Help: player_wars

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Help Player Wars

 			      Player wars

 Player killing and other means of fighting other players is allowed on purpose
 in ZombieMUD and considered to be a part of the game. However, cases where one
 of the fighting players is clearly weaker than the other or there is no doubt
 that the offender has no good reason to harass someone who only wishes to play
 in peace, Archwizards may be forced to take action against the offender. So
 while not every petty offense is a reason to take your issue to an Archwizard,
 these rules exist so you can evaluate your actions towards others and consider
 if you have been wronged beyond your ability to avenge personally. 

 If you feel that you have been wrongly offended by another players' actions,
 you may use the guidelines for valid retribution below, but by doing so you
 will lose your right to complain to the archwizards. 
 IE. You get killed, and decide to take the justice in your hands, killing
     your attacker later on. You have now lost your right to complain about
     the initial kill, and the attacker has a reason to kill you again,
     should his previous reason have expired. *However* if you kill somebody
     just for self-defense, meaning *he* comes after *you* and attacks you
     again, you may kill him to survive without it giving him more reason
     to hunt you.
 I.    The general player warring rules.
 II.   Rules defining what is a valid reason and for what.
 III.  Rules regarding the expiration of valid reasons.
 IV.   Rules regarding assistance,partying and resurrection.
 I. There are a few general rules of conduct that apply to any case of player 
    warring, whether it is casting curses on other players, praying them or 
    killing them:
 1) Any crime committed against a substantially weaker target is considered 
    a more serious offense than fighting a player closer to your own 
    power. This is especially so if the target is a newbie with little
    knowledge of the game.
 2) Every action taken against another player requires a valid reason to do 
    so, the more serious the action, the more solid the reason must be.
 3) Abusing another player's possible linkloss or idleness by praying/killing
    /desting him/her over and over is considered a more serious crime than
    that same amount of offense(s) to a nonidle target.
 4) Retired or semi-retired players are considered at an advantage over active
    players of comparable amount of power because they have little to lose.
    This means that if the offense falls in between two scales of seriousness, 
    it will automatically revert to the higher scale if the offender is 
    considered to be retired.
 5) Any reason you might have against your target does not apply to the people
    he parties with, or his friends.
 6) You may interfere in a fight between two other players if you both 1) 
    know the person you wish to help personally and 2) the person you wish to
    help is *clearly* underhanded in the war. Every offense you take against
    the other warring party is then considered as if your friend performed
    the action. If you kill his enemy enough, his reason will expire and
    yours with it. Naturally you need your friends permission to fight his
    war for him.
 7) Stealing equipment or money is considered a part of the game and it can
    not lead to banishment or other wizard controlled punishment, unless
    it interferes with an EQ party (see rule 10). Thievery only gives the
    aggrieved victim the right to avenge him or herself. Theft is only
    mentioned in the 'Serious' and 'Extremely serious' categories to 
    give you a way to consider your counter-actions and can not lead 
    to punishment by archwizards.
 8) Players are not supposed to involve secondary characters in the
    grievances of their primary characters, or vice-versa (see 'help
    cheating', multi-playing section). Isolated violations of this rule will,
    at minimum, permit retaliation by the injured player against both the
    primary and the secondary character. Repeat violations of this rule
    will warrant wizard intervention and possible punishment. Nothing in
    this rule prohibits secondary characters from engaging in player wars
    with players who are not in conflict with their primaries. Nor, absent
    a violation of this rule, may an injured player ordinarily retaliate
    against a primary character for the acts of the secondary, or vice-versa.
 9) Players who are found to systematically search for reasons to visit damage
    to other mortals and players who are repeatedly punished for their offenses
    can, if needed, be given greater punishments than these rules would 
    otherwise warrant. When considering the appropriate punishment to give
    a repeat offender, the Archwizards will consider the offender's conduct
    in the aggregate, and not only offenses committed against a specific player.
    A player who commits minor offenses against a large number of players may
    be punished if he did so without provocation.

 10)Minor griefing that would constitute a lesser offense if used against
    only one person during normal gameplay, will be treated as a more serious
    offense if it disrupts a party doing an eq quest or killing an eq mob. This
    is viewed as a serious disruption of gameplay and will be treated as
    a Category 3 or 4 offense, punishable by wizards if unprovoked. To be
    justified in disrupting an eq party, the player must have been wronged
    by the party (or party members performing party-related tasks), not
    just by one of its members. Thieving, which is not otherwise punishable
    by wizards, is punishable under this rule if it is clear from the
    circumstances that the thief knowingly interfered with an eq party.

