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Highway to the Danger Zone!

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  • Highway to the Danger Zone!

    Hey everyone,

    In the original design for Ironclaw (from more than a decade ago!), we had the concept of a "danger area" and a "non danger area"

    Outside of a danger area there can still be PC vs PC combat, but no death unless the victim's player consents. This is to ensure that players can play a political, non-combat character without having their RP destroyed by being randomly killed by another PC. It ensures that players are cooperative with each other and agree on things beforehand when it comes to plots and actions that lead to a PCs death.

    This is well and good, and we're keeping that idea. However, we also want to introduce more danger areas.

    Inside a danger area, by entering the area the players have consented to possible PC vs PC death to their character. If a fight breaks out it can lead to the death of a PC without the player having to explicitly agree. They have already agreed by entering the area.

    Although we had this idea from the start, there were very few danger areas coded into the game. We're now in a position to expand this, starting with docktown. As of now, Docktown has been marked as a danger area. When entering it through the gate you should get a warning message and a question to make sure you're consenting as you enter (to stop someone accidentally ending up there when they are on follow or similar.)

    Despite the name, a danger area only means you've consented to the possibility of PC vs PC death. If no PCs are trying to kill your character, then there is no increased risk from being in this area.
    (The potential for plot or NPC vs PC death exists no matter where in the game you are.)

    For those players who want to avoid consenting to the possibility of death, you will need to move your PC into Newtown, and if your home room is in Docktown, switch home rooms to somewhere in Newtown.

    We will be watching how things work out, and possibly rolling out more danger areas or making changes as needed.
    Mea squints at you, "For a magical nudist he sure is carrying lots of pie."

  • #2
    Rather than having to consent every time you enter a danger area, you can also type:
    @consent allow dangerarea

    That will set you to automatically have consented to enter danger areas. You will then be able to walk in and out without having to do anything more. You'll still get a message letting you know that you're entering a danger area.

    If you @consent allow dangerarea, your PC will follow other PCs even if they enter a danger area. So either un-consent, or don't leave your PC unattended while following someone you don't trust
    Mea squints at you, "For a magical nudist he sure is carrying lots of pie."

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    • #3
      Any changes wrt. people being sentenced to exile in Docktown?

      I checked the crime system awhile back and some of the punishments included a few weeks exile from Newtown.

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      • #4
        No change to that.

        People exiled to Docktown can move between Docktown and the jail, and the jail is not a danger area.
        That punishment is also optional, as the player picks from a list, so if they don't want their PC to be in Docktown they can choose something different.
        Mea squints at you, "For a magical nudist he sure is carrying lots of pie."

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        • #5
          I don't mean to rant or anything, but with practically -all- of the crafter areas now being in a danger zone, it makes me not want to play one, seeming as they will have money and be a target for shady characters. It more or less forces anyone that has a craft to already be good at fighting, or anyone wanting to play a combat based criminal character could just continuously kill people. And given I know or at least knew a few people that only played one character, being continuously killed while paying to play a game would make the game pointless to pay for and play. not trying to cause anything. just stating my personal opinion on this.

          On a different note, Perhaps we could have something like how the @crime is, and anything that's a major change like this would be posted, so instead of upsetting people, people could vote on and state their opinions on these types of things.

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          • #6
            Originally posted by Mojachi Raposa View Post
            I don't mean to rant or anything, but with practically -all- of the crafter areas now being in a danger zone, it makes me not want to play one, seeming as they will have money and be a target for shady characters. It more or less forces anyone that has a craft to already be good at fighting, or anyone wanting to play a combat based criminal character could just continuously kill people. And given I know or at least knew a few people that only played one character, being continuously killed while paying to play a game would make the game pointless to pay for and play. not trying to cause anything. just stating my personal opinion on this.
            I do have to agree with this point, I was considering making a new character to try out some of the crafting. But with all of the crafting areas exclusive to Docktown, and Docktown now a danger zone, it's counter productive. No new player who starts out or anyone who creates a new character would like their character to be instantly killed, robbed or beaten up on their first day because their crafting skill areas are in Docktown.

            And I'm not pointing people out or being mean to anyone, but some people may consider the whole Docktown being a danger zone now, means they can act / do whatever they wish to another person. All it takes is one funny look, or one thing said / done wrong, or even how you appear and people will use it as a reason or justification to beat, rob or kill you. "My character hates nobles, and this person is a noble" or "I hate the houses, and this person is wearing house colours".

            The only other choice new players have at getting any of the things that their job requires is by asking high level merchants with decent gear and skills. Or those connected with the more shady people. Some merchants now won't even enter Docktown at all, since they are targets being nobility and what not.

            Edit: There are also other areas that are exlusive to Docktown that practically no other place in the city has.

