Best Of
Re: Scatterhome Administrators
I find it hilarious that people are trying to create organization in an faction that is described as chaotic. It is supposed to be crazy, disorganized, tribal, and a place where crime, organized or otherwise, thrives.
I have always seen it as a litter of puppies who fight and wrestle and gnaw on each other until something shiny distracts them and they attack it together then fight over the scraps.
I have always seen it as a litter of puppies who fight and wrestle and gnaw on each other until something shiny distracts them and they attack it together then fight over the scraps.
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Re: Scatterhome Administrators
To be honest, no IRE org has touched on this sort of loose anarchy before. Hashan was more subtle conflict (though obviously there were execeptions .)Matlkael said:Historically speaking, IRE factions that prize infighting as an identifier (or just have infighting as an identifier) have not fared well. See: Hashan in Achaea.
Stability is necessary for a faction to thrive. Then again, maybe Scatterhome will be different.
Scatterhome straight up bucks the idea that you need a government to survive. The problem is people coming in and expecting it to be stable. It obviously isnt intended to be.
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Re: Upcoming PVP changes
Matlkael said:That argument goes both ways, however; what if someone keeps going around and killing another person, and the admin decide to rule on the side of the killer? It's simpler and safer to just set up exact places where wanton murder is acceptable: territorial space and cosmpiercer zones come to mind (maybe more, as the game introduces more conflict systems). Outside those zones, PK should be strictly regulated. It's rough and imperfect, but it does provide a safety net to both sides.
This doesn't happen. The admin- Tecton and Matt especially- have never sided with people who go around and kill people "just because" and have always punished those who do, when they're issued. Think you'll find that a pretty sizeable majority of people who issue over PK deaths, turn out to be in the wrong. Not the ones who kill people.
Your whole "zero tolerance policy, one incident and you're out" mentality is horrifyingly bad for the longevity of a game that thrives on conflict. If that ever became a thing, you can pretty much guarantee PK never happens because of how many issue-happy people exist in IRE's playerbase.
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Re: Upcoming PVP changes
Yeah, that's legit a lynch list. That idea can flakk right off.
Edit: changed to a more appropriate curse.
Edit: changed to a more appropriate curse.
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Re: Upcoming PVP changes
It is a horrible mindset if you believe RP-Cause PK is the same as consequence free PKilling. There is a reason many (all?) of the other IRE games have shifted to RP over cause-counting and only concrete ways to incite conflict.
"Weak reasons" result in administrative punishment, they always have and always will. Just because you think it is a poor reason doesn't mean other people do.
Lastly, if two parties are so conflicted on what they think is a valid enough reason, odds are they are going to stop interacting with each other and end any RP conflict they have. If someone is trying to harass you consistently into giving them what they define as justifiable cause, you have ignore and you have issues. Harrassment isn't allowed, PK is, don't mix the two up.
"Weak reasons" result in administrative punishment, they always have and always will. Just because you think it is a poor reason doesn't mean other people do.
Lastly, if two parties are so conflicted on what they think is a valid enough reason, odds are they are going to stop interacting with each other and end any RP conflict they have. If someone is trying to harass you consistently into giving them what they define as justifiable cause, you have ignore and you have issues. Harrassment isn't allowed, PK is, don't mix the two up.
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Re: Upcoming PVP changes
Blur said:@Atalkez It is currently the case, there is consequence free pkilling, and assuming it won't be the case in the future is really what isn't grounded in reality.If the only viable 'consequence' to you is seeing that person no longer able to play the game, sure there's no consequence to killing people. If not, yes there is consequence. Evidently just not one that you like.Again you are really being biased in favor of unrestricted killing which is fine but the assumption that people will regulate themselves or need to be regulated in OOC fashion by admins is not really something I agree with. Especially after having seen the so called RP-based killing reasons, let me just say so far they are silly and that is really being polite.I'm not a "huge pk advocate" like Atalkez, and I'm in favour of them killing if they have a reason to. Which is exactly what he's been stating. Never in the history of IRE have you had to agree with their reason, which happens to be 90% of people who die for something stupid they did... If you don't think it's a valid reason, then that's what issuing is for. So long as you're aware the matter's now OOC and completely out of your hands (which most issue-happy people aren't).I would like to see PvP and pkilling, but there needs to be consequences for it when its outside pvp events. It should also be an in-game solution to this with enforced rules/consequences rather than have to go the OOC issue player report route.There are in-game solutions. There's already ruling in place that says if you don't take any steps IC to resolve a conflict, it's likely gonna be dismissed. You can't just say "fuck you" to the person, and then issue them because you don't like dying. If you're not actually willing to talk to the person, then there's not gonna be much pity shown your way. Different people play the game different ways, if you're not gonna find out IC why someone's doing something, then you don't have much leg to stand on by saying there's in-game solutions.
Matlkael said:If you're looking for hard examples, a couple of weeks ago, Lochlioc was repeatedly killed on the Reynolds clone room by Scatterhome due to a small conflict between Scatterhome and Celestine. Lochlioc went through at least 10 deaths (experience-wise, it was like 50% of a level, I think?).Anecdotal evidence never helps. Has stuff like this happened frequently enough for it to be brought up as an issue? If not, then it's not a huge deal. There were no rules in place for this kinda thing, when it did happen. There are rules now. Retroactive punishments are not going to be beneficial. The admin know this.
Mechanics were changed to stop further incidents, but the players involved, as far as I know, are still playing and have suffered no other consequence other than they now have to try harder to get 10 easy kills. This is why plain RP-based PK will not work; there needs to be more regulation around it.See above. RP-based PK does work. Every other IRE game has RP-based PK, and it works just fine. People want others punished for every little thing that they do, that they don't like. That's simply not how the world works.
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Crafting and Trade
Things I Like:
- Paperless
- Syntaxes are clear
- You can do it from anywhere
- No material collection, just calculated cost
- Zippers
- That trade terminals are cheap
Things I Do Not Like:
- 15k per submission.
- 15k is several hours of grinding in a lower level area for me, which is keeping others from bashing there
- Royalties are a neat idea but you need 60 of them to break even. That means 60 people spending 200cr+900 lessons in the same trade
** SUGGESTION: Change this to a 15k APPROVAL fee instead of submission. You could then limit how many designs we submit at once so that you are not flooded
- The inability to make alterations once it is submitted
- The inability to retract, adjust, and resubmit
- Design bloat for different wear positions
Requests:
- Colour flexibility (some colour variables, 2-3). 15k+ is prohibative of giving buyers variety beyond always-popular black
- Modifiable designs (cowls you can RAISE into a hood and lower, instead of each being their own design)
- Allow DESIGN TYPES <trade> USABLE to collate available designs by what you can actually work with.
- Make trade terminals universal LANDMARKS (along with repairs/junk)
- Make trade terminals universal LANDMARKS (along with repairs/junk)
Questions I Have:
- Could the crafting documentation be updated with new rules that are being learned?
- Could we get a file with information on the unique materials to Starmourn? Properties of fibrisilk, what kinds of metals we can use, etc.
- Do we have to specify SmartCore every time? What is it?
- What does the process look like on the approver end?
- What are you, the admin, looking for in designs? I've seen comments for clear mistakes in grammar and spelling, but also for stylistic writing where there isn't a clear guideline other than personal preference. It is unclear where the line is from comments helping correct, and rejecting, forcing another 15k submission fee (which is not sustainable for the amount of work grinding marks + debt simulator + the variety of gaming time).
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Re: Crafting and Trade
Can we please be allowed to denote containers, make packs, make trenchcoats
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