Search Results for 'Palmerto'
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Search Results
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Topic: The King Returns
A murmur arose in the West…. The King of Silent Hill has returned
After months of inactivity during which multiple members were griefed by a former member, Silent Hill was battered, but unbroken. What it needed was its King, for the throne had been vacant for far too long. In the middle of September, the King made his entrance. He came back to a weakened crew; nonetheless, many members had stayed loyal during his inactivity. In a heartwarming reunion, he walked the streets of Vána Selanda with RCE23ERAU for the first time in months. The city remained ungriefed, beautiful as ever.
September 14th marks the end of the 3rd Age of Silent Hill, the Dark Ages.
And thus the 4th age begins, that of revenge and redemption.
Palmerto has returned to the throne. Have Fear.
King of Silent Hill
Keeper of the Dungeon
Purveyor of Silence
Protector of Vána SelandaAhoy mateys!
As the Ambassador to SLNT I would like to formally propose an alliance between our prospering crews.
Let me or the SLNT leader, Palmerto know if you are interested in this arrangement. Cheers!
I’ve decided to sit down and write this note to give my opinion of what “toxicity” is, as it’s often thrown around too much these days. On a server such as this, where looting and sieging are romanticized and somewhat praised, a boundary needs to be defined between FOUL PLAY and TOXICITY. Foul play is anything like an attack/ ganking someone, but with good reason and sometimes provoked. That’s what we do here. There are friends and allies, people fight. I personally would love the siege aspect if it was seen as more of a game, a real “battle” between two crews. The castle is being sieged, who will win the fight! Launching and planning attacks is one of the reasons people play PMC.
As of late, many people have moved over to the toxic side of things. Everyone knows about the Covid mental health stuff and taking anger out on people online, so I won’t explain that, but it really does play into this point. Many players, majority pvpers, don’t see this as a game. It has a strange hint of real life for them. They invest their emotions into the game, and thus do what it takes to preserve their emotions. If staying happy means winning a 1v1 or siege, then that person will train and train till they win that fight. Having happiness be so quantifiable is dangerous in my opinion. This is where toxicity emerges: when players are not acting to enjoy the game but rather to preserve the emotions they’ve attached to the game. Now I get it, I’ve put many hours into my builds and would not want to see them blown up, you could say I have an emotional connection to them. But when I lose a raid, I don’t become actually angry in real life. Maybe a bit annoyed yes but I never walk away from my computer with a changed mood because of something that happened on PMC. Toxicity can be defined as anything that results from heightened negative emotions. It usually takes the form of in chat harassment, continued sieging, etc. When the sieges go on for hours it loses the fun of being a friendly contest. It’s no longer a respectful match, a test of skill, rather it’s an attempt by the perpetrator to make the victim sad or get a rise out of them. This is the most toxic thing one can do online: trying to mess with real life emotions until you eventually succeed.
The issue we run into is policing morality. Governments have found that policing morality just isn’t possible, so laws and rules are designed to encourage good behavior. Laws usually associate toxicity with criminality. (I’m making a broad generalization I know.)
So then, what is my solution? I’m no expert so my theory may be imperfect, but there are a few things to do that may help
1. increase siege cooldown, make it apply to all players(you can’t just get a friend to siege again), and make it apply to all claims in a radius.
2. Disable a Sieger’s ability to use to flex loot during a siege or after, turn of their crew chat during, and turn of messages. I personally would advise a complete mute for both parties while a siege is ongoing, or maybe people in the fighting crews can’t cross message.
3. Discourage insiding . Yes it’s part of the game, but considering that some players have left due to being betrayed by close friends, I think it’s worth it. Some kind of mechanic to prevent insiding is advised.
4. Players who are known to be toxic should be more heavily policed. I know staff are working on this, and the community is grateful for it.
5. INTENTIONALLY trying to make someone seriously sad/ angry/ depressed should be taken very seriously. Phrases such as “Kill yourself” should be punished severely. Mental health is no joke these days. This refers to my point above. The goal of this would be to encourage fair play and discourage those who take their emotions out on the game.
These all come with the risk of deterring pvpers and making people mad or claim “princess craft.” Well, looking at recent activity I think changes need to be made. Most people who claim these things are the perpetrators, the toxic players. PMC uses punitive justice, and I support this. My most important point: those who are not contributing to the community should not be a part of the community at all. I don’t care how long someone has played or how much they’ve donated, it one player is detracting from another’s experience severely, causing players to quit, be overly upset, etc. the community would benefit from having them GONE. Again, I am not against pvp, raiding, or looting. It adds a fun edge and danger to the game, provided functionality to builds, and develops crews like real life societies. I am, however, against the use of these mechanics to harm someone’s real life mental state. This is a GAME! Contests are fun. Many don’t treat is as such.
I hope this has helped. Sorry about the length, some deep concepts here. Let me know if you need elaboration or more insight.
King of Silent Hill
Keeper of the Dungeon
Purveyor of Silence
Protector of Vána Selanda