disabling 'where' for clanned seanchan
Re: disabling 'where' for clanned seanchan
Then treat it like one kerryk
Re: disabling 'where' for clanned seanchan
I still think some of you are not seeing the forest for the trees. The problem is with the clerk mob. Or the policies regarding the clerk mob.
Re: disabling 'where' for clanned seanchan
See the problem with all of this is, at the end of the day, stab will still be broken!
Re: disabling 'where' for clanned seanchan
Yes it's far too powerful as is charge but that's another topic for another day.Dolens wrote:See the problem with all of this is, at the end of the day, stab will still be broken!
Re: disabling 'where' for clanned seanchan
How do you want them to be treated differently? Mind, staying within the Wheel of Time universe (eg. not allies with the White Tower)Terinor wrote:Then treat it like one kerryk
They have wanteds (which only one clan can see) and the amount of warring clans because of them being an invading army I think the clerk is a necessary evil, not to mention the work load you take off immortal shoulders by automating it. It just needs to be use inline with some RP restrictions.Lord Pe wrote:I still think some of you are not seeing the forest for the trees. The problem is with the clerk mob. Or the policies regarding the clerk mob.
Re: disabling 'where' for clanned seanchan
Oh yes now we're finally getting to someone who understands what I'm saying.Kerryk wrote:How do you want them to be treated differently? Mind, staying within the Wheel of Time universe (eg. not allies with the White Tower)Terinor wrote:Then treat it like one kerryk
They have wanteds (which only one clan can see) and the amount of warring clans because of them being an invading army I think the clerk is a necessary evil, not to mention the work load you take off immortal shoulders by automating it. It just needs to be use inline with some RP restrictions.Lord Pe wrote:I still think some of you are not seeing the forest for the trees. The problem is with the clerk mob. Or the policies regarding the clerk mob.
Re: disabling 'where' for clanned seanchan
If pk was so rp strict I'd be killing everyone who I thought looked at me cross-eyed.
Re: disabling 'where' for clanned seanchan
Seanchan have retained exactly what they had: they could turn in anyone's scalp before and they still can.
With becoming LS, in my experience Seanchan have become a lot more picky about who they kill and they don't kill as indiscriminately as they did when they were still *purple*. Most will leave low level and midbie characters alone unless they talk dung or somehow involve themselves against Seanchan.
Most Seanchan clans require their members to be cognito. It seems to me like this whole deal is about a minority of players and that's just really strange to make this big of a fuss about. Especially when pking vs DS is the REAL easy qps.
With becoming LS, in my experience Seanchan have become a lot more picky about who they kill and they don't kill as indiscriminately as they did when they were still *purple*. Most will leave low level and midbie characters alone unless they talk dung or somehow involve themselves against Seanchan.
Most Seanchan clans require their members to be cognito. It seems to me like this whole deal is about a minority of players and that's just really strange to make this big of a fuss about. Especially when pking vs DS is the REAL easy qps.
Re: disabling 'where' for clanned seanchan
Still I will reiterate. This is not my experience. This is not the experience of my closest friends. And in case you're not reading between the lines this isn't just about SS. It's about anyone that can make use of the clerk.Elysia wrote:Seanchan have retained exactly what they had: they could turn in anyone's scalp before and they still can.
With becoming LS, in my experience Seanchan have become a lot more picky about who they kill and they don't kill as indiscriminately as they did when they were still *purple*. Most will leave low level and midbie characters alone unless they talk dung or somehow involve themselves against Seanchan.
Most Seanchan clans require their members to be cognito. It seems to me like this whole deal is about a minority of players and that's just really strange to make this big of a fuss about. Especially when pking vs DS is the REAL easy qps.
Re: disabling 'where' for clanned seanchan
I'm glad that losing the 'where' command has been taken off the table, for all the utility it provides across a range of cases I think it's far too blunt an instrument when other things (e.g. clerk restrictions) might serve your purpose with fewer side effects.
I've got no opinion on who's permissible to kill. I don't love the idea of separating unclanned from clanned in some way for Seanchan specifically, mostly because that distinction isn't made in other cases. You have some issues as well with grouping and 'allied' unclanned similar to what prompted the affiliate system for wars. And I *really* don't love the idea of creating any more work for Imms in rewarding kills, because that slows things down for everyone - Imms lose time to tedious work, SS get slower QPs, and everyone else gets less because the Imms have less time.
The thing that I see in all this is that the playerbase at large really needs to figure out what path they want SS to take, and then make it easy for that to happen. The following things occur:
- SS are wanted by almost literally every clan, which makes smobbing and PK difficult. PK up north was not impossible due to the treaty with the Lancers, but was still tricky because of how few people you could group with. Not impossible to win on your own, but it's very easy to get hit hard in large organized PK when you're solo. There's a reason the CoL grouping restriction was loosened to make it a little easier up there, and everyone benefited from less splintered PK.
- SS is on LS mechanically, but no one really treats it that way from any other perspective. Treaties are far and few between (and often end quickly), no one wants to group or do things with SS, and the general attitude is 'you're an invading army, you're a threat, get out'.
- When smobbing and PK are difficult, and everyone treats SS as an enemy side despite sharing channels, somehow people are ALSO frustrated that SS resort to sameside PK.
Look, I despise sameside PK, and there's a reason I've stayed away from playing Yeri. But at some point you have to figure out what roleplay or gameplay sacrifices you're willing to make, and then make it easy for SS to not play the way you hate. There's a lot of people playing rather than the few (Xin etc) that get mentioned, and most people are going to take the path of least resistance.
I've got no opinion on who's permissible to kill. I don't love the idea of separating unclanned from clanned in some way for Seanchan specifically, mostly because that distinction isn't made in other cases. You have some issues as well with grouping and 'allied' unclanned similar to what prompted the affiliate system for wars. And I *really* don't love the idea of creating any more work for Imms in rewarding kills, because that slows things down for everyone - Imms lose time to tedious work, SS get slower QPs, and everyone else gets less because the Imms have less time.
The thing that I see in all this is that the playerbase at large really needs to figure out what path they want SS to take, and then make it easy for that to happen. The following things occur:
- SS are wanted by almost literally every clan, which makes smobbing and PK difficult. PK up north was not impossible due to the treaty with the Lancers, but was still tricky because of how few people you could group with. Not impossible to win on your own, but it's very easy to get hit hard in large organized PK when you're solo. There's a reason the CoL grouping restriction was loosened to make it a little easier up there, and everyone benefited from less splintered PK.
- SS is on LS mechanically, but no one really treats it that way from any other perspective. Treaties are far and few between (and often end quickly), no one wants to group or do things with SS, and the general attitude is 'you're an invading army, you're a threat, get out'.
- When smobbing and PK are difficult, and everyone treats SS as an enemy side despite sharing channels, somehow people are ALSO frustrated that SS resort to sameside PK.
Look, I despise sameside PK, and there's a reason I've stayed away from playing Yeri. But at some point you have to figure out what roleplay or gameplay sacrifices you're willing to make, and then make it easy for SS to not play the way you hate. There's a lot of people playing rather than the few (Xin etc) that get mentioned, and most people are going to take the path of least resistance.