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Brian SFri 28-Oct-05 07:55 AM
Member since 04th Mar 2003
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#10761, "Evil and Good Groups!"


          

I'm curious, why is it hard coded that evils and goods can not group together? It seems a bit of old code that we could get rid of. The game has Detect Evil preps but very few people use them. It would give evils more chances of deception and goodies also the chance to decieve evils into thinking themselves safe. Adds more roleplay opportunties, while not taking away the game mechanics (IE: a Neutral groups together a good char and an evil char.)

  

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Reply RE: Evil and Good Groups!, Isildur, 01-Nov-05 11:09 PM, #6
Reply Neato, Kazadan, 29-Oct-05 05:55 PM, #2
Reply Evil isn't a team, DurNominator, 30-Oct-05 01:27 AM, #3
     Reply RE: Evil isn't a team, Splntrd, 30-Oct-05 10:42 AM, #4
          Reply I know, DurNominator, 30-Oct-05 03:03 PM, #5
Reply That would be sweeeeeet, Xaannix, 28-Oct-05 02:24 PM, #1

IsildurTue 01-Nov-05 11:09 PM
Member since 04th Mar 2003
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#10777, "RE: Evil and Good Groups!"
In response to Reply #0


          

If you ever did this, you'd have to make good-only eq wearable by evils. Otherwise my goody is just going to carry around a garnet ring that I make everyone try on before I'll group with them.

One way to do this would have good-only gear just give no bonuses (or a negative bonus) when worn by evil characters. So instead of +2 dam they'd get +0 dam or -2 dam. That would make the detect evil commune more "useful" as well.

  

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KazadanSat 29-Oct-05 05:55 PM
Member since 20th Jun 2004
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#10767, "Neato"
In response to Reply #0


          

I've always been for that, obviously if someone sees a
Necromancer/AP/Duergar/Drow they'll know that they are
evil, but for those that aren't those types, it would
be pretty cool.

One thing that would happen is:
- Group kills evil monster.
- Group leader checks "gr" sees how much xp Joebob evil
guy got for it, deduces that he is evil.
- Group leader bashes evil groupmember.

However, to add to your point, it would be neat if
there was a way to occasionally mask your alignment to
a detect evil/good, with perhaps Paladins being the best
at truly detecting it.

- Kazadan

  

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DurNominatorSun 30-Oct-05 01:27 AM
Member since 08th Nov 2004
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#10768, "Evil isn't a team"
In response to Reply #2


          

As far as I know, evils get just as much xp for killing evils as neutrals do(no bonus for killing opposite align in this case and AFAIK, evils aren't penalized for killing their own align). Therefore you cannot tell whether the char who kills the evil char is evil or neutral. Also, there is some random factor in the xp, as the xp isn't same from every mob. This method is only good for telling who is not goodie.

  

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SplntrdSun 30-Oct-05 10:42 AM
Member since 08th Feb 2004
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#10769, "RE: Evil isn't a team"
In response to Reply #3


          

I think he's referring to the fact that goodies get a bonus for killing evils. So if an evil is masquerading as a goodie in an all-goodie group, it might be easy to tell that way, if someone was paying enough attention. However, if it was a pretty ambiguous group, there wouldn't be anything to tip anyone off anyway.

Splntrd

  

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DurNominatorSun 30-Oct-05 03:03 PM
Member since 08th Nov 2004
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#10772, "I know"
In response to Reply #4


          

It would be easy to tell that the character is not goodie, and evil would be more likely to masquerade as neutral, as you cannot tell neutral and evil apart that way(neither get a bonus for killing evils). Also, the person masquerading as goodie might be neutral as well. Only thing it tells is that the char is not goodie. The rest would have to be deducted other way. It would be basically the decicion of bashing because you don't see a golden aura.

  

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XaannixFri 28-Oct-05 02:24 PM
Member since 04th Mar 2003
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#10765, "That would be sweeeeeet"
In response to Reply #0


  

          

a whole new dimension of RP and PK would open up

  

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