CROW3 wrote: » Noaani wrote: » These aren't exactly good arguments to add it. When I asked you to name ways that not flagging up would be taken to mean by other players, I was assuming you had actual reasons that it could be used - rather than a list of reasons as to why it shouldn't be added. I wasn't providing you an argument, but providing other possibilities as to why a player would be flagged green if a toggle were available.
Noaani wrote: » These aren't exactly good arguments to add it. When I asked you to name ways that not flagging up would be taken to mean by other players, I was assuming you had actual reasons that it could be used - rather than a list of reasons as to why it shouldn't be added.
Noaani wrote: » I mean, my bad for making an assumption, but I would have thought that if you were going to argue that there were more assumptions that could be made for remaining a non-combatant, you would at least list assumptions that made the toggle worth adding as opposed to providing more reasons as to why it shouldn't be added.
CROW3 wrote: » Noaani wrote: » I mean, my bad for making an assumption, but I would have thought that if you were going to argue that there were more assumptions that could be made for remaining a non-combatant, you would at least list assumptions that made the toggle worth adding as opposed to providing more reasons as to why it shouldn't be added. Lol. You asked a question. I answered it. Any additional assumptions you had are on you. 😂
Noaani wrote: » I did literally say it was my bad for making that assumption.
George Black wrote: » So the toggle not only is used to enable players to aimlessly run around the world looking for other combat flagged people it is also used for the players to "choose to avoid maximum death penalties" from a charging red player, effectivelly bypassing the games design for concequenses of actions in order for the victim to feel like they have a choice on how to... victim, you know because fighting a red player as a green player and losing will totally give you the full death penalty experience, even though you were just fighting, but the devs dont know that. Great stuff, keep em coming. 14 pages filled mostly by 4 names, for for the sake of the coding of an additional button which does what hitting a player (turning purple) does, fightout having to hit anybody.
Caeryl wrote: » George Black wrote: » So the toggle not only is used to enable players to aimlessly run around the world looking for other combat flagged people it is also used for the players to "choose to avoid maximum death penalties" from a charging red player, effectivelly bypassing the games design for concequenses of actions in order for the victim to feel like they have a choice on how to... victim, you know because fighting a red player as a green player and losing will totally give you the full death penalty experience, even though you were just fighting, but the devs dont know that. Great stuff, keep em coming. 14 pages filled mostly by 4 names, for for the sake of the coding of an additional button which does what hitting a player (turning purple) does, fightout having to hit anybody. Because you do not become a combatant by pressing a button, you become a combatant by entering combat. Literally, hitting another player is entering combat. Clicking a button is not combat. Why in the world should it be framed as combat? Why can’t you find combat like everyone else can? Why do you feel like a toggle is a benefit to the game?
Caeryl wrote: » Because you do not become a combatant by pressing a button, you become a combatant by entering combat. Literally, hitting another player is entering combat. Clicking a button is not combat.
daveywavey wrote: » Noaani wrote: » Without a toggle, if you are attacked by a player you know will kill you, but don't want to suffer non-combatant penalties, you need to actually attack the player. With the toggle, you just need to toggle combatant on and are under no obligation at all to fight back. So, a Red attacks a Green, and the Green is in the situation you described: they know the Red is going to kill them. Their current options are to do nothing and die and take the full death penalty hit, or to fight back and die and take the full death penalty hit. Either way, they're going to die and take the full death penalty hit. However, if there's a toggle, they're given the choice either to flag combatant to save the additional death penalty, or to stay green and inflict a higher Corruption hit on their attacker. The toggle introduces choice on the part of the victim.
Noaani wrote: » Without a toggle, if you are attacked by a player you know will kill you, but don't want to suffer non-combatant penalties, you need to actually attack the player. With the toggle, you just need to toggle combatant on and are under no obligation at all to fight back.
Tyrantor wrote: » Noaani I take it you don't like my rebuttal you went mute on me my friend.
