' Wrote:Oh no--see what I mean, here we go again...again.
Want to be on the safe side? Once you flee a battle, really go about getting out. If you defeat someone but ain't able to really "finish" the guy, try and avoid that character if possible, just to be safe.
EDIT: Problem is. These rules exist so people won't harass others with PvP in an RP server. Since we're in an RP server, when a person is killed, it should "feel" like that person is no more, but we can't really go about asking people to re-creating characters every time they lose a battle, so in a poll in which the community voted we came with the 4 hours compromise. Before that, it wasn't really clear how much time you should keep away. Some said 24 hours, some said until you feel like the original battle cooled off.
If people really feel this is too restrictive, then they should re-consider making their roles a tad more broad so they can let go of an encounter and go for the next one.
Fleeing falls into the same category as PvP death only for the terms of applying for the four hour rules in the same system, it was a compromise to the same effect. People understand that if you take a crippled ship away, you shouldn't get back to the same "fight"/encounter right after you left. After all, the ship would take some time to get fixed anyway. For simplicity it felt into the same category as a PvP death (the four hours rule). The thing is, nowhere in the rules it's literally written: Fleeing equals PvP death, there's the confusion of things. So, if you're not in the same system where the actual fighting took place, a killed player can't engage you, but a player who fled that original system can. There was quite a debate over this when it was last discussed, but this is what we got right now.
The only problem with this is that "the same encounter/story" can carry out through more than a system. It's a difficult thing to come to terms with. If you start barring to much, people say it's too restrictive.