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Post by blue tigers on Mar 1, 2007 15:34:32 GMT -5
I couldnt live with one character, and I think there are more than a few others who would agree. I doubt we'll ver see something that drastic. Good feedback. Revised rule: "50 AP per IP address" Face it, you don't want several chars to RP, you want them to illegitimately inflate your effect on the game at the expense of everybody else. iamrisen just brings this attitude to its logical conclusion.
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Post by Padre Romero on Mar 1, 2007 15:50:17 GMT -5
I couldnt live with one character, and I think there are more than a few others who would agree. I doubt we'll ver see something that drastic. Good feedback. Revised rule: "50 AP per IP address" Face it, you don't want several chars to RP, you want them to illegitimately inflate your effect on the game at the expense of everybody else. iamrisen just brings this attitude to its logical conclusion. I'm going to disagree with that... the Three characters I play all have very, very intensly developed backstories, all have seperate journals on "The malton Chronicles" and all act very, very differently. If I could only play Padre, I'd get sick and tired of this game VERY quickly, cause sometimes I want to be a badass priest, sometimes I want to be a goody-two-shoes doctor, and sometimes I want to be a british gangster who chills in a bar and drinks himself to death. Tigers, this is an RPG, people should first and formost want to RP...now, this isn't necessarly true, but in most cases, I think people do legitimately want to play multiple people in malton just for the experience... Iamrisen's plan does circumvent this, however.
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Post by Specialist290 on Mar 1, 2007 17:40:26 GMT -5
Brilliant plan. Either this will force Kevan to implement the "one-IP-one-character" rule this game is in dire need of, or he will have to close shop on the ghastly shadow of a corpse this game has become due to open zerging. Unfortunately, the anti-zerg rule spirit has been so throughly trampled by the community embracing large scale alt abusing, aka zerging, that I can only see the latter as the (non) future. And what better finale for this sorrow story than a last orgy of alt abuse? If Kevan goes to a "one-IP one-character" stance, I'll stop playing altogether, since I run both a human and a zombie. Better to do it along the lines of Nexus War--each player has one account but can create a limited number of characters. (Or at least that's how it was when I still played.) I still maintain that not only is this plan a form of alt-abuse (although not strictly zerging), but also that it contravenes the spirit of the game entirely. The point of playing a game is to have fun, and frankly it would be no fun at all if Malton was entirely zombie-populated. I still don't believe you can pull it off, iamrisen, but if you do, be forewarned that I'll put you in my Contacts list, track you down, and relentlessly ZK you for the rest of the game (unless I get a revive, in which case I'll be going for the Headshot)
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Post by iamrisen on Mar 1, 2007 17:59:45 GMT -5
I find it best to not accuse anyone of alt abuse, ever, unless I'm seeing 3-4 people with similar names in the same building... it seems that whenever anyone gets away with anything good, people always cry foul with alt. abuse, which really ruins the victory of some rather good projects. Tell me about it. Shacknews has been baselessly accused of zerging so many times it's not even funny. Shit, we were anti-zerg to the point of superstition; whenever we found out that someone in our ranks had more than one character in a siege, we flamed the piss out of them. The Shack leadership believed that zerging on one side adversely affected the abilities of everyone on that side. So we basically blamed lousy collapse rates on zergers on our side that we didn't know about, and rooted them out mercilessly when we found them. The reason that I said 25 is because that's the most that a single player can run without zerging; basically, you can have 25 alts spread out all over Malton and have "buffer" suburbs between all of them. Any more than that and they cross into each others' "bubbles." In fact, it probably won't be practical to run even that many, as there are several suburbs that don't have NTs, and so no need for alts in them. Yep, as long as they're far enough away from each other. No they won't. 160 IP hits / 25 alts = about 6 IP hits per alt. The alts holding down the ransacked buildings won't be doing anything aside from standing there; they're there as bags of HP, not sources of extra AP. All their players will be doing is logging them in once a day to make sure they're still standing. That's it.
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Post by iamrisen on Mar 1, 2007 18:02:18 GMT -5
I still don't believe you can pull it off, iamrisen, but if you do, be forewarned that I'll put you in my Contacts list, track you down, and relentlessly ZK you for the rest of the game (unless I get a revive, in which case I'll be going for the Headshot) So in other words, you'll do what the entire NMC already does. Got it.
