Posted by LadyAce on 08/02
Hi all --
I haven't had time to edit my log from the PKOK Forum, but I did
take some notes in a separate file.
Here's the information I came away from the forum with:
-> PKOK relies on players trusting each other, but they're currently
reluctant to do that, because the risk (or theoretical risk) is
too high relative to the rewards.
-> This reluctance is due to multiple factors, including too-fast
toggling, fear of looting, multikill situations, and timers ticking
down in houses.
A note on each of the above:
- toggling speed is easy to change, and timers can be made to not
tick down in houses (we had that in and removed it, if you recall)
but there has to be a balance between "desire for revenge" and
"ability to get away from abuse".
- looting happens infrequently enough that fear of it is probably
exaggerated. The timing with damroll eq was unfortunate.
Ok, not on each, I don't have too much to say on multikill.
Here are some of the ideas we came up with during the forum. These
are not promises, these are not imm-approved or even necessarily
Longer toggle for pk clans
After death, you can reject someone with no lag
only treasure, zip, and coins can be looted
or...change loot in general
reject timer doesn't tick down until person attacked is online
indicate 'accept all' with a sign on the who list
if you multi/loot someone, you can't reject them until they kill you (once
list of who online is accepting you
bring back levels in who list
accept generates a message, a tick passes, then a fight can begin
pk clans have to accept at least 1 other clan, other clan can't be befrien
Also, the Friday update should include a variety of changes relating to
clans -- the ones I remember off the top of my head are:
- the 'clans' command will include the date that a person in the clan
last had a pk fight, and the last login time of the GM
- GMs will be able to view their members' last login time
I think this is a good set of possibilities to toss around. It does not
include the oft-suggested 'force all pk clans to ok all other pk clans'
idea, because this idea has been rejected at this time. The reasons
for this have been stated repeatedly on the discussion board, in Q & As,
on chat, etc.
If I didn't list your idea from the forum, I apologize -- as those who
attended know, it was a bit noisy.
Wednesday, August 02, 11:26AM
doh looting limited!
ante is lowered -grumble-
Wednesday, August 02, 05:10PM
I'm glad you were so fast to listen to suggestion that were made
from probably a pool of 2-3 players, but you were so fast to reject
the force pkill clan thing that has prolly something like 15 players
behind it :P
Whatever keep doing what you think is best. You made this mud
the great thing it was, but it would be nice if you could see now
that you are changing it for a class of player for something they will
Wednesday, August 02, 05:18PM
Bah my english sucks :P. Anyway read "into something" in my previous appen
Wednesday, August 02, 08:58PM
We evaluate each suggestion we get based on its merit rather than its
popularity. I listed out the ideas we came up with, and this has
nothing to do with whose ideas they were. The force pkill clan thingy
has been listened to and considered at substantial length by multiple
people, but it is not something we are interested in installing at
that time. The fact that we don't agree with you about what is needed
does not mean we are not listening, only that we are making our own
decisions (as you do).