I'm fine with things changing and evolving...just saying that a single line in an announce isn't gonna just make it magically happen. There is a TON of potential here having denizens fight back, adjusting rewards/punishments to encourage or discourage hunting certain denizens, the world actually changing around you depending on how frequently denizens in different areas are killed/not killed. I think it is pretty clear that gold/xp motivate people, but I think we have to find other methods of motivation to actually bring denizens up to par with adventurers if that is the end-goal.
I think it is great that you like questing and that gives you a feeling that the world is a little more "alive" but I kind of have a feeling you are in the minority there. And even the people who do like questing it almost turns into bashing at some point where you just go through the motions to get the reward at the end.
I think things like if there was some back and forth with rival denizen groups (orc/dwarves...ursu/taryen) depending on how adventurers interacted it could bring some interesting back and forth. Or if major settlements started taking stances against cities if their citizens hunted there too much. (I go and genocide Mohgedu a bunch and all of a sudden the Mhun start reacting differently to everyone in Cyrene, maybe individuals could still do enough "good deeds" to get off their shitlist too?). There have been a lot of good ideas in this thread even, but it's gonna take some work to change what has been built up over the last few RL decades.
It's pretty easy to make it so people don't treat denizens as 'bashing fodder'...literally don't make them bashing fodder....reduce the incentive (xp/gold) when bashing sentient areas and increase the incentive to bash non-sentient areas. This isn't rocket surgery.
That's been the case for years though. Privileged few who get to test all the new classes and content out, then stomp the shit out of people because they already know all the lines, prio's and tricks of the new class.
I like this change, although some may point to Sobby being a Mark and expect that, I do have strong reservations that bashing / hunting is pretty much the only way to quickly and consistently level your character and that not everybody fights, in fact Achaea has made great waves in allowing multiple areas of Roleplay outside of PK. So for it to be a "We won't tell you what gives Contracts out in this system" is really not very helpful, even if it does add an element of mystique to it.
I wonder if any groups that have FEELINGS will set up with contracts. The Minia pixies have suffered long enough!
There is no victims on either side of this health issue arguement so stop acting like it.
People with health issues have been, and are, actively try to avoid things that may trigger them.
They aren't blaming any PKer or asking them to change their behaviour. They are just concerned that this opens another route that you might accidently stumble into PK which you are striving to avoid.
The answer is to learn what triggers the contracts and avoid it.
@Caelan fat beaver pics for you all day every day big guy.
The only valid post that wasn't repeating since my last, was discovering that @Gurklukke has a fat beaver pic.
We'll see how far those puns take you once I pop in another one of these AOL discs and re-up my internet minutes.
I still get the adrenaline shakes pretty regularly when I PK. So like, I'm a reasonably healthy guy. If I had any kind of anxiety issue, or heart trouble, or whatever else? I can totally see how that could cause somebody to get sick. I think you're being willfully obtuse if you can't understand how increased heart rate and all can cause someone to have problems. It's also, as near as I can tell, why people get upset when they get killed- it isn't really the XP (or JUST the XP), it's the crash of all that adrenaline on their system kicking off fight-or-flight.
There was an Aetolian player who had epilepsy, and the PK spam in big group fights could set it off. If she did something that merited being PK'd over, she'd come in, sit down, take the death and then go back about her business- she had just as much a right to play the game as anyone else. If she wandered through a group fight, whenever possible we'd give her time to leave. This was not based in RP, or IC sense, it was just being considerate of the person behind the keyboard by other people behind theirs.