Nixit wrote:Are there any specific features that people think that staff implement just for themselves. Because it seems like a paranoid assumption.
No, not paranoid. The whole tiredness issue got implemented because certain people on staff went orbital over pirate attacks on the Zuzi/Siom and Seatown/Krif coats. And amazing how many of the pirates just "happened" to end up awkward at combat. There were also a whole series of changes to render pirate ships more vulnerable.
You will notice that you get tired from hitting but not ever from dragging. Furthermore, with the new skills system it became possible for particularly strong characters to drag others single-handed. Isn't it rather amazing how many "elite" characters can do this? Yet it took me a RL year to make myself just one, and even he's variable. Of course a crowbar is useless against imprisonment by such characters anyway, since they can singlehandedly drag a victim back and forth through a sequence of rooms and thus interrupt the project.
So, the menace of piracy has been replaced by the menace of absolute imprisonment, but I'm willing to bet that once too many people use this technique in piracy--to drag people onto ships by themsleves--and if this becomes frequent along the abovementioned coastlines, then you will soon see the "rules" changed again!
Please bear in mind that if you are on staff, you can arrange to have a character terminated whenever you like. I've just experienced a character drop dead in front of my eyes, yet I know that it is a staff player who still has other charries functioning in the game. Yet when non-staff players apply for the same benefit, you are told "this is no longer done". And finally, of course, the new "Forty Day" rule slants things even further. There seems to be a desperate effort under way to prevent too many such rambo-dragger characters being "bred" rapidly via the old "suicidal newspawn" technique.
I would also point to the tinkering with vehicles. At one point you simply could not hit anyone on a vehicle. Then some rogues got hold of vehicles and began attacking a major town or two. Hey presto, suddenly you could attack people on vehicles again. A major programming bug-fix that we were supposed to be grateful for? Nope, I'm guessing this was just a parameter change. There were numerous such tweakings at one point, but it's rather tedious to reproduce the whole list.
Finally, I must point out that efforts were made to kill off my character Francesca Foscari by "database poisoning". I won't go any further into the details, but had I not happened to go online at a time when I don't normally do so, she would have died that day. I'm not a popular guy with some people, as you know. Perhaps, they feared having a major character of mine too close to a certain limestone town. Who can say?
One thing I have noticed, though, is what seems to be a complete end to the database poisonings and parameter tweakings since Chris began playing the major role. Things are now much improved. Chris has many characters throughout the game in many positions and is very neutral and even handed.
So things are looking much improved. What we need now is for a really even-handed programming guru like Chris to help fix the utterly wrecked combat system.
