• Home
  • Index
  • Search
  • Download
  • Server Rules
  • House Roleplay Laws
  • Player Utilities
  • Player Help
  • Forum Utilities
  • Returning Player?
  • Toggle Sidebar
Interactive Nav-Map
Tutorials
New Wiki
ID reference
Restart reference
Players Online
Player Activity
Faction Activity
Player Base Status
Discord Help Channel
DarkStat
Server public configs
POB Administration
Missing Powerplant
Stuck in Connecticut
Account Banned
Lost Ship/Account
POB Restoration
Disconnected
Member List
Forum Stats
Show Team
View New Posts
View Today's Posts
Calendar
Help
Archive Mode




Hi there Guest,  
Existing user?   Sign in    Create account
Login
Username:
Password: Lost Password?
 
  Discovery Gaming Community Rules & Requests Rules
« Previous 1 … 183 184 185 186 187 … 198 Next »
PvP Rules regarding winners

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

Poll: According to the server rules, Is the winner of a PvP fight allowed to attack the loser again within 4 hours?
You do not have permission to vote in this poll.
Yes, in any system
39.24%
31 39.24%
Yes, but only if the loser comes back to the system where the first fight took place
34.18%
27 34.18%
No, never before 4 hours
26.58%
21 26.58%
Total 79 vote(s) 100%
* You voted for this item. [Show Results]

Pages (4): « Previous 1 2 3 4 Next »
PvP Rules regarding winners
Offline tfmachad
05-19-2008, 02:27 PM,
#21
Member
Posts: 1,245
Threads: 32
Joined: Oct 2007

This ends up boiling down to "common sense" (for future reference, this is a concept I don't believe in).

If a pirate dies in NY by the hands of a Navy character and then decides to continue pirating in, let's say, Colorado, I'd say that he's borderline to breaking the rules. Not the letter of them, of course, but the spirit of them (perhaps?).

I remember when the last discussion about the the "re-engagement" rule was up, me and some other people suggested that the term "interact" be implied, because this rule has its standpoint in the fact that considering this is an RP server, when someone "dies" it should at least "feel" like their dead.

The pirate that nows disrupts trade in Colorado is breaching the spirit of the rule which is portraying his death (or ain't this the purpose of this rule?), even though he's clear if you consider the rules by their letter alone. The Navy character is bound by his role to go there and take care of the "dead" pirate again.

The player who's playing the Navy character using this as an excuse to PvP more is another issue. One that would be a senseless one if the pirate hadn't failed to portray his death in the first place.

[Image: singnature02.jpg]
Meet the Kriegers - The story of a family and of two men that shared more than just a name
Fantasmas de la Nube Siniestra
I Mon'Star: The Strange Case of Elizabeth Wallace
  Reply  
Offline ParanoidAndroid
05-19-2008, 02:33 PM,
#22
Member
Posts: 365
Threads: 5
Joined: Jan 2008

' Wrote:If the winner meets losing player somewhere on a busy track near the place of the fight - losing player didn't do anything to prevent the 2nd fight, and I see no reason to prohibit RP behaviour (attack enemy on sight) in such case.

It depends how we define the word: 'near'.

I'm rather in favour of 1nd option anyway.

Cositas Buenas
[Image: spyglassv2ix8.png]
Recruitment | Secure Comm Channel | Dossiers | Diplomatic Channel | Assassins Wing
[b]
__________
  Reply  
Offline me_b_kevin
05-19-2008, 03:15 PM,
#23
Member
Posts: 1,525
Threads: 132
Joined: May 2007

' Wrote:I'm in favour of Yes in any system.

We are talking about re-engagement. The losing player should leave. Winner has a right to chase him.

If the losing player wishes a guarantee that he won't be engaged, he should switch characters. Or go as far from the place where fight took place as possible - Sirius is large, and with Discovery even larger. Or just hide somewhere.

If the winner meets losing player somewhere on a busy track near the place of the fight - losing player didn't do anything to prevent the 2nd fight, and I see no reason to prohibit RP behaviour (attack enemy on sight) in such case.


this is a relief for me, always having to make mental note of people i killed so i don't re-kill them. of course i would remember who i had JUST killed but if i'm wandering around and a small group pops up i'm not certain i'd be able to remember the name of someone i killed 30 minutes before. i'm horrible with remembering names, and with some of the crazy names on the server it makes it even worse.

it would seem Mon'Star's leash just got some extra slack

Mon'Star the Red- Rated "R" : http://discoverygc.com/forums/showthread.php?tid=3224
Aboard the Necrosis- Rated "E": http://discoverygc.com/forums/showthread.php?tid=3313
Reply  
Offline Exsiled_one
05-19-2008, 03:48 PM,
#24
Member
Posts: 3,621
Threads: 137
Joined: Mar 2008

Honestly, I think re-engaging without a rp purpose would be bad.
Example would probably be a navy bloke killing a pirate in ny and then heading to magellan to kill him again.

Re-engaging with a purpose - Navy bloke killing him in ny and then killing him in california again is a good thing. He's protecting his space actually.

To sum it up, if you don't want to disconnect and play another character, leave the borders of that player's ZOI.
If he has no Zoi, but he's maybe an generic pirate or a bounty hunter, log off and play/create another character. Or run.

[Image: omgsig.png]

<span style="color:#33CC00">I AM GIVING AWAY MONEY TO CREATIVE MINDS*</span>
  Reply  
Offline Xoria
05-19-2008, 11:23 PM, (This post was last modified: 05-20-2008, 03:43 AM by Xoria.)
#25
Black Hat Economist
Posts: 2,122
Threads: 244
Joined: Oct 2007
Staff roles:

Any way you look at it, those three answer options are mutually exclusive, so an astoundingly substantial proportion of the players answering the question are getting it wrong no matter which one is the correct answer.
And that's a problem that needs to be addressed somehow.
Illustrating that point is the entire reason why I started this poll.


