
Not because people attacked afkers in city squares.
I never really saw the problem, now you just use fountains or something like that, or cityguard mobs..
Most of RK and TKD have also been noloc for even longer as far as I know. I'm just not sure why or what the benefit is, you know (unless it is a hidden quest room with items/mobs inside)? Maybe to conceal a side's total player numbers, but these are easily accessible online now (also a good change IMO).
I agree re: "safe-ish" areas like squares being no hide. Not true safe rooms. It also encourages people to congregate in these rooms between activities, which is an opportunity for interaction between players.Sarryn wrote: ↑Wed Sep 09, 2020 9:21 amThe point for making everything no loc is as silly to me as everything being hide. This is a game, a rather boring one at times. People afk constantly. This game is very time consuming. We put a lot of time and effort into it. There should be safeish areas. Not everyone likes or wants pk. To say log off instead is also bad. Less players less drive to play for some.
Who wants to go around attacking afkers at a square? Most DS are trolls that have smells. Generally your riding on this game. Should be fairly easy to check a zone.
Is this true? I'd be surprised since like you said fountains have always been locatable and it's easy to Travel to cities. Since Travel is not precise, it's not an issue of hopping from one safe-ish room to another safe-ish room. And there are plenty of unique targets in each city as you mentioned. It doesn't make a ton of sense to me based on what I know.
Yeah, but criers actually had the city/town name in their locates. It was even more easy then fountains and such so. I never really got why they had to be made noloc, but that was the reason given back then..Bryan wrote: ↑Wed Sep 09, 2020 11:39 amIs this true? I'd be surprised since like you said fountains have always been locatable and it's easy to Travel to cities. Since Travel is not precise, it's not an issue of hopping from one safe-ish room to another safe-ish room. And there are plenty of unique targets in each city as you mentioned. It doesn't make a ton of sense to me based on what I know.
That's how I remember it too, but that was literally before my immy time.
So not unlike gatekeys, which are also named after cities in many cases.
The Wheel of Time turns, and ages come and pass, leaving memories that become legend. Legends fade to myth, and even myth is long forgotten when the Age that gave it birth comes again. In one Age, called the Third Age by some, an Age yet to come, an Age long passed, a wind rose in the threads of the Player's Lounge. The wind was not the beginning. There are neither beginnings or endings to the turning of the Wheel of Time. But it was a beginning.
True, though the history is relevant when looking at what the intent behind the change was, and whether it is still a valid reason. I've found it helpful, at least. And sure, it's not quite "basin for LS" - but I think making the tools that are already in the game more usable to serve the same purpose is probably a more realistic solution. And no coding, too, since it's just removing room flags.
Generally against this idea. All this does most of the time is tell people to run and rent or sit in a safe room that they can’t be killed in for XX amount of time if they get a mob narrate that there’s ds in the zone. The argument that it brings pk to those zones is pretty null, seeing as you’re expecting for example: a bunch of pkers sitting in Fal Dara to run to Tear in a short amount of time. Reality will be that said DS raider will run to find someone, see nothing, and move on. Ultimately renting or going back afk.Taziar wrote: ↑Wed Sep 09, 2020 1:13 pmMore yelling and narrating mobs/smobs instead of these secret one sided ways to find people. The narrating mob that calls out if trollocs are tear fade plateau is a good example. I don’t know if on DS you get a notification that the mob narrated on you or not... but this can help shrink the game for both sides instead of just giving another way to gank solo people.
Everytime someone narrates that DS or SS is somewhere there is twice as many people going towards them than running away, and in general the runaways are the easy pickings and not "good" pk. You contradict yourself Rig with your second paragraph, the reason for the narrates are for engagement... unless all you want is to do is sneak up on solo players and gank, then private smob alerts and basin are great.Rig wrote: ↑Wed Sep 09, 2020 4:31 pmGenerally against this idea. All this does most of the time is tell people to run and rent or sit in a safe room that they can’t be killed in for XX amount of time if they get a mob narrate that there’s ds in the zone. The argument that it brings pk to those zones is pretty null, seeing as you’re expecting for example: a bunch of pkers sitting in Fal Dara to run to Tear in a short amount of time. Reality will be that said DS raider will run to find someone, see nothing, and move on. Ultimately renting or going back afk.
This takes away a very important aspect to starting up pk, especially when raiding, which is engagement. If there is no engagement between characters that are meant to kill each other, then there is no pk. That being said, scouts that trigger blight/gap are good. Scouts that are in a bunch of zones narrating location of players are bad.
All in all, there are *plenty* of ways to find players. More so than there has been before. People are going to avoid pking if they want to avoid pking, or people just aren’t around. The same way it has been, it’s just noticeably different now because many of the primary pkers have all moved on/busier with real life, etc. Sad, but it is what it is.