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Author Topic: Gates of Treve = KOS?  (Read 1755 times)
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Liliana Aluveaux
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« 19. February 2011, 21:48:43 »
Okay I want to bring up something here. Isn't the whole point when you are captured not to whine if you can't escape and deal with what you have been given? Who cares if Treve is unescapable. It just means people need to become inventive about how to escape. Who cares if that means you cannot escape for like a week or two? Treve has an excellent record for keeping caps roleplayed with so it is not like the people would be bored.

Having been an old Trevian, I say get rid of the pathway. There are other ways to get into Treve without a blaringly obvious way.

Getting rid of the pathway all together will make the people who don't read the rules stick out like a sore thumb. (Scaling the mountains for instance)

Oh and don't take away any other secret ways to get into Treve that are already in place. *wink wink nudge nudge*
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dana Tehani
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« 19. February 2011, 21:56:54 »
I agree. We should make Treve accessible by tarn only. I think it keeps to the theme better. Afterall, a 5 minutes walk is not really what took people to make it to Treve in real gor.
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Tarlyn Dagger
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« 19. February 2011, 22:04:08 »
Any comment of removing the path wasn't in the original question - and honestly isn't an option.  The question dealt with working within current guidelines and shortening the time before doing what is consistent with the theme of the sim, addressing intruders as such.

Please - let's get back to the topic at hand.

 ~ T
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Malcomb Danitz
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« 21. February 2011, 03:15:03 »
I say yes, let's allow a kill for a gate intruder with a greatly reduced time requirement.
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Mordachai Draegonne
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« 21. February 2011, 10:10:52 »
Any comment of removing the path wasn't in the original question - and honestly isn't an option.  The question dealt with working within current guidelines and shortening the time before doing what is consistent with the theme of the sim, addressing intruders as such.

Please - let's get back to the topic at hand.

 ~ T

Indeed it wasnt, but then again there is nothing wrong with having options submitted. Its still on topic because it deals with a way to get rid of the annoying people who walk up to the gate without reading the notecards, theme and the 4 signs that you have to pass when you walk up the path.

Perhaps we could take treve woods and turn that into a long winding path with scripted larls and traps and whatnot... betcha they wont walk up the damn path as much then.
Hell, ill even do the landscaping.
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Grondar Quartz
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« 21. February 2011, 12:26:22 »
Good Idea Mord I like it Smiley
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Carter Ebbage
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« 21. February 2011, 13:05:48 »
I don't understand why you all do not just remove that passway all together and make Treve access tarn only.  Treve use to be like that years ago and sure saved from having people show up like you have now. You already have the tarn basket system in place for arrival to the city. Just do away with the path all together.

This led to Treve being RP banned by several sims.. I actually banned Treve when I owned Fortress of Saphronicus for this reason, because the owners use to take captives into Treve and then barrage them with rules about they can't escape, and tell attackers Treve is an unknown impregnable fortress blah blah......


I'd vote for removing the path as well.  Unless you wanted to put in a GIANT SIGN  (and I mean freakin huge) saying that by going past the sign you consent to having your character killed. 


There are two OOC announcers which trigger a message saying you are likely to be killed if you continue as you approach the city.....so in my view, they have been given oooodles of OOC warnings they are approaching a dangerous place.. so, guess what, why disappoint them.. kill them.  I personally would never IM a visitor.. always IC RP and then based on the responses. kill them, enslave or warn them off

So why not modify the rules that ALL kills  are 15 mins of time, this will make it simpler to mod and for all of those who read the rules... that Treve is a 15 minute kill sim..... remember this rule was put in place to stop the click and kill behaviour of people in the past and force some element of RP and interaction...







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Isabella Bergiere
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« 21. February 2011, 13:23:16 »
I vote kill em quicker!

I love the idea of keeping everything IC and RPing it all out -  especially if its just 15 mins.
I think keeping things IC is the way to go for most issues - modding with a very light touch when absolutely needed.

People from other sims will just have something else to grumble about if we remove the path -  its been working fine really and the non-IMing killing straight away works for me!

I've said it before and I'll say it again - how stupid do people have to be to not reads the NC's and ignore 2 ooc announcers -  why should we have to redesign the path or change our perfectly good build just to compensate for morons - they deserve to be killed with 15 mins RP.


That was a rant Cheesy

« Last Edit: 21. February 2011, 13:25:30 by Isabella Bergiere » Logged
Grondar Quartz
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« 21. February 2011, 14:42:38 »
as I said ealier i rethought my agreement to removing the path for the very reaon Carter said it would make it impossible for captives to get out, so Yes 15mins and your dead over the entire sim , works for me
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Betony Baryl
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« 23. February 2011, 00:31:45 »
I agree with decreasing the kill rp limit to 15 minutes and better understand the need for that pesky path now.   
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Betony Baryl
dana Tehani
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« 23. February 2011, 00:46:56 »
Yep same here. I say kill those intruders  Grin
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Victor Warilard
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« 23. February 2011, 03:40:52 »
I like reducing the kill time. It isn't fair to interrupt someone's rp to deal with an idiot and then have to wait 30 minutes to dispose of him.
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