Post by kannot on Oct 3, 2018 22:58:26 GMT -5
They could do that by changing the ancient and ridiculously stingy resurrection rules to include blatant griefing, like walking into a tavern and wordlessly slaughtering a random stranger for no reason. It's pretty fucking easy to tell what's a justified IC action and what's simply an attack on the game, no matter how much staff may cling to the slippery slope fallacy. No, Seidhr, players are not going to file for resurrection every time they die just because they heard of a guy who got one after a multiplaying griefer landed a kill--unless, perhaps, you refuse to acknowledge that that's even going on and thus create that grey area yourself.
There's so much staff could do if they cared. When there's a period of time where a known griefer is trolling the game, simply send out an announcement about it and ask people not to make funeral arrangements when they see a character get grief-PKed. They have this weird idea that in-game actions are so supremely sacred that letting griefers shit on the game is a small price to pay in exchange for not having to ask players to briefly ignore that dead body while they check the logs and retcon it. Apparently it's better to avoid that miniscule lapse in immersion than it is to discourage extreme griefing.
There's fifteen staff members. Fifteen fucking people supposedly overseeing this game. Staff gets an alert every time a player attacks someone, including the room name. How hard can it be to come and take a quick look when you see an alert for an attack in a tavern? And if you see that it's some account's first character and they haven't popped up on the radar before, as opposed to, say, a known professional assassin carrying out a hit, you briefly investigate after asking any players in the room to hold their reactions for a moment. The solution is so fucking simple, but they won't do it because fuck the playerbase.
I'm saying this as someone from a very different roleplay environment. Are you familiar with any other RPI as intense as Arm which has a more involved OOC back and forth in the game?
Given the casual manner in which people took reporting and OOC complaining in my last environment, I really appreciate this focus Arm has on staying in character no matter the cost. The idea that more or less anything you see is IC has its appeal (and costs). If you start discounting some events what you call a slippery slope fallacy I call a knife edge equilibrium.