Mia-hybrid
Wanderer
Re: My thoughts on Statloss
My personal belief is that, while I whole heartedly support the concept of consequences for our actions, I avidly oppose the idea of working so hard to build a character that you can never play again the first time something goes wrong. And this was literally the case on OSI. I believe their intentions were good, but OSI chose a horrible way to enforce risk vs. reward regarding this matter.
I believe the most simple and efficient solution would be to simply say that you may not resurrect for 24 hours upon death if you are a murderer, a greater period of time if you feel this is just not hard enough. There will be none of the little incidents where someone thinks they are out of statloss and resurrects to find they are not, or where they accidently click "Yes" instead of "No" at the resurrection menu. (And if you've never answered pages before, then I assure you these things will happen.) A solution such as what I propose provides sufficient consequence without creating the potential for damaging effects.
As has already been touched upon in some places of this thread, remember that as much as you initiate consequence to deter the unfavorable habits of many pks, the harsher those consequences? The worse you make the very behaviors you're out to get rid of. The prospect of making your character unplayable will only convince people that they need to househide, and they need to only attack those who can not defend themselves. I'm the first one to be a proponent of honorable PvP, and look down on those guilty of such behaviors as I have described. But on OSI? Of course I fought like a pansy on my PK most of the time. If you died once, if you lost connection in the wrong place once, if a guild showed up in the wrong place at the wrong time for you once, that was it. You will never play that character again.
My personal belief is that, while I whole heartedly support the concept of consequences for our actions, I avidly oppose the idea of working so hard to build a character that you can never play again the first time something goes wrong. And this was literally the case on OSI. I believe their intentions were good, but OSI chose a horrible way to enforce risk vs. reward regarding this matter.
I believe the most simple and efficient solution would be to simply say that you may not resurrect for 24 hours upon death if you are a murderer, a greater period of time if you feel this is just not hard enough. There will be none of the little incidents where someone thinks they are out of statloss and resurrects to find they are not, or where they accidently click "Yes" instead of "No" at the resurrection menu. (And if you've never answered pages before, then I assure you these things will happen.) A solution such as what I propose provides sufficient consequence without creating the potential for damaging effects.
As has already been touched upon in some places of this thread, remember that as much as you initiate consequence to deter the unfavorable habits of many pks, the harsher those consequences? The worse you make the very behaviors you're out to get rid of. The prospect of making your character unplayable will only convince people that they need to househide, and they need to only attack those who can not defend themselves. I'm the first one to be a proponent of honorable PvP, and look down on those guilty of such behaviors as I have described. But on OSI? Of course I fought like a pansy on my PK most of the time. If you died once, if you lost connection in the wrong place once, if a guild showed up in the wrong place at the wrong time for you once, that was it. You will never play that character again.