Re: RFC: Reds and Towns
NPC's not calling guards for anything sounds cool. Make the blues do it themselves. Thieves would have to actually get caught (or get unlucky cuz everyone's bank macro has the word guards in it) to get dead, instead of automatically having guards called on them by NPC's 90% of the time.
I think the only arguments in this thread worth reading are as follows:
1) Reds should be able to defend themselves. If a red attacks a blue who doesn't want to fight and the blue makes it to town, he should be safe, as is currently the case. If a blue attacks a red (and is therefore grey to the red), but then turns chicken and runs back into town, the red should be able to pursue him and finish the job. Fifteen seconds isn't enough time for that.
2) Some reds do more than PK. My red is also in an order guild and at war with over 40 other guilds. My best chance of finding oranges is in town. A lot of factioners are red, and it's obvious why factioners need to go to town.
3) Kicking reds out of town won't have the positive effects some people think it will. Reds won't immediately start going to Buccaneer's Den or Ocllo any more than they do now. Reds can't conduct business or bank in guarded towns as it is, so they already go to one of those two banks any time they need to. Even if you could make those towns into choke points where every red spent a good amount of time, you'd only be hurting the solo PK's who don't roll with giant gank squads watching their backs. Solo reds are generally the only respectable reds... why single them out?
4) As long as there's a grace period, you won't stop reds from gating in and killing tools who are dumb enough to macro next to WBB. If you can't afford a house or find someone to let you use theirs, you could at least find an unused building where no one will bother you.
5) Allowing known murderers in town may be unrealistic. So is coming back from the dead, shooting fireballs, keeping polearms in your backpack, throwing an explosive that only hits your enemies and not any innocents or friends standing around it, curing deadly poison with only a cloth bandage, and plenty of other aspects of this game.
6) Making life harder for PK's is not the same as implimenting Trammel, or anything like it. Life should be hard for PK's. Maybe then we could seperate the men from the boys and all the scumbag res-killers going around giving real PK's a bad name would cut that shit out.
7) This thread has almost 10,000 views, and fewer than 700 votes. Naturally, the same few people who've posted a dozen replies have also viewed the thread many times, but either way we're looking at the opinions of a minority of the population. Furthermore, the option "I like some of it" is utterly meaningless. Does that mean "I like keeping reds out of towns, but I don't like the grace period?" Does that mean "I like that NPC's can't call guards on reds, but I don't like leaving the moongates the way they are?" How about "I like the grace period if you do this at all, but I don't like the idea as a whole?" The answer is yes on all counts! Those votes could lean either way, as could the "I don't care" votes, so they're totally useless in deciding anything. Beyond that, "hate" is a strong word. I dislike the proposed changes, but I don't loathe them, so maybe I'll vote "I like some of it," "I don't really care," or not vote at all.