74087, A gift for power gamers
Posted by cabal warrior on Wed 31-Dec-69 07:00 PM
>Firstly, if you're an existing Tribunal player, I appreciate >your passion - I truly do! I LOVE Tribunal, and as a serial >Tribunal player, I cannot help but feel personally outraged >whenever our favourite cabal is exploited by 'chicken' Ragers >like this (I call them chicken with a mischievous smile and no >real rancour, and really it's also just their present leaders >I'm talking about). > The more I interact with a certain Village leader, the more I think he's a power gamer who cares more about how many pk he can pull than the consequences of his behaviour on the playerbase.
>losing the Scales does put Tribunal players at a disadvantage >against criminals, but what are these disadvantages really >for the average non-Provost, non-Justi, non-Vindi character? >If memory serves, (a) cannot invoke transportation pillar to >get from the Spire to your jurisdiction and back, so have to >walk instead, (b) cannot use manacles on criminals. Not sure >about Informant and not sure about Judge (but these are both >investigation rather than PK-oriented), pretty sure we can >still call Vigilance, call Guards, and marked WANTED, so yay!
What's really bothering is to loose Manacles since: a) it makes a good difference in PK fights, b) players using this mechanic for PK advantage are criminals 99,9% of the time. This loophole looks like a gift for power gamers and that is the reason I asked why this game mechanic was implemented. Since Ishuli said it was to limit cabal wars for Tribunals, I think there's another simple way (I might be totally wrong here since I know nothing of computer coding) to achieve this purpose: use a Spire immortal leader policy instead and bingo! you cut the grass under the feet of power gamers.
Now if you think power gamers are good for CF playerbase numbers, well... I suppose there's no point in having this conversation.
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