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Posted: Thu Dec 21, 2006 12:29 am
by Bowser
Phalynx wrote:Sorrry Bowser, not offence intended towards yourself... the question was entirely legitimate... more the responses of others that irked me... I've made my point, and I'm not in charge...
I don't get mad or argue in forums, I do enjoy a good debate, but nothing taken personally.
I can understand a thief being vindictive, especially under the circumstances in which he was apprehended.
Would this topic be different if he started 100 apothocary table projects and added one gram of wood to each? Just because a player Can do something, doesn't mean they should.
Posted: Thu Dec 21, 2006 12:38 am
by the_antisocial_hermit
Bowser wrote:The amount of resources isn't very much, thats not the point. He started a project for a pot still, 2 alumina refiners, 2 sets of hoists and pulleys, and an anvil. He tried to tie up the only machine already in the building by starting a project on reclaiming a huge amount of tin coins. Luckily he had no tin coins to actually clog it.
And that is the reason I would think that it would be a CRB in this case and similar ones. It seems more like the player is a sourpuss that's just trying to annoy the players of the characters that locked his up. If the guy put resources on one or two things at a time and actually worked on them trying to finish them or didn't seem to blatantly be trying to simply annoy the other characters' players, I would say tough luck.
Posted: Thu Dec 21, 2006 12:42 am
by deadboy
Ok, yes, this case is a clear CRB. For example using the machines etc. However, even this I do not see as a true CRB, merely a somewhat difficult part of the game mechanics, and so can we please make it that when someone dies any projects they began automatically end with all resources on the floor? This would solve this easily
Anyway, I still stick by it that a criminal using stolen goods to make things when it is clear they are about to die isn't a CRB, merely RP
Posted: Thu Dec 21, 2006 2:38 am
by the_antisocial_hermit
deadboy wrote:Anyway, I still stick by it that a criminal using stolen goods to make things when it is clear they are about to die isn't a CRB, merely RP
It ain't rp if they just want to piss off another player, not the player's character. It's the intent behind the projects that make it a CRB or not. Is it truly the character's intent towards other characters or the player's intent against other players? But intent is hard to prove, so you have to find places for drawing lines as to what is excessive and looking at how the projects are set up, etc.
Posted: Thu Dec 21, 2006 7:42 am
by Phalynx
the_antisocial_hermit wrote:It ain't rp if they just want to piss off another player, not the player's character. It's the intent behind the projects that make it a CRB or not. Is it truly the character's intent towards other characters or the player's intent against other players? But intent is hard to prove, so you have to find places for drawing lines as to what is excessive and looking at how the projects are set up, etc.
The fact that you assume intent against you and not your character shows a deep flaw in the way
you play the game, not them. It's a classic case of transference... you so deeply identify with your character that if you were in the same place that is how you would think (revenge against players). To then project that on to another person, when you often don't even know who they are, and in a lot of cases here you've made sure they don't know who you are... it's inevitable but still strangely sad.
I still maintain that for *some* characters to do absolutely anything they can, down to killing themself so that their jaillors don't get the training benefit from attacking them, is proper role play for that character.
It's plain sad that you can say that a character who likely believes he is going to die inside jail should be prevented from making extreme gestures as revenge or protest (against other characters).
My sig says:
If you care too much and cannot handle when your character dies, you should consider whether you are playing the right game...
If you can't handle it when another character uses up some resources of yours... no matter how hard they were to get hold of and how important they are to you character... there's something wrong.
Your character maybe be funing, but the player should be able to get a grip and not come whining to the PD!
For the record I have lightly note bombed (about 10 notes) and never sabotaged or wasted resources one of my characters gave his resources to a passing stranger on a bike but if he hadn't had that chance he would have done something similar.
Posted: Thu Dec 21, 2006 2:42 pm
by N-Aldwitch
Methinks we should take this argument somewhere else..
because.. the CRB forum is not a place for discussions.

Posted: Thu Dec 21, 2006 4:10 pm
by wichita
Not that it will affect or contribute to the quality of the "discussion" at all, but I think the real question can be better phrased as how far are we allowed to munchkin game mechanics to annoy/screw over other characters.
Munchkining ain't cool. Just say no to munchkin.
Posted: Thu Dec 21, 2006 4:25 pm
by Sicofonte
Oasis wrote:Even though having to wait for resources to actually add to a project would help in these abuse cases, it would make 99.5 % of projects started a real pain in the behind, having to wait before you could start it or whatever. (I'll reserve any other comments for your suggestion thread, Sico)
I'm on it, but it is not as easy as I guessed. Just because your last comment

Posted: Thu Dec 21, 2006 4:33 pm
by Sicofonte
Wow, what does mean munchkin?
I guess... just to bother someone. But I found "munchkin = cheater".
And I say no to munchkin

Posted: Thu Dec 21, 2006 5:41 pm
by Sho
In classic tabletop gaming slang, a munchkin is someone who prefers obsessing over game mechanics to actually roleplaying. Cheating is not necessarily involved, though they are correlated.
Posted: Thu Dec 21, 2006 6:57 pm
by Sicofonte
Thanks, Sho!
Then, I still say no to munchkin. They can play OGame.
Posted: Fri Dec 22, 2006 11:56 pm
by psymann
Sicofonte wrote:I think the problem here is the game mechanics...
(a present from a Spanish guy ->) ¡¡¡ Just make possible to cancel a non started project !!!
How about this:
http://www.cantr.net/forum/viewtopic.ph ... c&start=12
psymann
Posted: Sat Dec 23, 2006 12:24 am
by deadboy
Or how about we make it that when someone dies all projects they started end with their resources put into them on the floor. This would be the easiest to do
Oh, and by the way, I've thought of another anology. This is like complaining that someone is breaking the lock to your door to try to escape when locked up because they may waste your iron and you may have to waste time chasing them down which will lose you time and time is money so we shouldn't be able to break doors anymore
Posted: Sat Dec 23, 2006 3:03 am
by Nakranoth
Sorry deadboy, that's a really bad analogy... for one, the character's trying to help themselves by escaping, and for another, that's what lock breaking was designed for. Projects weren't designed as a way to bastardize resources.
Posted: Sat Dec 23, 2006 5:42 am
by Missy
Phalynx wrote:
The list can go, I don't see why this particular glitch should get special attention.. or rather I do, because some hoarders get their knickers in a twist.
And isn't a person who abuses this ability basically saying: "Hey *uck you, you'll never get this iron." A way to secure the precious treasure even after death which is irreversable. If that aint hoarding I don't know what is.