Check out my
Trade Development Blog
for all the latest news on Nerfs and Final Nails, or to request trade changes.

An Interactive Tour of OSC Routes  | POB Supplies
Reply  
Offline Skyelius
05-20-2008, 02:07 AM,
#26
Eternal Fighter
Posts: 262
Threads: 52
Joined: Aug 2007

If player A(Navy) beats player B(Terrorist), and the fight was, say, in New York (central house systems), I think "B" but retreat immediately to an outer system, but not come back to the same system (NY) for the 4 hour period while "A" remains there. That way, the in-game RP is viewed as the Navy forcing the Terrorist to retreat, taking him/her further and further away from their territory. The winner has the right to enter (let's say, uhm.. Texas..) and pursue the already shot down player in order to completely secure nearby systems, thus, "B" has the right to risk losing again in Texas and being forced to retreat to an outer system (Hudson/Bering).

' Wrote:voted "no" - we are playing on a RP server... and we do not believe in ghosts. - the defeated player "plays dead" for 4 hours... and so should the winning player treat him.

anything else is pvping for pvpsake. - the looser must avoid the winner anyway - so the only way to get into a fight again is when the winner activly goes after a character that is supposed to be non existant anyway = funny roleplay.

so the looser avoids the winner, the winner avoids the looser, everyone is happy - - - for 4 hours.

Adequate and well said, "B" should not re-enter the system where he/she lost. :)

Also, there are weaknesses in the rule which can make other players abuse PvP, such as the next scenario:

-Players A, B & C are Navy team, while X is Unlawful. Player A defeats X and forces him to retreat to an outer system. After completing the job and having RL issues to attend to, A departs, leaving B and C still on-duty. However, since A was the killer, a foolish X might want to go back and take a second shot at B or C, completely messing up their RP ("Omg, pod-to-new-ship teleportz! Identicalz ship readyz! Letz dance btiches!" >.>). The rule should include the fact that the player who has lost avoids the winning team for that same period of time.. :rolleyes:

Loopholes suck, and I hate 'em as much as Hood, but then again we have to make sure nobody can exploit something imperfect.. *quotes the Borg Queen: "Created by an imperfect being"*. :crazy:

Sky

"It is a cold universe until you know God as your Father, and then it becomes a home. Even the next life simply becomes the Father's house, home."
—David Pawson
  Reply  
Offline tfmachad
05-20-2008, 03:06 AM,
#27
Member
Posts: 1,245
Threads: 32
Joined: Oct 2007

' Wrote:...
-Players A, B & C are Navy team, while X is Unlawful. Player A defeats X and forces him to retreat to an outer system. After completing the job and having RL issues to attend to, A departs, leaving B and C still on-duty. However, since A was the killer, a foolish X might want to go back and take a second shot at B or C,
...
In that case B and C weren't around when the guy was killed, you mean? Because if they were around they were involved in his demise, and the guy would be as restricted to be near them as he would around A. After a fashion, one could even say that since they were grouped they were involved in the guy's death no matter what. I'm considering the guys were grouped and I'm taking into account the precedence established by the rule that removes an underlevel player from the PvP free zone when they're grouped with a higher level.

[Image: singnature02.jpg]
Meet the Kriegers - The story of a family and of two men that shared more than just a name
Fantasmas de la Nube Siniestra
I Mon'Star: The Strange Case of Elizabeth Wallace
  Reply  
Offline Grimly
05-20-2008, 09:20 AM,
#28
Member
Posts: 1,059
Threads: 82
Joined: May 2008

2nd.

When we engage someone, its a little bit to say him "go to hell and never come back !"

BUT if he don't have any choise (like respawn in the system or for exemple in NewCastle and the battle was in Leeds ... he don't have other ways !) he may be escorted to the nearest exit (to don't be engaged by other chars).

And if he comes back, first, its against the rules, second, its an offence like "you got luck last time but now you will die !"

[Image: signature2b.png]
Taking what's yours since 816 A.S.
  Reply  
Offline Exsiled_one
05-20-2008, 10:27 AM,
#29
Member
Posts: 3,621
Threads: 137
Joined: Mar 2008

you made a good point actually, even if any of these answers is correct it leaves other two incorrect and you have a major player base answered wrong, no matter what answer is right.

[Image: omgsig.png]

<span style="color:#33CC00">I AM GIVING AWAY MONEY TO CREATIVE MINDS*</span>
  Reply  
Offline Robert.Fitzgerald
05-20-2008, 10:55 AM,
#30
Member
Posts: 1,727
Threads: 32
Joined: Feb 2008

Okay Grimly...

If player X is killed by Player Y, he cannot enter System Z for four hours. He respawns on a base in System Z, he should just log off. It is more in character that way, and the reasoning would be:

-friendly npcs picked him/her up and went back to a Base
-the player Y and friends are guarding possible exits
-the pilot is probably injured or shocked by the ejection.

When I die on a character, I usually log off. Especially after PVP fights.

----------------------------------------------------------------------------

I'm going to agree with Jinx here. Neither character (winner nor loser) should attack each other, or enter the same systems. Why? Well, the loser is considered to be dead, missing or injured. He wouldn't just magically come back with a new ship.

[Image: GatewaySig.png]
~Gateway Interstellar~ Gateway)Gibraltar
Gateway Corporate Profile - Gateway Message Dump - Gateway Recruitment - Gateway Faction Feedback
  Reply  
Pages (4): « Previous 1 2 3 4 Next »


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
1 Guest(s)



Powered By MyBB, © 2002-2025 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode