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Re: Assassin's Guild Tweaks

Posted: Sat Apr 02, 2022 2:50 pm
by Amateur Hour
I'm not sure if I'm reading this right, but it sounds as if the following situation is perfectly within the new rules:

1. Joe--we'll say he's not a settlement leader, because we've established contracts aren't only against settlement leaders--has a bounty placed on his head.
2. Joe has absolutely no idea a bounty was placed on his head, because no one is under any obligation to tell him and there isn't an automated system to tell him, and as (so he thinks) an ordinary citizen, it doesn't make sense for him to make regular trips to the assassin's guild to see if someone doesn't like him enough to hire someone to take him down.
3. Bob the Assassin take up the job, and Joe still has absolutely no idea someone is out to kill him because Bob isn't under any obligation to give Joe any advance notice either...and unless I'm missing something--which I might be--it seems Bob has direct incentive to give Joe no idea that he's being targeted because Bob only gets paid if he makes the kill and gets nothing if Joe is aware of the contract and can pay it off.
4. While Joe's going about his ordinary business one day, Bob pops out from the shadows, brandishes a weapon, and says "look like someone wants you eliminated well enough to pay good coin for it", then hostiles and kills Joe.

I don't see how this is going to build more RP than the previous system.

Re: Assassin's Guild Tweaks

Posted: Sat Apr 02, 2022 3:14 pm
by Kilivin
As a former assassin player and someone who has had a character assassinated, I can see both sides of the coin pretty clearly.

1. Assassins shouldn't/don't min-max kills. They're planned out and not just "Haha I shank you from shadows when you're unbuffed while I'm omega buffed I win". If anything of the sort is happens or is suspected to be the case by the victim, it should be brought to light to the DM's. Does that mean you will get assassinated fully buffed and prepared? No, but there should and will be ample build up (you just may not have noticed the build up until the assassination happens). If assassins did or were the type of persons to do that kind of thing, they wouldn't have gotten the token in the first place. Nobody is put under as intense of a PVP rule as the assassins and they're the ones that have had a 24 hour RP to PVP rule.

2. Removing the 24 rule alone, I would agree this is just a complete ruining of the assassin system...now remove the notification and it's basically like nothing has changed except people's idiotic PVP build fantasies. The biggest thing that I personally love about the change is people intentionally ignoring the threat of assassination because they're the "Hurdur, My build is PGCC and in game PVP tested and I'm a literal living GOD, COME AT ME BRO" mentality type people. If there is anything that makes the entire guild of assassins want to 5v1 you or something ((even though they don't/can't/shouldn't)) more just for being a toxic sort of PVPer.

3. 100k minimums and doubles for bribes (triples as settlement leaders) is a WELCOME change. Assassin players don't see a penny of the guild being paid off, if people didn't realize. The notification you're going to be assassinated seemed like the guild NPC's just instigating a bribe...which makes sense for the guild to do for RP reasons, but why the heck would assassins work for them if they never got a cut? It all was really bleh, tbh.

4. Another huge "issue" with the guild is its lack of cooperation, as I see it. A huge reason this has existed was because the bounties were always way too low to warrant cutting it up for multiple people to join on the assassination. Given the fact that the 24 hours RP rule is gone and the bounties are higher combined, it will undoubtedly ensure more assassins to work together on a contract compared to before. I mean, you might still have greedy assassins who want all the loot... but if you're going up against a really tough customer who never lets their guard down for a second that you now have to RP with right up to the assassination - you might be even more inclined to call the other assassins in the guild for backup.

Final note - people should note that being assassinated =/= being perma killed. It's the player's choice to roll on an assassination (unless they're MoD which is how I play but not everyone is that way).

Re: Assassin's Guild Tweaks

Posted: Sat Apr 02, 2022 3:41 pm
by Archon
There are a few things that I thought of immediately with the update. There are many mentions of Assassin + Mark interaction, while contract placer's role is no less important.

1) No notification (devil's advocate).

Application in general with points of concern made by others above, for varying reasons listed there. I have one more to add: classic move to remove settlement leaders (only position where dagger matters mechanically) is to send in a bounty, and have a team on stand-by to gank said leader soon as message drops, and before contract is paid off. This is easier to do now when there is no notification. This is not hypothetical. For high end marks there's precedence of it, and this is common enough behavior even without the Guild's mechanical involvement.

