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Admin Notice: Santa brought the IDs back - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery General (https://discoverygc.com/forums/forumdisplay.php?fid=3) +--- Forum: News and Announcements (https://discoverygc.com/forums/forumdisplay.php?fid=13) +--- Thread: Admin Notice: Santa brought the IDs back (/showthread.php?tid=108668) |
RE: Admin Notice: Santa brought the IDs back - Kazinsal - 12-13-2013 (12-13-2013, 08:47 AM)Zayne Carrick Wrote:Quote:Last time I checked, "roleplay on a roleplaying server" was a rule, not a polite request.Charging weapons! Valid roleplay, however, I myself prefer to see an "Avast, ye scurvy dogs, thar be Navy off the port bow!" first. RE: Admin Notice: Santa brought the IDs back - Blodwyn O'Driscoll - 12-13-2013 (12-12-2013, 03:57 PM)aerelm Wrote: [align=justify]Server rule 1.3, which previously read: What ? The only thing that was going the right way was removed ? I guess wa have a bad santa this year RE: Admin Notice: Santa brought the IDs back - Elmothehorse - 12-13-2013 Ist good that 1.3 was put back to how it was. People have to scan and base their behavior (particularly on regarding if they shoot or not) on the ID anyway. The only thing that the "new" 1.3 brought was more wisecracks that said "YOU ARE BAD RPER YOU CANT KNOW IM A PIRATE EVEN THOUGH MY IFF SAYS I AM BUT IM SURE YOU ONLY TREAT ME AS ONE CAUSE YOU LOOKED AT MY ID" that behave like idiots next to enemy bases and then complain when they get shot. RE: Admin Notice: Santa brought the IDs back - Xelon - 12-13-2013 (12-13-2013, 10:27 AM)Blodwyn ODriscoll Wrote:(12-12-2013, 03:57 PM)aerelm Wrote: [align=justify]Server rule 1.3, which previously read: I'll have to agree, but well. The Q_Q was strong in this one so it seems. RE: Admin Notice: Santa brought the IDs back - Cælumaresh - 12-13-2013 Shame the IDs are InRP again. It was fun knowing people couldnt treat you based on ID... good bye undercover ships with KPT ID
RE: Admin Notice: Santa brought the IDs back - Elmothehorse - 12-13-2013 (12-13-2013, 10:41 AM)The_Lost Wrote: Shame the IDs are InRP again. It was fun knowing people couldnt treat you based on ID... good bye undercover ships with KPT ID Thing is... what you thought you knew was wrong. Navy can hunt pirates but not freelancers. Freelancer IFF pirate ID = pirate Freelancer IFF Freelancer ID = freelancer. Unlawful one maybe, but cant pirate alone so not a pirate. People still HAD to treat you based on your ID. And some people thought they knew they COULDNT. RE: Admin Notice: Santa brought the IDs back - Luke. - 12-13-2013 I don't know why people are apologising for changes being made as a result of scrutiny. That's how changes happen in light of end user needs. Nothing wrong with that. RE: Admin Notice: Santa brought the IDs back - DivineKiller - 12-15-2013 Proposals: 1. Easy adjust, to avoid "freelancer exploit": Freelancer ID can't pirate at all. Want to pirate, you have a plenty of IDs available who permit piracy. So, Freelancers can smuggle, drive pirate trains, reclaim bounties, lawfull or not (their choice), BUT CANT PIRATE. If possible, IFF - Freelancer, unavailable for chars who can pirate. Also, freelancers cant initiate an attack; exceptions - just in self defense or if they are escorts and are defending an allied, the guy who hired him or reclaim a bounty. OR Maybe the freelancer ID can be splitted now with rephack, in two parts: one for the good guys,one for bad guys, This will match the "no more speculation about ID-IFF RP" and can be a solution, i think, against Frelancer id exploit. 2. Another proposal: Capital ships (cruiser/destroyer and UP classes) cant pirate. (good old rule; no exceptions) - more fair-play. |