Loxo
Dalayan Elder
What if when guards agro a player, their swings were reduced to 1's and triggered zoning players into the jails present in most towns in the game, rather than just kill them.
This would add an opportunity for flavor in the minor differences in how towns handle arrested players. Athica and Kelethin come to mind as towns that don't have jails. Kelethin seems simple enough though (getting pushed off). Athica is close enough to Newport via the mop or Underhill to use their jails and not be too significant of a hassle to get back to Athica. Erudin might 'gate shield' their cells so magic users can't easily escape, Oggok or Grobb could leave a short snare called "Broken Legs", and the Vah in crags could leave you at the edge of town with a mean red con Yejhana. Other neat ideas too probably.
While reading back through this it all sounds really unnecessary and over-complicated, I still think the prospect of getting caught repeatedly trying to break out of jail, or even better needing help to get out to get back to xping or raiding sounds more fun that waiting for DF to fade; that's regardless of level.
You might say something like, "But Loxo, locking up new players will be disorienting and they will just give up." If you would say that I'd respond with, "They'll probably whine for a bit in ooc first, alerting the bored and lonely to their plight, and thus makes a weak case for driving player interaction in something other than loot, cyber, and infos".
You might also say something like, "But Loxo, locking up old crusty bitter players will be disorienting and they will just give up." If you would say that I'd respond with, "They'll probably whine for a bit in ooc first, alerting the bored and lonely to their plight, and thus makes a weak case for driving player interaction in something other than loot, cyber, and infos".
Maybe something like a level check for the zoning function, like sum of the guards levels divided by the number of guards being 67% of the players level to apprehend them, that way a random green con guard would not be arresting players that could level the town.
This would add an opportunity for flavor in the minor differences in how towns handle arrested players. Athica and Kelethin come to mind as towns that don't have jails. Kelethin seems simple enough though (getting pushed off). Athica is close enough to Newport via the mop or Underhill to use their jails and not be too significant of a hassle to get back to Athica. Erudin might 'gate shield' their cells so magic users can't easily escape, Oggok or Grobb could leave a short snare called "Broken Legs", and the Vah in crags could leave you at the edge of town with a mean red con Yejhana. Other neat ideas too probably.
While reading back through this it all sounds really unnecessary and over-complicated, I still think the prospect of getting caught repeatedly trying to break out of jail, or even better needing help to get out to get back to xping or raiding sounds more fun that waiting for DF to fade; that's regardless of level.
You might say something like, "But Loxo, locking up new players will be disorienting and they will just give up." If you would say that I'd respond with, "They'll probably whine for a bit in ooc first, alerting the bored and lonely to their plight, and thus makes a weak case for driving player interaction in something other than loot, cyber, and infos".
You might also say something like, "But Loxo, locking up old crusty bitter players will be disorienting and they will just give up." If you would say that I'd respond with, "They'll probably whine for a bit in ooc first, alerting the bored and lonely to their plight, and thus makes a weak case for driving player interaction in something other than loot, cyber, and infos".
Maybe something like a level check for the zoning function, like sum of the guards levels divided by the number of guards being 67% of the players level to apprehend them, that way a random green con guard would not be arresting players that could level the town.
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