2) One sided system.

While this gives assassins more to work with and time to make their paying job more fun for the mark (as well for themselves in the process), with hopefully longer tension and set up period, it also entirely skips past the PC paying the Guild for a hit.

System is safer than ever before for characters placing contracts. With notification you knew what is going on and where, and had a chance to investigate who may have done it. Absence of notification means there are even less tools to try and figure it out. Interrogating NPCs/tracks/etc is something that was viable to do. Guild NPCs did not give information directly while being interrogated, so it was all about sleuthing. However, option was there to give it a shot even if it seldom worked.

Live example: I had couple of weeks period where my character was assigned several bounties/RL day. Guild assassin was approached about it for more RP, it was investigated, and effort was made to catch who had done it, to no avail.

While contract placer kicks off potential pvp and is thus active participant in the conflict, they are removed from equation even more-so than before.

This update is by and large very cool, but I think this is something that could use a look at. No risk contracts where investigating option is removed entirely just doesn't sound good. Even if a character would like to hire Guild operative to look into a contract, system is so anonymous that even if assassin PC would take up the job, they don't have much to work with if they wanted to dip to this side of the Guild intrigue.

3) GP.

Those who had funds to place 10k "spite bounties" for minor conflicts, will have no trouble to assigning 100k minimum bounties. There are rich factions and characters on the server, who will be able to put almost impossible to pay off contracts up, and now those sums double or triple in worst case: while they themselves remain anonymous as per point 2). If wealth is to become a crux of conflict, it doesn't really matter if single PC can use the Guild only once per week, if the faction cycles a new 100k bounty in daily even if mark checks the Guild regularly and tries to keep ontop of it. This is something to consider, I think, as impression is that the Guild is less likely to be a griefing tool with new adjustments. It might not happen, but it's a viable way to circumvent the mechanic.

I am happy assassins get the full pay themselves now. Guild tax was very steep before, and when I played my assassin it barely was worth a trouble to spend time trying to complete contracts for insignificant sums got out from it vs. effort. Frequently, buffs and tools used to cost more than payout.

Re: Assassin's Guild Tweaks

Posted: Sat Apr 02, 2022 4:01 pm
by Kilivin
To make an entire reply regarding this "24 Hour RP" removal. . . The Assassin Class has no reason to have an application/token now as they have the exact same PVP rules as everyone else. Anybody can walk up to you, say some words, and smash you in the face fully warded now and it's an "assassination" - ultimately defeating the point of there being RP in the first place. A current group but mostly just for my point, the entire Syndicate could all be assassins and just go around pvping people and if some of them happen to be assassins, job's done just like that?

The 24 hour RP to PVP rule is there to incentivize RP from Assassin to Victim, not having it resulting in token removal or worse. Not having the 24 RP to PVP rule reduces assassins to being exactly like everyone else with extra steps for an often meager reward of a few 100k tops. People play assassins because the fun of the assassination and build up... now you might as well play a rogue highwayman and jump people at the bandit crossing calling yourself "God of the Bandits!" and shanky shank. They are just as much a "PVP class" too as playing anyone and just going to the opposite starting zone (UD to Surface or visa versa). They have no variant to PVP play whatsoever besides they get paid for it a meager amount of money because inflation is so high.

The 24 hour RP to PVP rule was the only thing that made assassins special enough to warrant a token. Remove the token. Remove the application. Or better yet, remove the application/token to be an assassin and make it to where anybody of any class combination can become an assassin after an application is accepted/token granted. The assassin class, on its own, is one of the weaker classes in the game - its only edge that it can sneak attack really hard, use poisons, and paralyze (although very unlikely given how low the DC is) if and only if the target is not in combat. Rogue/invisible blade/shadow dancer is fundamentally better across the board.

