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Since Publish 24 on April 29, 2004 murderers have been allowed to enter guard zones as any blue can in Felucca rulesets. I do not recall exactly why this change was made but I believe it has something to do with trying to encourage players to participate in Factions once again because many active PVP players now played on murderers.
However the change has had many adverse affects, principle among them being why the heck are murderers being allowed into guard zones. It causes much confusion trying to explain that someone is a player killer yet the guards will do nothing in town unless they start attacking you. Another major issue is when several murderers will gather together and suicide with a barrage of attacks against an innocent who has no chance of survival. If blue players do this at least you can give them murder counts, but there is no possible retaliation against an already know murderer.
The logic behind allowing murderers back into towns is fundamentally flawed. Why can a red employ the services of a stablemaster, yet he is not allowed to purchase items from a provisioner? It is quite clear that services inside of a guard zone were never meant to be accessible. It would have made more sense to not allow murderers to bank or use stable masters in guard zones. Also why would murderers be allowed to enter towns on non-Siege shards only? This was clearly a change made for some balance reason, as was the heading it is under in the change list!
Allowing murderers into guard zones has also had the side effect of killing the once well used town of Buccaneer's Den. It added an increased element of risk and danger to players who dabbled in the wrong side of the law. But now that instead of 1 bank there a dozen, that risk has been reduced to 0.
As I mentioned I think this change was made primarily for Faction reasons. The solution is quite simple: build a back entrance to Lord British's Castle in Felucca only and leave a large enough section in front of Council of Mages base unguarded. Further some guard zones should be removed from T2A passages where they don't make sense such as the one North of Minoc and that strange island teleporter.
I think overall PVP would improve if guard zones stopped becoming the play ground they have now for murderers to play in. Buccaneer's Den would once again become a hot spot for PVP as it did years ago, well away from guard zones for blues to hide in.
However the change has had many adverse affects, principle among them being why the heck are murderers being allowed into guard zones. It causes much confusion trying to explain that someone is a player killer yet the guards will do nothing in town unless they start attacking you. Another major issue is when several murderers will gather together and suicide with a barrage of attacks against an innocent who has no chance of survival. If blue players do this at least you can give them murder counts, but there is no possible retaliation against an already know murderer.
The logic behind allowing murderers back into towns is fundamentally flawed. Why can a red employ the services of a stablemaster, yet he is not allowed to purchase items from a provisioner? It is quite clear that services inside of a guard zone were never meant to be accessible. It would have made more sense to not allow murderers to bank or use stable masters in guard zones. Also why would murderers be allowed to enter towns on non-Siege shards only? This was clearly a change made for some balance reason, as was the heading it is under in the change list!
Allowing murderers into guard zones has also had the side effect of killing the once well used town of Buccaneer's Den. It added an increased element of risk and danger to players who dabbled in the wrong side of the law. But now that instead of 1 bank there a dozen, that risk has been reduced to 0.
As I mentioned I think this change was made primarily for Faction reasons. The solution is quite simple: build a back entrance to Lord British's Castle in Felucca only and leave a large enough section in front of Council of Mages base unguarded. Further some guard zones should be removed from T2A passages where they don't make sense such as the one North of Minoc and that strange island teleporter.
I think overall PVP would improve if guard zones stopped becoming the play ground they have now for murderers to play in. Buccaneer's Den would once again become a hot spot for PVP as it did years ago, well away from guard zones for blues to hide in.