm not only talking about the ons that ask people to kill them...they aren't half as irritating as the note stealers or the ones who starts attacking people.
They are suicidal to...just in a more agressive way.
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Snake_byte
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Postby Snake_byte » Thu May 06, 2004 4:50 pm

Usually suicidals that asked to be killed don't get much luck. But if you go around killing and stealing theres bound to be someone who will kill you.
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Chrissy
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Postby Chrissy » Thu May 06, 2004 9:19 pm

Serenity (rklenseth) wrote:
Meh wrote:I kill them. Prevents them from going all unstable.

Or at the very least hurt them and leave. Suicidals are bad for property values.

Well actually when I can which is rare I try to turn them into slaves. That will warn you. Ask me to end your life in certain places and you get to slapped and fed for as long as it pleases me to do so.


That's an idea.

Locking up suicidals always work too.

I mostly determine by each character who will kill or won't kill a suicidal. Easle wouldn't kill while Paoream would be all to happy to kill.

And I have never killed a character off to suicidal though Robert's mission was pretty much suicidal but I always dreamed that he would get away. He fucked up the plan when he went into the town hall for a moment and they locked him in there. Damn active players! If they hasn't then Robert's attacks would have went on for days without a problem since he had at least 5 locked rooms and buildings. It would have at least taken 5 days to get to him. Most of Quillanoi would be dead by then.


:D Robert wasn't about to do anything. The only reason we let him go that long is because you were using your other character, Easle, to lie to the town in Roberts defense. Which was wrong and an abuse of the trust people put in Easle.

Chrissy
rklenseth
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Postby rklenseth » Thu May 06, 2004 11:38 pm

C.J.S. wrote:
Serenity (rklenseth) wrote:
Meh wrote:I kill them. Prevents them from going all unstable.

Or at the very least hurt them and leave. Suicidals are bad for property values.

Well actually when I can which is rare I try to turn them into slaves. That will warn you. Ask me to end your life in certain places and you get to slapped and fed for as long as it pleases me to do so.


That's an idea.

Locking up suicidals always work too.

I mostly determine by each character who will kill or won't kill a suicidal. Easle wouldn't kill while Paoream would be all to happy to kill.

And I have never killed a character off to suicidal though Robert's mission was pretty much suicidal but I always dreamed that he would get away. He fucked up the plan when he went into the town hall for a moment and they locked him in there. Damn active players! If they hasn't then Robert's attacks would have went on for days without a problem since he had at least 5 locked rooms and buildings. It would have at least taken 5 days to get to him. Most of Quillanoi would be dead by then.


:D Robert wasn't about to do anything. The only reason we let him go that long is because you were using your other character, Easle, to lie to the town in Roberts defense. Which was wrong and an abuse of the trust people put in Easle.

Chrissy


Easle never lied. He believed everything at the time up until Robert began his rampage.

Actually, I don't think anyone ever really noticed Robert after he left. Everyone was far too concerned with his lie that an army from Brunoi was marching on Quillanoi to really pay attention.

And no matter what person was in power at the time everything that Robert said was possible and could have been happening so I believed any of the presidents, Russell and Grax would have been just as duped and had their attention drawn away from Robert which was the real point of Robert making that lie.

And notice that Robert almost killed Easle.
rklenseth
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Postby rklenseth » Thu May 06, 2004 11:38 pm

C.J.S. wrote:
Serenity (rklenseth) wrote:
Meh wrote:I kill them. Prevents them from going all unstable.

Or at the very least hurt them and leave. Suicidals are bad for property values.

Well actually when I can which is rare I try to turn them into slaves. That will warn you. Ask me to end your life in certain places and you get to slapped and fed for as long as it pleases me to do so.


That's an idea.

Locking up suicidals always work too.

I mostly determine by each character who will kill or won't kill a suicidal. Easle wouldn't kill while Paoream would be all to happy to kill.

And I have never killed a character off to suicidal though Robert's mission was pretty much suicidal but I always dreamed that he would get away. He fucked up the plan when he went into the town hall for a moment and they locked him in there. Damn active players! If they hasn't then Robert's attacks would have went on for days without a problem since he had at least 5 locked rooms and buildings. It would have at least taken 5 days to get to him. Most of Quillanoi would be dead by then.


:D Robert wasn't about to do anything. The only reason we let him go that long is because you were using your other character, Easle, to lie to the town in Roberts defense. Which was wrong and an abuse of the trust people put in Easle.

Chrissy


Easle never lied. He believed everything at the time up until Robert began his rampage.