Re: Assassin's Guild Tweaks

Posted: Sat Apr 02, 2022 4:08 pm
by Memes at its finest
Kilivin wrote: Sat Apr 02, 2022 4:01 pm To make an entire reply regarding this "24 Hour RP" removal. . . The Assassin Class has no reason to have an application/token now as they have the exact same PVP rules as everyone else. Anybody can walk up to you, say some words, and smash you in the face fully warded now and it's an "assassination" - ultimately defeating the point of there being RP in the first place. A current group but mostly just for my point, the entire Syndicate could all be assassins and just go around pvping people and if some of them happen to be assassins, job's done just like that?

The 24 hour RP to PVP rule is there to incentivize RP from Assassin to Victim, not having it resulting in token removal or worse. Not having the 24 RP to PVP rule reduces assassins to being exactly like everyone else with extra steps for an often meager reward of a few 100k tops. People play assassins because the fun of the assassination and build up... now you might as well play a rogue highwayman and jump people at the bandit crossing calling yourself "God of the Bandits!" and shanky shank. They are just as much a "PVP class" too as playing anyone and just going to the opposite starting zone (UD to Surface or visa versa). They have no variant to PVP play whatsoever besides they get paid for it a meager amount of money because inflation is so high.

The 24 hour RP to PVP rule was the only thing that made assassins special enough to warrant a token. Remove the token. Remove the application.
Any class that can get 1m free pretty much for pvping a dude should always stay locked behind a token, and a app. Hell I wouldn’t be upset if they rpr locked it too. Not to mention they can remove people from power.

Re: Assassin's Guild Tweaks

Posted: Sat Apr 02, 2022 4:13 pm
by Edens_Fall
I like the changes!

I'm sure the removal of notification was intended to stop the target from simply running into a locked home to wait out the issue as was often the case. The change to PvP rules and increase in base cost should reduce the pointless low value bounties people would place just the harass another.

In short I look forward to the RP and conflict generated by the changes.

Re: Assassin's Guild Tweaks

Posted: Sat Apr 02, 2022 4:15 pm
by Kilivin
Memes at its finest wrote: Sat Apr 02, 2022 4:08 pm
Any class that can get 1m free pretty much for pvping a dude should always stay locked behind a token, and a app. Hell I wouldn’t be upset if they rpr locked it too. Not to mention they can remove people from power.
Gold per hour isn't my point at all.

My point is is that the only thing that separates an assassin from anyone else is the 24 hour RP to PVP rule. Remove that and they are identical to anyone else. Also if you think it's "1m free" you've never played an assassin. Contracts rarely exceed 200-300k, and you put in a lot of effort to have a good assassination RP wise. You can make 200-300k incredibly faster than assassinating people. Assassins do it because of the enjoyment of assassination RP, not money. Heck, you can make that much money passively with crafting in a probably less than a day barely getting on at all and expending no energy/taking no risk.

Re: Assassin's Guild Tweaks

Posted: Sat Apr 02, 2022 4:16 pm
by Arigard
The whole point of the token in the first place is quality control. As a disclaimer I don't have an assassin, nor have I ever applied for one, but I really don't see why people are so bent out of shape over a little danger. It mainly seems to be hyperbole over things that have not happened yet and may not ever happen to their characters, typos, marauding assassins that run up and say "Hey" and then instantly attack.

Even if they do, and sure, people have had some bad experiences (usually one time years ago), where their pixels fell over and they went to the fugue. Not meaning to be callous here, but so what? Get over it. It's a game, you lose nothing (unless you're a settlement leader, in which case now you should be making RP allowances for your security). I've had bad experiences too, been one lined, had people turn up and interrupt good RP just to try and get the win, especially on evil characters. I never lost any sleep about it, because in the grand scheme of things it doesn't matter. People have incredibly short memories in general and the turn around for RP plots and characters is so high that barely anyone will remember what happened to your character even a few weeks back.

Assassins now have to make themselves known before the PvP, they need to RP with you, alert you that you have a bounty on your head and then go through with it. So it's not like they're going to jump out of the shadows with zero warning and just gank you with this change to the rules and if they do, report them.

Shutting down these avenues just makes the whole world seem lifeless for an end result that ultimately does nothing except wound a few peoples pride and potentially trigger an election, of which many people have complained over the years about how some leadership stays in positions for literally years and makes areas feel incredibly stale.

