I've been curious about the motivation to these changes. It's way too early to say this isn't viable or won't work. But in looking at the bulk of this rework to the class in general definitely translates to relearn the puzzle of the class, figure out the mechanics and rework offenses. In taking into consideration killstats and seeing that Carnifex class has been leading, I begin to ask if this is a response to a larger issue of a population of players working out the mechanics and rather than a rework for mechanical balance it's a rework of balancing what the players have figured out in using the mechanics. It appears to me this is more a response to giving players who have been using the Carnifex class something new to puzzle out and be less of a force for a bit.i can't speak for keroc, but uh... carnifex class was silly strong. stronger than a lot of people realized (or would believe), as even the best carnifex users haven't fully optimized their offenses. i don't think this rework will hurt carnifex at all, though - in fact, as i was reading the changes this morning, i kept saying how good some of these things look.
@Keroc, would you be willing to shed more light on the motivation?
Firstly in most games like Aetolia there is a lore explanation about why people return back from dead. In the end it is...a game where people prefer to play a character continually. There are of course several other MUDs with permadeath features. Here final death is more like a choice in form of retirement RP.
The world of Aetolia is not the world of Middle-Earth or Krynn or Skyrim. It is unique to itself, with its own history, practices, and definitions of these archetypes. As an example, let me try to illustrate a death cult: You form your death cult and go on a killing rampage (slaughtering denizens and villages) and when players come to stop you, you kill them too. Then you kill them for trying to stop you and repeat until you can't sustain this anymore and build your strength for the next push. Your cult would have to understand that the mirror exists, that death is temporary, and the idea that 'when I kill someone, they come back' is a thing. You would need some substance to really keep things goes because why are you bothering? People come back. The archetype doesn't exactly work in Aetolia because the rules are different.
Hey it makes so much sense as long as your friendly neighbourhood vampire does not chomp your neck, it is alright to do everything. I mean how can they be evil. That is the summary of good RP very widely accepted in your circles I suppose? But some explanations;
Of course, one can realize the game is meant to be a binary fight of Good vs Evil, or more specifically in our case Spirit vs Shadow. It is POSSIBLE to play third party, but not recommended and certainly not admin-supported. Stop making the game something it's not?
Enorian's shtick, more or less. They hunt more than vampires. Of course, 'hunt' in this case isn't as rabid and fanatical as you so clearly wish to see, which is just griefing the unicorns out of newbies and low-level (skill or exp) fighters.
Name me one class that doesn't have access to some form of magic. Go on. I'll wait.
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Oh, sorry, waited so long I dozed off. Where was I? Right.
In short, you've been with us for 16 months now. Clearly, long enough to learn how the game works, what the status quo is, what is and isn't allowed by both social convention and hard code. So why do you keep attacking those who have IGNOREd you, those who haven't even touched the game in months, those who are trying to help you through RP avenues, and those who just want absolutely unicorn-all to do with you?
Why a vampire hunter should be a flat, one-dimensional character? It may appear as such against the vampire but the player might be having way too much dimensions from another perspective. Isn't it the very core of a matter? Perspectives.
Roleplaying a serial killer or vampire hunter might seem fun, but this game doesn't end and you can't keep up certain roleplays before you enter abuse and absurd territories. Try to avoid flat, one-dimensional characters and you won't have a problem with player-killing.
Because that's not how the game works. While leaders are elected democratically, the decisions they make usually aren't - for better or worse. It is often seen in poor taste to make an entire organization suffer for the actions of an individual, but circumstances do matter. You may still play the role of an enemy - harass through RP, make threats (empty or otherwise), vandalize buildings and spaces sacred to the organization, etc. You have options available to you, but as this is a game, you usually can't PK an entire organization for the actions of an individual. Find another way to play the role of antagonist.Do not be misled by my passionate words and assume that I am not aware that this is a game. I have just a distaste towards heavy admin intervention in what should be dealt ICly, PK or RP or whatever.
And remember, it's a game.
Edit: I think it's probably a good time to point out that organizations such as cities are also, from an RP perspective, more powerful than an individual. For good reason. Unless you can prove otherwise. Take that into account with your RP.
So. I was going to be nice, but really, let's stop beating around the bush. This thread is about you (surprise surprise) and the fact that SEVERAL orgs on BOTH sides of the game have enemied you and either outright refuse to interact with you, or have offered you outs, but you've refused to take them. Honestly, what are you expecting? You kick up a fuss, cause tons of drama, threaten orgs on a fairly regular basis, and then you hide in your wings room where no one can reach you and only dip out to harass people when they're afk or doing something else. Pretty sure those enemy statuses have been earned. And you complain about not taking responsibility or a lack of consequences? And you wonder why people won't entertain you?I am not sure you are very perceptive about where I am enemied and what kind of effort I put forward to getting unenemied. But I can say, enemying is far easy and that is not always warranted for.