 11)Enforcement of rules, as always, requires discretion and judgment on the
    part of the Archwizards. The recommended punishments below are intended only
    as guidelines, and Archwizards may use their judgment to punish offending
    players as they see fit. Archwizards are free to use "creative" punishments
    to fit the crime, if they prefer these methods to the standard punishments
    of banishment and xp loss. Archwizards may grief and kill mortals who
    habitually grief or kill other players, and this is in fact considered a
    lighter form of punishment than banishment.
 II. Player wars are judged by the Archwizards mostly according to their
     sense of honor and justice since there are as many ways to have a 
     quarrel as there are players. This list of valid reasons is not 
     exclusive or complete but it gives you a means of estimating what 
     scale of an action is allowed for which offense against you. 
     The means of attacking a player have been divided into four categories by 
     their seriousness. Every hostile action falls into one of these categories,
     and even if it is not listed here you should be able to determine which 
     by using common sense.
     Also it is very important to note that you do NOT count every offense 
     separately, but you consider the *sum* of damage done when estimating 
     the seriousness of the offense(s). This means that if a player has
     cast forget spell on you forty times, it qualifies as 1 extremely
     serious offense (40 forgets will ruin your gameplay for several days),
     NOT 10 minor offenses. You can only have one level of a reason against
     any given 1 player at a time.
     Note that the minor and moderate categories exist only to give you
     the possibility of evaluating your own response. Such light offenses
     are usually not something an Archwizard would take interest in, not 
     unless the same offender treats several people this way or is 
     repetitive in his actions.
      The categories of seriousness:
    1) Minor
       A minor offense means you have suffered no actual damage, 
       but have been bothered unjustly without a cause.
     -Actions that fall under this category: 
       Cursing,'bane'ing,light insults,looting by accident,mist hazing etc. 
     -Valid reason for:
       Using any equal means at your disposal such as curses, or
       threatening with more serious actions such as player killing.
    2) Moderate
       An attack that actually harmed you from slight sufferance (minimal exp
       lost) upto half an hour or so of active playing being ruined.
     -Actions that fall under this category:
       being killed once or twice, being robbed of a little loot, having your
       golem(s) killed, minor thievery, serious/repetitive insults.
     -Valid reason for:
       1-3 kills, depending on the seriousness of the offense.
    3) Serious
       Serious offense is when you have suffered considerable damage that
       can not be undone by a little playing on your part, or if the attacker
       persists in bothering you making your gameplay difficult or impossible.
     -Actions that fall under this category: 
       hunting somebody with continuous kills/attempts, stealing or destroying
       valuable equipment, being killed and prayed without level loss, being
       forced to stop playing for a duration of time up to a day, minor or
       moderate acts of griefing (Category 1 and 2 offenses) that disrupt a
       party doing eq or a complex quest.
     -Valid reason for: 
       If the attacks are continuous and still carry on, any means available to
       stop the offender, otherwise an attack of same power or slightly higher.
       IE: were you pkilled 4 times by somebody, killing him back 5-6 times is
       allowed were you attacked without reason, but 10++ is NOT.
     -Committing a serious offense without a reason can result in:
      8-30 days of banishment or other punishment of same scale.  
    4) Extremely serious
	  You have suffered an extremely serious offense if the offender has
	  seriously hindered your gameplay for at least the duration of several
	  days or more. This is a loose category since anything from losing 
	  few valuable items to losing a whole set of eq falls under here. This
	  includes losses caused by unwarranted use of Flash of Power spell.
        -Actions that fall under this category: 
	  serious thievery, major thievery, destruction of one very good
	  or several good items, multiple prayers, mass killing, level loss, 
	  repeated disruption of an eq or quest party, etc.
        -Valid reason for:
          any use of force until the reason expires (see expiration rules).
        -Committing an extr. serious offense without a reason can result in:
         31-180 days of banishment or punishment of the same scale. In extreme
         cases, even removal.
 III. Rules regarding the expiration of valid reasons.
      All reasons to attack another player will expire eventually, 
      by one of three possible ways:  
  1) Any reason for retribution is considered void once you have caused 
     as much or more damage to your attacker as he/she has done to you.
  2) The person in question agrees to make compensation to you and
     you agree to accept it. IE. the reason ends by mutual agreement.
  3) Enough time passes that the reason is hardly current any more.
     This amount of time is roughly a month for minor, up to three
     months for moderate, half a year for serious and a year for
     extremely serious. However, if the person who has wronged you
     has not played during the time your reason was valid, the time
     is extended by the same amount.

  4) Members of the public who wish to avenge castle raiders may do
     so for up to a year under these guidelines, as long as they
     were not part of the raiding party. Castle raiding is treated as
     an extremely serious offense. Castle residents who were directly
     victimized, however, may avenge themselves indefinitely, or until
     an offer of compensation has been made and accepted.
 IV. Rules regarding partying, assistance and resurrection.
  As stated before, you are not allowed to attack members in your opponent's
  party for that reason alone, you must have an actual reason for every
  person you attack. Aside this, there are a few rules regarding parties
  and other passive help to your opponent:
  1) You may not kill a player for healing or protting your opponent if
     the player is in a party with the opponent or it is otherwise clear
     that the healer/protter is doing so for purposes other than fighting.
  2) You may kill a person healing and/or protting your opponent if the   
     person in question does so fully understanding that the heals/prots
     will be used to fight you, not for other purposes.
  3) You may not kill any player because of resurrecting your enemy,
     resurrection is considered a completely neutral act.
  4) Any member of any party has the right to defend their party from
     being destroyed by attacking and killing person(s) who intentionally
     try to break the party or cause it difficulty. The attempter does NOT
     gain a valid reason to kill or otherwise bother this defender later
     on for this reason, but is allowed to kill the defender as long as
     the party in question is intact and struggles for the same goal.

  5) Wizards appreciate the effort and planning required to organize
     a successful eq party. Minor and moderate acts of griefing may
     cause much more than a few minutes of disruption when directed
     at an eq party, given the number of people who are prevented from
     playing, and the amount of time that goes into preparing for such
     a party. Wizards want to encourage eq partying, and do not take
     kindly to players who try to prevent others from forming eq
     campaigns. Accordingly, the policy from here on out will be to
     punish players who grief others' eq parties -- punishment may be
     given even for a first offense if the griefing is unprovoked.
     Harsher punishment will be given for repeat offenses. This applies
     to any party of three or more people formed for the purpose of
     making eq, regardless of the difficulty of the target. Exceptions
     exist only for certain mobs (see, e.g. 'help lucifer').

See also 'castle raiding', 'legal cheating', and 'extortion'.

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