Nobody is sitting on the forums complaining about how they loaded into a dungeon and got sneak critted by an NPC assassin mob out of nowhere and instantly fugued. It happens all the time and players just shrug and move on with their lives and their story. Ten minutes later they respawn like nothing ever happened. Yet even the idea that the same thing happens from a player changes the narrative to the point it becomes win/lose. In the RP sense, it should make zero difference whether you got killed by an NPC assassin, or a player assassin. Your character died both times in the exact same mechanical way, the only difference is one was controlled by the computer and the other a player. Yet it does, because - win/lose kicks in.

If you are so worried about the idea of your character dying that you're willing to argue to shut down entire avenues that open up plenty of additional RP, then perhaps you're more invested in the win/lose mentality than you are willing to admit, or are unable to detach yourself from your character.

If assassins do this RP badly and get reported and found out, they will be held to higher standards than the usual and lose their privilege.

Re: Assassin's Guild Tweaks

Posted: Sat Apr 02, 2022 4:27 pm
by Kilivin
Arigard wrote: Sat Apr 02, 2022 4:16 pm If assassins do this RP badly and get reported and found out, they will be held to higher standards than the usual and lose their privilege.
I can agree to this mostly, but the fact there are PVP rules beyond "Toggle hostile and go" makes this a moot point.

If there truly is no difference between getting sneak critted in a dungeon by an NPC and the same happening from a player, there should be no PVP rules beyond toggling hostile. NPC's don't RP with you before they attack you, they just attack you... While this may be rough at first, people would get used to it and PVP would become something akin to a random boss battle in the wilderness...

The real issue with that format though, is when lvl 30's are going around fully gear'd/warded smashing low level characters cause "My character is evil lol"...which to be fair, they can do right now still they just have to say something silly like "Hahaha, you have found yourself on my path of destruction, prepare to die! *readies weapon*" then wait for a reply or something.

The disconnect people have between player vs environment and player vs player is baffling to me on Arelith overall, and it is that way because there are so many stringent rules to PVP. I've always wanted to play a barbarian that worships Garagos and just fight people for their skulls ALA Khornate warrior... but undoubtedly no matter how much RP you do - someone will get butt hurt and take it personally rather than see it for what it is - a marauding murderer to be dealt with by other people..

Re: Assassin's Guild Tweaks

Posted: Sat Apr 02, 2022 4:31 pm
by Ork
Yeah no, pvp rules are a good thing. If you’re not going to put in a modicum of effort to pvp, you’re better off elsewhere.

Re: Assassin's Guild Tweaks

Posted: Sat Apr 02, 2022 4:47 pm
by Kilivin
Ork wrote: Sat Apr 02, 2022 4:31 pm Yeah no, pvp rules are a good thing. If you’re not going to put in a modicum of effort to pvp, you’re better off elsewhere.
Tell that to the people who walk around fully warded in towns and cities. They're only doing that because they might get shotgun PVP'd and want to win just like the toxic PVPer. When ultimately, PVP on arelith is a means to an end that doesn't impact the world at all. No one is forced MoD, nor are they forced to 5% (especially after a bad PVP experience). Even settlement leaders getting off'd in PVP don't really have much impact at the world at large or make any change to the world. If PVP has no point, it having rules is just to stop griefers which should be dealt on a case by case basis rather than blanketly.

All and all it feels like that could be a cause for the 24 hour RP to PVP rule... some bad characters got into the assassin's guild and instead of making an assassination fun for everyone, they made it about win/lose. I know way too many players that only care about winning in PVP to think this as a null possibility which is incredibly upsetting.

PGCC needs a PVP arena/team matches to get all the PVP fixes out of people's heads. That way people who do PVP in Arelith won't do it to satisfy a sadistic itch (which more people do than they care to admit), they'll do it to tell a story.

Re: Assassin's Guild Tweaks

Posted: Sat Apr 02, 2022 4:51 pm
by Xerah
Kilivin, you have said your piece.

The PVP rules are not going to be changed to what you want. Stop taking up space in this thread for feedback.

Re: Assassin's Guild Tweaks

Posted: Sat Apr 02, 2022 4:54 pm
by RubiRo
Hello!

Just a small input in regards to the points.

1) The minimum contract value has been increased from 10k to 100k.
> I agree, I feel that a low cost assassination's contract is too easy to pay off.