            The firing range, the infirmary, training courtyard. Where are we supposed to go if we're injured or hurt?
            Last edited by Kapra; 05-12-2016, 02:38 PM. Reason: Just remembered this
            Kapra Zorro - Mouse Burgher and Master Chronciler for House Rinaldi.

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            • #7
              You do know, all this can already happen, right?
              Danger area does NOT mean it's legal to kill or rob or assault someone. People are still breaking the law.

              The ONLY difference there is now, is if you have to type @yes to being killed or not.
              Before (the new combat system and this), in order to have your char die in the city, you needed to type @yes.
              Now, there's no @yes prompt coming up.

              That is the ONLY difference.

              So in reality, all it means is that those who love to provoke and be real "bad ass" against criminals, suddenly can't get away with it any more as they can be killed (in the past, they'd just deny to be killed and wander of when a criminal wanted to put them in place).

              Daily life in Docktown might be a bit more dangerous now, that you risk being killed instead of only beaten up. But really, that's the only difference.
              Docktown hasn't turned into a place where you get assaulted every time you enter, not any more than it was before.
              It's not gotten more criminal. It's not gotten more dangerous. It's still the same as before.
              Only the risk of dying when someone actually spend time to assault you and try and kill you, has changed. That's really the only thing.

              And murder is still illegal and will go through @crime as it did before.
              Dame Dasha di Silvi

              Brigadier of the Royal Rinaldi Army.

              Founder of di Silvi Academy
              [ATTACH=CONFIG]temp_248_1474476427125_934[/ATTACH]

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              • #8
                Docktown has an interesting culture, and I think this change of making Docktown a danger zone is quite fitting themewise. As far as crafters, well, nobles need a reason to send their minions to do errands for them anyway (lazy bluebloods).

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                • #9
                  Oh, PS. It's only the outdoor areas of Docktown that's a danger zone from what I understand. So, hire someone to escort you to your destination and to pick you up again and you'll be fine
                  Docktown was never the nice place in town.
                  Dame Dasha di Silvi

                  Brigadier of the Royal Rinaldi Army.

                  Founder of di Silvi Academy
                  [ATTACH=CONFIG]temp_248_1474476427125_934[/ATTACH]

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                  • #10
                    Are you supposed to be able to kill people just by knocking them out of combat?

                    Even in a safe zone?

                    Cuz I just accidentally killed someone merely from knocking them out of combat and I'm pretty sure it was a bug because it didn't happen in a danger area.
                    Last edited by shentino; 06-26-2016, 06:05 AM.

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                    • #11
                      You sure the target wasn't already dying and stuff, because I've had a knock-out kill in the past as well (on another character), but that was only after injuring and injuries already being had before that round of fights that killed.
                      Liguria Trading
                      specializes in the trade of rare and valuable goods of the highest quality;
                      nationally and internationally.

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                      • #12
                        I have no idea. The victim was fairly wounded already, though he seemed more worried bout MY state.

                        At any rate, the combat system is fairly new and there are probably a few bugs. Hearing from Az on this would be nice, especially if the "no nonconsent PK in a safe area" rule is supposed to hold.

                        It's more the fact that it happened in newtown that I suspect it was a bug rather than the fact that he was wounded already when I KOed

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                        • #13
                          Given that the current combat system gives prompts and warnings to the player that they are seriously wounded and should seek immediate medical attention, I would say it is not a bug and is actually working well.

                          They player chose to ignore the system warnings and continued in the fight, thus implying his consent for any consequences of his actions.

                          ~Tops

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                          • #14
                            So what impact does being in a danger zone actually have? Does it just give you the "kill" and "gravely wound" options when you beat them, but if they're already seriously wounded they could awlays cark anyway?

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                            • #15
                              I think, and staff will correct me if I am wrong, the danger zone brings realism to Docktown. Docktown is originally a seedy place full of wrong-doing ill-doers and people who cannot afford New Town. In a place such as DT, realistically speaking, you are going to be more likely to be approached by someone of ill-intent. Of course, I am not suggesting that every PC created in DT is a baddie. I personally like the touch because it does bring a sense of realism to DT for me. Naturally, that isn't everyone's opinion and every system has room to improve. I also want to note that I do not think it has been specifically stated that a PC can die only in a danger zone. And, though I don't play a "fighty" character, I am most certain that in the combat system, regardless of area, you are sent warnings about your character's current state of health if it becomes too low and your character is at risk of dying, thus giving you the option to have your character flee. As Topsy said, by not fleeing, you as the player imply that you give consent to the consequences of engaging in a fight. Again, staff will correct me on anything I may be misinformed about
                              Last edited by AnneMairi; 06-26-2016, 08:41 AM. Reason: Sleepies make me not spell gewd

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