Actually, I don't think anyone ever really noticed Robert after he left. Everyone was far too concerned with his lie that an army from Brunoi was marching on Quillanoi to really pay attention.

And no matter what person was in power at the time everything that Robert said was possible and could have been happening so I believed any of the presidents, Russell and Grax would have been just as duped and had their attention drawn away from Robert which was the real point of Robert making that lie.

And notice that Robert almost killed Easle.
Chrissy
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Postby Chrissy » Fri May 07, 2004 3:20 am

True. Lie is a strong word. He did mislead them though.

Chrissy
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Pirog
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Postby Pirog » Sun May 09, 2004 1:36 am

816-2: God says: Infidels! Bring the topic back on track or I will smite thee!
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Postby Meh » Sun May 09, 2004 2:01 am

Since my last post (three days ago) I have seen four such characters
Killed one.
Someone else killed 2 others.
And I think the fourth is still on the run.

This was 4 different locations.

But the question is...

Is this strange or did the 100 or so days of calmness was that was strage.

Let critique them

#1 - stole some stuff and ran - not bad RP to do this - and many times you just have to see if you can jumpstart your life - but I killed that one just the same - it's my job and all there - you need a place will more sleepy guards - two thumbs up

#2, #3 - at the very least hit everyone - the hit everyone is very worn out - quite enough of it until like August in my opinion - two thumbs down

#4 - disobeyed many rules, changed the notes to crazy stuff, ran - not really bad RP - but how many people are that bent? - In my opnion if you have done it once on your account then that is more than enough - in real life maybe 1 in 100 at most is that bent - if you do it only once that is like 1 in 30 including character loss - one thumb up, one thumb down
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Pirog
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Postby Pirog » Sun May 09, 2004 2:06 am

Well...the amount of people willing to risk their lives over some feathers, small bones and government notes are probably not much higher than the lunatic ones.

I give all of them three tumbs down ;)

I don't mind thieves, but if you want to play a character like a thief you should at least try to succeed...

I think that is the real problem...life is waaaay to cheap.
I think there should be a week or more of waiting time until you can start another character if they did...regardless of the type of death.
Eat the invisible food, Industrialist...it's delicious!
Meh
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Postby Meh » Sun May 09, 2004 2:14 am

But if your playing realistically stealling non-notes when your spawned is a valid way to go. You do not know that you can't get away with it in some places. You've never seen anyone get caught IC. You should be willing to give up.
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Pirog
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Postby Pirog » Sun May 09, 2004 11:07 am

Well...I don't think it's good RPing.
People who steal valuable resources that you can actually put to good use is one thing, but it is obvious when people steal stuff just to get killed.

As I stated earlier it has a big effect on the game...because since lives are so cheap it is hard to build a society where you don't punish these things by death.
Eat the invisible food, Industrialist...it's delicious!
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Psycho Pixie
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Postby Psycho Pixie » Sun May 09, 2004 10:24 pm

Pirog wrote:Well...I don't think it's good RPing.
People who steal valuable resources that you can actually put to good use is one thing, but it is obvious when people steal stuff just to get killed.


I have a very new spawn who I created with the intent to play as a thief or Gypsy.... she just happened to spawn in a town with Hematite, hehehe... lets just say she grabbed enough food and alot hematite off the ground and ran.

I believe the idea there is "if you leave it on the ground, you didn't want it, so its mine now". I was totally expecting someone to chase her, but no-one did. I think it was just good timeing.

Nothing wrong with playing a thief, she is a clepto, she will always be a clepto, and maybe she will stay lucky.


PsPi
Here I am. BITE ME. or not, in fact, never mind, dont want some wacko taking me up on the offer. Only non wacko's may apply for bite allowance.. no garentee that you will be granted said allowance, but you can try.
Meh
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Postby Meh » Mon May 10, 2004 2:54 am

Pirog wrote:because since lives are so cheap it is hard to build a society where you don't punish these things by death.


there are places with jails that are actually used
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Pirog
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Postby Pirog » Mon May 10, 2004 7:14 am

Psycho Pixie>

Yeah...I agree.
But it is a big difference in trying to RP a thief or trying to get your character killed by stealing...and it shows for others to.

Meh>

Yeah, but there are few places where the population reacts with horror if the town guard kills a man for stealing something small and runs of...
The jails are used when they can, but very few thieves turn back when they realize that they aren't going to get away...because they think it is more convenient to just start over with a new character.
Eat the invisible food, Industrialist...it's delicious!

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