Tyrantor wrote: » Noaani wrote: » Remember, the point of the lesser death penalties is to encourage people to fight back, not to encourage people to flag as a combatant. As such, actual fighting back is what needs to trigger the lesser penalties,not simply flagging. This is currently accomplished by making these two things one and the same - the act of fighting back flags you as a combatant which lowers death penalties. You do understand they only have to "encourage" people to fight back because of a corruption system in the first place right?
Noaani wrote: » Remember, the point of the lesser death penalties is to encourage people to fight back, not to encourage people to flag as a combatant. As such, actual fighting back is what needs to trigger the lesser penalties,not simply flagging. This is currently accomplished by making these two things one and the same - the act of fighting back flags you as a combatant which lowers death penalties.
If someone is willing to open themselves to combat before or during a fight then they should get the corresponding death penalty since they are negating the corruption penalty for anyone attacking them which in turn eliminates the need for a non-combatant death penalty.
This is what I was referencing above which you conveniently neglected to ignore in your response, daveywavey just owned you, much like everyone has been doing here.
George Black wrote: » Caeryl wrote: » George Black wrote: » So the toggle not only is used to enable players to aimlessly run around the world looking for other combat flagged people it is also used for the players to "choose to avoid maximum death penalties" from a charging red player, effectivelly bypassing the games design for concequenses of actions in order for the victim to feel like they have a choice on how to... victim, you know because fighting a red player as a green player and losing will totally give you the full death penalty experience, even though you were just fighting, but the devs dont know that. Great stuff, keep em coming. 14 pages filled mostly by 4 names, for for the sake of the coding of an additional button which does what hitting a player (turning purple) does, fightout having to hit anybody. Because you do not become a combatant by pressing a button, you become a combatant by entering combat. Literally, hitting another player is entering combat. Clicking a button is not combat. Why in the world should it be framed as combat? Why can’t you find combat like everyone else can? Why do you feel like a toggle is a benefit to the game? Omg....... Imagine failing that hard. Read my last sentence from the post you quoted. Slowly.
Tyrantor wrote: » Caeryl wrote: » Because you do not become a combatant by pressing a button, you become a combatant by entering combat. Literally, hitting another player is entering combat. Clicking a button is not combat. Does this mean you'll be communicating with your in game character through some digital form of telekinesis - not sure the rest of us can compete with you sir. I mean.. a button to attack or a button to flag sort of both buttons.
George Black wrote: » @/caeryl i am against the toggle. Your reading abilities are terrible.
In English grammar and in particular in casual English, generic, impersonal, or indefinite you is the use of the pronoun you to refer to an unspecified person, as opposed to its standard use as the second-person pronoun. Generic you can often be used in the place of one, the third-person singular impersonal pronoun, in colloquial speech.
Caeryl wrote: » George Black wrote: » @/caeryl i am against the toggle. Your reading abilities are terrible. Ah I see you don't understand what "generalized 'you'" means. edit: Here's a definition for you In English grammar and in particular in casual English, generic, impersonal, or indefinite you is the use of the pronoun you to refer to an unspecified person, as opposed to its standard use as the second-person pronoun. Generic you can often be used in the place of one, the third-person singular impersonal pronoun, in colloquial speech.
Noaani wrote: » I do, however, finding intriguing that a list of reasons to not have toggle would be in anyway used as an argument for it to be added.
CROW3 wrote: » Noaani wrote: » I do, however, finding intriguing that a list of reasons to not have toggle would be in anyway used as an argument for it to be added. Which reasons for not adding it?
Noaani wrote: » CROW3 wrote: » Taking a green flag as 'I don't want to fight' is one possible inference. Detail one other thing that could be inferred here.
CROW3 wrote: » Taking a green flag as 'I don't want to fight' is one possible inference.
CROW3 wrote: » - I’m baiting you into corruption - I forgot to turn the toggle on - I didn’t know there was a toggle - I thought the toggle was account wide and didn’t realize this toon wasn’t toggled - I’m testing to see how many players in a node would attack a green v. purple player