2) Assassins who complete contracts will now receive 100% of the bounty value.
> Give them some sort of payment. I feel pity for those character when I pay off my own contracts off.

3) The price for paying off contracts has been changed to double the contract value. An exception exists for settlement leaders who will instead be required to pay triple the contract value to cancel it.
> I agree, so that it is more meaningful for getting the contract off, but for government official, I feel as if that shouldn't be a thing. Reason being is that the character took that role knowing the risks it comes with. If they do want to pay it off, it should be more formally done to enhance RP with a high ranking Assassin exchanging the money to them to remove the contract.

4) Any single character is only allowed to place a single contract per real-life week.
> Thank you for removing trolls and the constant worry of removing one to get another one set on you two seconds later.

5) The Guild will no longer send messengers to inform targets that they have pending contracts. This aspect will be left to assassins to roleplay. The Guild's reception agent will still inform of any existing contracts and allow them to be paid off.
> I agree with this. It is a bit off that the guild is undercutting their employees, and it gives more reason for people to have a guard with them at all time if they have a hit on their head.

6) The 24-hour window for PvP post RP on contracted targets is suspended as of this update. Assassins will be beholden to the same PvP rules of engagement as any other character.
My concerns is for the sneak type assassins, so their build is not null and void for example below:
CaptainCeicro wrote: Sat Apr 02, 2022 6:54 am Great changes overall, except for one. If anyone cares to elaborate. But my assassin is purely reliant on his sneak attacks to get the drop on an opponent.

The way the rules are set up is that I can only attack from stealth is if another party member is initating the combat with the other PC or vice versa.
Their build is known to be really soft, and can be overpowered very easily by the first person who clicks the fastest. To instigate the RP discretely, can they drop letters in specific area? Would that still count as RP initiating?

Other potential suggestions, is there a possibility that they can designate a DM or two specifically to over see an assassination's attempt and make it more so a small or large event? I personally think that will prevent poor RP with your supervisor hovering over your shoulder as well as make it more impactful and enjoyable for both parties. There can be interaction for example, you are about to get attacked in the city where the guards are near. DM can take control of the guard to initiate the chase afterwards or alert the nearest PC guards. I've notice a lot of time in game that some big event of adventurers getting attacked the majority people just sit around the fire talking about the attack, but not really doing any actions to fix it... Which is a bit silly and a bit depressing even though I know that the murderer had the opportunity to portal lens out.

There should also be something to prevent or delay people portal lensing out after killing someone so there is a chase opportunity like "Your hands are covered with blood. Your hands slip when you try to twist the lens". Point being, I was attacked with my other character, and I tried to chase them down, but two loading screens later, POOF! Gone. It is understandable if it was a mage casting teleport to get away, but any other commoner or fighter with no magic abilities using a lens to teleport is a bit much.

A second tool I can think of is using -subdual (or making -subdual mode default, and toggle to kill to finish the deal) when jumping out of stealth after RP. They bind them and take your time to perform the kills, so someone can save them or they can call out for help in shout before sealing the deal. That seems like an interesting chase as well as possible opportunity to alert people of the wandering assassin. An example that I had was a goblin disguised as a "Goblin" that was hanging out in the goblin keep. We attacked him thinking he was a normal monster on accident and he wreck Alice's and Ander's face in subdual mode. If you're reading this Goblin, I love you. That was epic and funny.

Re: Assassin's Guild Tweaks

Posted: Sat Apr 02, 2022 4:58 pm
by Ork
Kilivin wrote: Sat Apr 02, 2022 4:47 pm
Ork wrote: Sat Apr 02, 2022 4:31 pm Yeah no, pvp rules are a good thing. If you’re not going to put in a modicum of effort to pvp, you’re better off elsewhere.
Tell that to the people who walk around fully warded in towns and cities. They're only doing that because they might get shotgun PVP'd and want to win just like the toxic PVPer. When ultimately, PVP on arelith is a means to an end that doesn't impact the world at all. No one is forced MoD, nor are they forced to 5% (especially after a bad PVP experience). Even settlement leaders getting off'd in PVP don't really have much impact at the world at large or make any change to the world. If PVP has no point, it having rules is just to stop griefers which should be dealt on a case by case basis rather than blanketly.
It is a choice to make PvP have meaning just like everything else in this game, but if you choose to ignore the meaning of events in game (including PvP) I know the DMs can help re-educate you.

