(06-09-2016, 01:28 PM)Jack_Henderson Wrote: The old versions were clumsy, cluttered up and by no means clearer.
They weren't the best but were still more specific than the current even more vague rules and the (not so) clarification thread combined.
I know you and I are polar opposites on just about every spectrum Thyr, but I'll try to convey this to you the way I see it. The clearer you get, the more loopholes are available AND the more legitimate roleplay is disallowed.
Prime example:
3.6 Attacking without Roleplay
No mention of a silly 'engagement notice', no mention of time limits, what constitutes an attack, et cetera. Not specific in the slightest. It'll allow for combat and the roleplay surrounding it to proceed much more organically, and gives the admin team the ability to handle things on more of a case by case basis rather than "was this guy an absolute twat? Yes. Did he break our extraordinarily descriptive rules? Nope, can't do anything." which was largely the norm in the past.
I'm not sure if that's their take on it as well, but I'm hoping it is. I don't find the rewrite itself to be as much a problem as the "you're a guest here and we can get rid of you whenever we like" mentality, but I think that's less the team's actual belief than it is a certain amount of posturing necessary to get the message through to certain elements playing on the server.