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Post by helgeist on Mar 1, 2007 18:49:38 GMT -5
I would say they could probably lock down SOME parts of malton, but in 'burbs with any organization, they'd wind up fighting endless battles at NTs. It would be a Blackmore on every block.
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Post by iamrisen on Mar 1, 2007 18:58:25 GMT -5
I would say they could probably lock down SOME parts of malton, but in 'burbs with any organization, they'd wind up fighting endless battles at NTs. It would be a Blackmore on every block. Bye-bye, River Tactics.
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Post by ImperialRedDragon on Mar 1, 2007 19:08:04 GMT -5
BARHAH!
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Post by Padre Romero on Mar 1, 2007 20:40:55 GMT -5
Iamrisen, the IP limit is there specifically to stop people from doing what it is that you are doing. (and also to make money) Now, doubtlessly there's a way to get around that limit, but that doesn't mean you should, otherwise, the next extravaganza will be me making a road trip to the SETI branch I volunteer at and making 10,000 scouts with flare guns on our vast web of IP's. Now, I could divert them to seperate suburbs, and simply hire a buncha hobos to play them and bypass the zerging rules entirely, (After all, each set of 100 is played by someone completely different). point is, while you're only OBLIGATED to follow the letter of the law, it's worth considering the spirit.
Now, to change my stance entirely: While arguing that "This makes the game less fun for others" is a valid point, it's not necessarily a reason NOT to do something...it's never really stopped PKers.
I happen to know a some guys who stole a boatload of gold from another faction in NW...same guys routinely preforms really irritating stunts on IRC...nope, not telling who ;-)
At any rate, if you can pull it off, nothing can stop you except Kevin, and I don't know weather or not I'd like him intervening. However, to rewind the argument, i'm not sure it's worth discussing the ethics of it until he pulls it off.
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Post by Prisonner Of Today on Mar 1, 2007 20:44:06 GMT -5
I couldnt live with one character, and I think there are more than a few others who would agree. I doubt we'll ver see something that drastic. Good feedback. Revised rule: "50 AP per IP address" Face it, you don't want several chars to RP, you want them to illegitimately inflate your effect on the game at the expense of everybody else. iamrisen just brings this attitude to its logical conclusion. I'm a bit offended almost. Yes, I don't want several characters to RP. BUt since one is a zombie, one is a NMC type, and one spends alot of their time shooting NMC types, I'd have to say I'm not trying to inflate shit. They pretty well cancel eachother out. You play more than one char too, I belive..
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Post by Sir Fred of Etruria on Mar 1, 2007 21:07:13 GMT -5
Anyhoo, I've fought those zerg armies before, the easiest tactic is the combat revive. But that's just me, I always carry at least six syringes. Combat revive 4 zergs, 40 AP. Headshot 4 zergs 64 AP, as per combat-calculator with pistols, save sho'guns for real zombies. Warning ! Only combat revive zergz without freerunning ! My army of 25 zerg revivers can eliminate your 100 zerg meatbags Damn, it's a level two skill ! Fine I'll only have 10 zerg reviviers and get two friends to help. And you are never gonna get the PlayerKillers and real JackAsses to go along with the plan. They want to mess people's plans up. Getting them to team up for the greater good isn't gonna work to well.
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Post by iamrisen on Mar 1, 2007 22:09:33 GMT -5
What, pray tell, could possibly mess peoples' plans up worse than what I'm doing here? And you might want to save those syringes.
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Post by Padre Romero on Mar 1, 2007 22:31:02 GMT -5
well...I'll withhold my judgement on exactly how fair and/or unfair this is until it's actually pulled off.
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Post by helgeist on Mar 1, 2007 22:50:58 GMT -5
Unfortunately, if it turns out they actually CAN pull something like that off, if our ability to combat the Mall Tour hordes is any proof of general survivor ability... we're all already zombie chow.
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Post by Padre Romero on Mar 1, 2007 22:56:32 GMT -5
eh, it's the defining characteristic of zombie survival, or any kind of sci-fi survival, that people are stupid. The problem is that survivors just aren't willing to cooperate on the same level as zombies, partially because the class is constructed that way (if a 100 zombies plan something that goes awry, they just stand up and try again...if 100 survivor plan something that goes awry, they lose a day of play and all ground they stood for, at the very least.) and partially because they're just like all gamers...very short attention spans.
however, if Iamrisen can convince 200 players to make 25 alts, or 500 players to make 13, or 1000 players to make 7, to play along with his plan, he deserves to "win" his game.
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