Hail sithis, brother.

Re: Assassin's Guild Tweaks

Posted: Sat Apr 02, 2022 5:17 pm
by Evianna
Arigard wrote: Sat Apr 02, 2022 4:16 pm The whole point of the token in the first place is quality control. As a disclaimer I don't have an assassin, nor have I ever applied for one, but I really don't see why people are so bent out of shape over a little danger. It mainly seems to be hyperbole over things that have not happened yet and may not ever happen to their characters, typos, marauding assassins that run up and say "Hey" and then instantly attack.

Even if they do, and sure, people have had some bad experiences (usually one time years ago), where their pixels fell over and they went to the fugue. Not meaning to be callous here, but so what? Get over it. It's a game, you lose nothing (unless you're a settlement leader, in which case now you should be making RP allowances for your security). I've had bad experiences too, been one lined, had people turn up and interrupt good RP just to try and get the win, especially on evil characters. I never lost any sleep about it, because in the grand scheme of things it doesn't matter. People have incredibly short memories in general and the turn around for RP plots and characters is so high that barely anyone will remember what happened to your character even a few weeks back.

Assassins now have to make themselves known before the PvP, they need to RP with you, alert you that you have a bounty on your head and then go through with it. So it's not like they're going to jump out of the shadows with zero warning and just gank you with this change to the rules and if they do, report them.

Shutting down these avenues just makes the whole world seem lifeless for an end result that ultimately does nothing except wound a few peoples pride and potentially trigger an election, of which many people have complained over the years about how some leadership stays in positions for literally years and makes areas feel incredibly stale.

Nobody is sitting on the forums complaining about how they loaded into a dungeon and got sneak critted by an NPC assassin mob out of nowhere and instantly fugued. It happens all the time and players just shrug and move on with their lives and their story. Ten minutes later they respawn like nothing ever happened. Yet even the idea that the same thing happens from a player changes the narrative to the point it becomes win/lose. In the RP sense, it should make zero difference whether you got killed by an NPC assassin, or a player assassin. Your character died both times in the exact same mechanical way, the only difference is one was controlled by the computer and the other a player. Yet it does, because - win/lose kicks in.

If you are so worried about the idea of your character dying that you're willing to argue to shut down entire avenues that open up plenty of additional RP, then perhaps you're more invested in the win/lose mentality than you are willing to admit, or are unable to detach yourself from your character.

If assassins do this RP badly and get reported and found out, they will be held to higher standards than the usual and lose their privilege.
This is pretty much how I see it, too. Thank you for putting it more succinctly than I think I might have been able to.

Re: Assassin's Guild Tweaks

Posted: Sat Apr 02, 2022 5:39 pm
by garrbear758
CaptainCeicro wrote: Sat Apr 02, 2022 6:54 am Great changes overall, except for one. If anyone cares to elaborate. But my assassin is purely reliant on his sneak attacks to get the drop on an opponent.

The way the rules are set up is that I can only attack from stealth is if another party member is initating the combat with the other PC or vice versa.
If you shout in stealth anyone can see it regardless of if they can see you.

Re: Assassin's Guild Tweaks

Posted: Sat Apr 02, 2022 5:57 pm
by maxpolishguy
Good changes. I think this will create more rp opportunities. The gold limit is particularly welcome because I think it will stop a lot of petty “hits” on characters and the shift will turn to “hits” that are actually part of a greater plot.

I don’t think people should be notified about being a target by an NPC. It makes no sense that the organization that is trying to kill you would send you a warning.

You are still supposed to get a warning from the assassin. That’s what rp is for. If it is inadequate report it. You also don’t have to fight. Run away if you need to.

As for complaints about “I will have to check the guild every day”…. What are you doing that would make so many PCs hate you? I don’t think this will be an issue now that you can only place a hit once per RL week.

Great update.

Re: Assassin's Guild Tweaks

Posted: Sat Apr 02, 2022 6:25 pm
by MissEvelyn
I think it's overall a good change.

