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Post by MitzaVolchenko on Apr 19, 2004 22:04:28 GMT
Perhaps I was mistaken, but I thought the point of making West Styne No PvP was to make it a relatively safe place for new folks.
In the past several days, all manner of nastiness has been dropped in town, and now there is the further complication of a PC collaborating with the enemy.
I would ask that these things take place elsewhere as it is impossible for the other PC's to react with deadly force to the PC collaborator.
It is also very hard on the new blood when a bunch of planar nasties get dropped in the middle of town.
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Post by Spathic on Apr 19, 2004 22:10:31 GMT
I had been asking why they have drow elite and warped attacks in west styne in the past... the answer was always "lighten up"... they should attack castille... except no one is there....
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Post by NightWalker on Apr 19, 2004 22:14:10 GMT
Yeah, I've had to shelve my new pc, she's dying way too often.
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Post by W(ie-ei)rdness on Apr 19, 2004 22:55:35 GMT
I admit, it is freaky... But that's life in a dark, gloomy world! It adds some spice and gives you a centralized enemy to think about. Namely, run away... if it looks too tough...
Or ally if you're like me and follow the nasties of the world... Mwah...
Heheha, I love being part of the problem!
But honestly, I think no PvP in styne was designed to remedy player problems, but not NPCs... I guess its that time of year when all hell breaks loose.
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Post by Spathic on Apr 20, 2004 0:56:49 GMT
the PC problem though, was that newbs were getting slain in the crossfire early on (or the potential was there)... i don't see the difference between getting killed by an errant spell from a level 40, or an errant drow elite (impossible rated for level 40) whip shot...
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Post by Makzimia on Apr 20, 2004 1:06:20 GMT
Note here, I have actually told at least Karl and Mack, and I was sure also cartoonic, to not launch things in West Styne much anymore, and I admit I was guilty of it one day after bringing my Erinyes in , but I was selective with keeping in mind who was standing there at the time. I think the approach in future is to use an old tried and trusted way of fixing this... bring a none hostile ordinary NPC into WS reporting/asking for help, and take the players elsewhere, while this is not exactly spontaneous, which was the reason for all our little surprise attacks, and although some may seem unusual or unrelated to anything, you would be surprised how much RP say a new appearance of something brings out, or a re-appearance . Like anything on Fredian, we are however always open to suggestions or comments on this, if you have genuine problems with something, talk to the current in game DM/DM's about it... just be polite about the approach ;D Makz.
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Post by Preedy1978 on Apr 20, 2004 8:51:56 GMT
My previous actions in West Styne have all had *plenty* of previous warning. Also, the only recent time I have had baddies in West Styne was when they *chased* somebody there.
I try to be responsible about it, and watch out for ultra low level chars whilst I am doing it. If one of these players is killed, then I usually get them back up on their feet pretty quick.
Like it or not, West Styne is *still* a hub for a lot of fredian traffic. Thats just the way it is at the moment.
Sure, I could launch an attack on castille, but then, like you said, its pretty much deserted, and therefore pointless. That in itself is a shame, because Castille is the capital of the isle.
As for the invulnerable monsters there...that was plot, and I wasnt trying to fight, I was trying to talk. Its not my fault people use their weapons first and their brains after. Constantly attacking something when you can clearly see 0's floating above their head is a bit silly.
As a DM, when I do things like this, I want as many people as possible to be involved. I dont just attack West Styne, and I *do* drag people to different maps across the isle. West Styne is noticed more because- a)- *Everyone* is there at one point or another during a days playing. b)- As most people are there, if you miss it, you're bound to be told about it by someone that was there.
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Post by Makzimia on Apr 20, 2004 13:39:46 GMT
Preedy, I don't personally think we need to protect our actions but, it is just noteworthy for us all as DM's to attempt to now make West Styne not quite as used as it has traditionally and to heard players out a bit more, after all there is nothing uniquely in West Styne other than the arrival point. I certainly don't want West Styne totally deserted as newer player arrive, even with 30 + players on, some players feel like they are on a desert isle if no players are around. Anyway, you guys keep up the good work, I know the players appreciate the interventions . Makz.
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Post by Phoenix on Apr 20, 2004 16:05:11 GMT
In the past DMs used a shout to act as 'messengers' letting people know that a certian area was under attack to draw people to that area. Less RP involved, as you still get the message even if your in Avleria, but whatever. An NPC walking around would be good, but much slower in drawing people. If you want to attack Castille do it! If you make things happen there more people may be more inclined to stay and chat there. After all, everything you can do in Styne, can be done in Castille. The desert is also a stone throw away, so don't forget about the people out there.
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Post by AvengersWraith on Apr 20, 2004 19:35:36 GMT
Something DMs on another *choke* *choke* server did was use the shout to say things like "an ominous looking cloud can be seen forming over the Southern Swamp", "a loud thundering sound is growing louder west of Whillim, the local town people can be heard screaming in fear".
A couple examples of how to draw characters to a desired location while leaving new characters/arrivals that can pop in anytime during a West Styne invasion safely to learn about West Styne and Fredian. I've seen many new arrivals look as if they were reading the journal entries we want them to take the time to read.
Sponateous events can be great fun, but there can be a few minutes of travel time for characters, plus doing a shout to draw them to a location other than West Styne might draw characters from other areas into the spontaneous event allowing it to grow.
These are just some suggestions, and the shout might even reach the ears of those characters training in remote locations and draw them into potential RP on top of involvement in just the fight.
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Post by MitzaVolchenko on Apr 20, 2004 20:02:17 GMT
I am glad this is taken seriously, and I am not out to complain (well, not much anyway).
Usually people are very quick to get new folks rezzed and safe in one of those actions, though the impression of kill happy death zone may still stand out intheir minds. I try to send a few tells by way of explanation when this happens.
The new twist on this is that the PC collaborators are IMMUNE to response in West Styne. Frankly, given a choice between taking down the NPC winged horror that we have never seen before, and making sure that someone who has turned traitor pays for it, most of us would go for the traitor first, but we can't. I'll grant that the traitor can't do anything to really hurt us except maybe buff up or heal the bad guys, but regardless it is a bad show in my opinion when after the dust settles, we still can't deal with the collaborators as the self righteous and overzealous good guys would wish.
*shrugs*
It bothers me.
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Post by addicted2rpg on Apr 21, 2004 0:08:37 GMT
Don't look at me. The last time I spawned something hostile in WS was in January
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Post by W(ie-ei)rdness on Apr 21, 2004 0:14:55 GMT
Heh, I know who it is... But I personally like the chaos...
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Post by MitzaVolchenko on Apr 21, 2004 8:54:01 GMT
I know who the last DM that did it was, but that is not my issue.
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