i92guboj Report post Posted June 8, 2005 (edited) I have been thinking (yes I can) about the real meaning of "Antisocial" and come up with this. NOTE: For all readers, this is just a personal thought, if it were a suggestion I had used the suggestions forums. So, do not start a war here. All coments are wellcome, though. I started wondering about the right meaning for that word: "antisocial". Antisocial people in real life are persons that do not have a so active social life, but they have to eat, bath, sleep... like the other morstals do. To put a better simil of the real meaning in the game would be so difficult, but I think that this is a close attempt. 1.- In RL, there are people that are antisocial by nature, they do not have so much friends and prefers being alone most times. That does mean that, they interact with their environment only when strictly needed, and as soon as the basic needs are covered they try to stay away from people. In GAME there can be also for sure people that are more sociable than others, and other that does not chat so much and spend most time training and exploring the EL world. 2.- In RL, antisocial people trade and so. Just to cover the needs, but do not stablish friendly ties with anybody, they just trade in shops and then go to home. In GAME the thing is the opposite. Antisocial can only buy from players, which makes nonsense in my opinion, since that is a social act (you have to PM a player, discuss prices, ask in the market and finally give thanks, at least you should). The conclusion for me is this: in theory, the antisocial perk should have, in fact, any "social related side effect". This is: any effect that would limit the social interactions that you are capable of. The most accurate way to emulate this in the game would be, for me, to make antisocial players unable to trade with other players. And make them able to trade with NPCs, like antisocial people do in real life. This way the persons that choose antisocial perk can enjoy the whole game by themselves w/o any other user interaction, which is what antisocial stands for. And can enjoy their time training and playing like if they were playing a local game on their PC. If fact, the way that antisocial perk works make the users who take it to have more social life. Of course this is only a thought, and should not be interpreted like I want this in the game... well, not for now, at least. This would need a deep restructuration on the way that NPCs and economy works in this game. Just a story to read if you are bored. -Regards Edited June 8, 2005 by i92guboj Share this post Link to post Share on other sites
Acelon Report post Posted June 8, 2005 I believe it was only named antisocial. The original idea wasn't revoling around the name but the actual effect. When you think of someone being antisocial, yes they dont talk much but its nothing to really read into IMO. Share this post Link to post Share on other sites
Pyewacket Report post Posted June 8, 2005 Heh Botophobia funni Share this post Link to post Share on other sites
Entropy Report post Posted June 9, 2005 an·ti·so·cial (ăn'tē-sō'shəl, ăn'tī-)adj. 1. Shunning the society of others; not sociable. 2. Hostile to or disruptive of the established social order; marked by or engaging in behavior that violates accepted mores: gangs engaging in vandalism and other antisocial behavior. 3. Antagonistic toward or disrespectful of others; rude. Share this post Link to post Share on other sites
i92guboj Report post Posted June 9, 2005 ? :lol: ? I know what antisocial mean, Do you think thats the meaning that has the "Antisocial perk"? Thanks for the answers again. Share this post Link to post Share on other sites
Mr.Mind Report post Posted June 9, 2005 (edited) . Edited September 19, 2019 by Mr.Mind Share this post Link to post Share on other sites
Daxon Report post Posted June 9, 2005 Maybe antisocial shouldn't be a negative perk anymore.. and just a punishment Ent. To naughty people. Share this post Link to post Share on other sites
ttlanhil Report post Posted June 9, 2005 I tell people that I'm somewhat asocial, and they try to correct me to saying antisocial. antisocial, like the name implies when you think about it, is against society or socialisation. asocial means that someone just doesn't socialize (or much, like me IRL) Share this post Link to post Share on other sites
Mireille Report post Posted June 9, 2005 (edited) Just a story to read if you are bored. -Regards 168794[/snapback] *bows at i92guboj's infinite wisdom* Exactly what I think. In EL, paradoxically, you can't be antisocial without many friends who could buy stuff for you. EDIT - Oh, it DOESN'T mean I want the AS perk to be removed, I just agree that it should be renamed into something more accurate. Edited June 9, 2005 by Mireille Share this post Link to post Share on other sites
ttlanhil Report post Posted June 9, 2005 (edited) In EL, paradoxically, you can't be antisocial without many friends who could buy stuff for you. EDIT - Oh, it DOESN'T mean I want the AS perk to be removed, I just agree that it should be renamed into something more accurate. 169038[/snapback] yeah, some of the names (not just this one) are rather misleading I'd suggest something like outlaw (though milder), but that's not quite right maybe something like being an enemy of the mercantile union (shopkeepers)? it's pretty hard to come up with some reason that shopkeepers would shun you, yet no reason to have an effect from players. also, it's only shopkeepers (and not even completely from mage shops (sigils)) that shun the player, people like vesine and kelcha will trade with you because they're not real shopkeepers, so it can't really be a general NPC issue heh, here's another slant, something about bad credit risk (I know, we don't buy on credit, but it's an angle) Edited June 9, 2005 by ttlanhil Share this post Link to post Share on other sites
i92guboj Report post Posted June 9, 2005 Yes, that I mean... Maybe we could suggest new names for this kind of things. For this case, maybe something like "bad bussineman" or "trader's joke" perk would be more accurate. Just ideas... Share this post Link to post Share on other sites
trollson Report post Posted June 9, 2005 The antisocial perk seems to me to be more akin to an outlaw status, in that "official" NPCs refuse to have anything to do with you. Somewhere less sever than being PK-able. Maybe an official character trait would be an outcast level, going from minor inconvenience, to fully PK-able. Goes up if you bad, down if your good (or contribute heavily to good causes!) Share this post Link to post Share on other sites
Astronomican Report post Posted June 9, 2005 The most accurate way to emulate this in the game would be, for me, to make antisocial players unable to trade with other players. And make them able to trade with NPCs, like antisocial people do in real life. 168794[/snapback] I always thought that the guy at the grocery next to my house was a bit flat he must be one of those real life NPCs Share this post Link to post Share on other sites
Arnieman Report post Posted June 10, 2005 Maybe an official character trait would be an outcast level, going from minor inconvenience, to fully PK-able. Goes up if you bad, down if your good (or contribute heavily to good causes!) 169090[/snapback] Sounds like something akin to the "criminal" scale used by UO, something I've pushed for before in suggestions... Share this post Link to post Share on other sites
trollson Report post Posted June 10, 2005 Sounds like something akin to the "criminal" scale used by UO, something I've pushed for before in suggestions... 169288[/snapback] Maybe such a scheme would alleviate "bagjumper" (etc) issues -- the old adage to get rid of a social problem, legalise and tax it! 2c worth... Pickpocket skill -- vs targets pickpocket+perception, failure increases criminal score, critial failure also makes PK-able (until next killed). Easier to take from sat-on bags, more difficult to take from person, critical success takes equipped items! The ability for players to "denounce" characters who have just bagjumped them (given some safe guards), to add to score. The server could even add a point each time the character uses "smeg" words... As criminal score increases, less NPC resources are available -- first shop keepers, then magic, then storage (!). Eventually perminant PK (wolfshead!). Criminal score could be treated as another "skill" (increasing overall experience???), but reducable by paying fines. Ho hum... This may be better in the Suggestions box though... Share this post Link to post Share on other sites