I also think the concerns expressed here are valid. So in order to avoid confusion, a small post-death pop-up message for the assasinated player would help them understand why they were just killed.

"You have suffered the fate of an assassination contract." or something similar would help bring clarity to the targeted player.

The minimum gold limit is really welcoming, because now you actually have distinction between professional assassins and amateur bounty hunters.

Re: Assassin's Guild Tweaks

Posted: Sat Apr 02, 2022 6:30 pm
by Amateur Hour
maxpolishguy wrote: Sat Apr 02, 2022 5:57 pm
You are still supposed to get a warning from the assassin. That’s what rp is for. If it is inadequate report it.
I think we need to be specific as to what "warning" here means. It seems the only "warning" that's owed with the new rules is the standard PvP "warning" that any character initiating PvP is required to make. Whether or not that's a good thing is one debate, but if the point of the changes is to incentivize more roleplay between assassins and their contracted targets, I don't see any reason to think that's what will happen.

Re: Assassin's Guild Tweaks

Posted: Sat Apr 02, 2022 7:29 pm
by Party in the forest at midnight
I hope assassin stays application locked. Just look at the replies in the thread from people who think they can't PvP without no-rp ganking people. Someone even asking if dropping a letter on the ground counts. You now have the upper edge, people don't know someone is hunting them. That gives you so much more freedom to try and lure people out of safety, to catch them off guard.

Re: Assassin's Guild Tweaks

Posted: Sat Apr 02, 2022 8:24 pm
by Edens_Fall
I'd like to go ahead and point out that it's OK if an assassination attempt fails. Not every hit has to end in the targets death. I've enjoyed near miss assassinations againist my PCs more then successful ones for the RP done after the attack.

I guess in short, maybe we should focus less on the sneak attack sure kill and more on the story/experience of the contract.

Also nothing is stopping assassins from working together to take one target. Best death I had was the result of a clever distraction done by one to lead my PC into an abandoned temple, right into the arms of thier waiting compatriot. It was such a well done assassination that I chose to role the PC after in respect to the event.

Re: Assassin's Guild Tweaks

Posted: Sat Apr 02, 2022 10:06 pm
by MischeviousMeerkat
Archon wrote: Sat Apr 02, 2022 3:41 pm
This update is by and large very cool, but I think this is something that could use a look at. No risk contracts where investigating option is removed entirely just doesn't sound good. Even if a character would like to hire Guild operative to look into a contract, system is so anonymous that even if assassin PC would take up the job, they don't have much to work with if they wanted to dip to this side of the Guild intrigue.
Honestly it's better that way. I notice a lot of settlement leaders tend to have an assassin in their stable that just use the assassin's guild to inform non-guild members of what's going on. If assassins knew who was placing the contract then it'd just be used to snitch on the clientelle.

Re: Assassin's Guild Tweaks

Posted: Sun Apr 03, 2022 2:20 am
by Aniel
MissEvelyn wrote: Sat Apr 02, 2022 6:25 pm I think it's overall a good change.

I also think the concerns expressed here are valid. So in order to avoid confusion, a small post-death pop-up message for the assasinated player would help them understand why they were just killed.

"You have suffered the fate of an assassination contract." or something similar would help bring clarity to the targeted player.
This does and has always existed.

Re: Assassin's Guild Tweaks

Posted: Sun Apr 03, 2022 8:50 am
by AstralUniverse
Interesting stuff. I'm curious whether or not its a fair game for an assassin to stand in stealth while another pc provokes their target into pvp, then jump in just to secure the kill. Seems sketchy, but then again this entire class is meant to be sketchy... sorry if this was already answered and I missed it.

Re: Assassin's Guild Tweaks

Posted: Sun Apr 03, 2022 12:01 pm
by MissEvelyn
Aniel wrote: Sun Apr 03, 2022 2:20 am
MissEvelyn wrote: Sat Apr 02, 2022 6:25 pm I think it's overall a good change.

I also think the concerns expressed here are valid. So in order to avoid confusion, a small post-death pop-up message for the assasinated player would help them understand why they were just killed.

"You have suffered the fate of an assassination contract." or something similar would help bring clarity to the targeted player.
This does and has always existed.
Oh that's good to know!