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O.o...*sighs*...okay, here we go...

DOoAD was founded as a PKer Guild.
While all styles of play are indeed welcomed into our ranks, this basic fact comes at a cost.
The cost is this...any member of DOoAD has every right to kill who and what they choose. Period.
Surprise, surprise! This includes other Guild Mates and Allies.



The Argument

  • How can we trust and rely on one another?
  • We should be a team and kill together. Never each other!
  • How can we possibly raid under such conditions?
  • I choose to NOT kill Guild Mates! I should be exempt!



The Answer

  • Those who have similar goals and views naturally cooperate.
  • We kill together, we die together, the rest is for fun.
  • It's not to hard really. We stomp out and give it a go. Trouble makers are quickly killed. Repeatably.
  • Your choice is acknowledged and respected. You are not exempt. You may have to hire help for your squabble.



The Reasoning

Look, let me say right now that I personally do not like the killing of Guild Mates.
I imagine this is why I don't kill Guild Mates very often. Strange, is it not?
However, I am not willing to have my personal views ruin or handicap another PKer's play.
As the founder of a PK Guild, who am I to tell a PKer, "Oh my, no! You can't kill him/her!"?

Let us review what we know of PKer's....

  • PK = Player Killer, most commonly used in online games where players fight one another head-to-head

Also meaning one who kills other players for the enjoyment of killing them or causing them grief.

Another words....
If you announce your location, are predictable, easily crushed, or play Scroll Wars in general, a Pker will visit you.
If you cry, whine, or otherwise complain, they are likely to visit you much more often.
If you stubbornly refuse to learn basic tactics, such as hiding, banking, or keeping your location secret, they will kill you.
If you threaten, berate, or draw a PKer's ire, they will kill you.
If you belong to a PK Guild and do any of the above...well...you gonna be a sad and angry monkey.
Oh! If you are too large, armored, powerful, or are out of reach, a PKer will kill those close to you instead.

...and there you have it... O.o

Click Here for the a more cultured PKer's motivation.



Thinking Outside the Box


*Newbs will be advised of the open kill policy and allowed to choose who they kill.
They require XP for skills and to be of use to the Guild, and you get more XP for killing high level players.
People are always willing to give coins, weapons, and gear... We at DOoAD go the extra mile for our newbs.
For a curious newb who does not know if they wish to PK, a test kill on a fellow Guild Member makes sense.
They get to see how it works, and if this is not the Guild for them, the transition to a different Guild will not
be hampered by peeps bawwing about how they killed them once. It also gives the new more courage to be
able to kill someone. They are more bold in future encounters and quickly grow out of the killing guildies
phase as their hunting skills mature.

*Pkers have slow days sometimes.
In general most PKer's tend to avoid killing a teammate and will result to gifting or a light beating.
After a few minutes or even days without a kill or encounter however, and a PKer will grow sullen, depressed,
and despondent. Guild Mates should be on hand to revive the players spirits via giving them a run for their
money, or to be hunted and mugged in turn. Did you know DOoAD members should be laid back and good humored?

*PKer's are people too.
Ever ran across someone who you just wanted to strangle? Like ten seconds after you meet them?
This is no problem at DOoAD! Give it a try! There is no better way to hone one's skills than to take on a PKing
Guild Mate! This is viewed as "a Squabble", akin to the fights brothers and sisters get into. Same goes for looting.
When it's time for us all to raid or group hunt though, leave it for later or the clan may turn on you.
Similar to most Guilds, there will be a favorite. Usually this will be the elder member involved.

*Griefing...a vague word.
Here's a little secret. The victim is the one who controls what is called griefing.
If a player is offended, then they have been griefed. Simple as that. This offensive action can be anything.
It could be a healing, siphoning of MP, killing, looting, saying the wrong thing, or even giving the player
useless items they must spend precious seconds to drop.
What about Corpse Camping?
You mean those times when a player is killed 13 times in 4 minutes while trying to reclaim their gear? O.o
Well....around here it seems unwise...nay...idiotic to return to reclaim your body with all due speed and no
friendly backup clearing the path ahead for you. Especially after the third or fourth death. PKer's tend to
be bored easily and will wander off sooner or later. Keeping a spare weapon, telepath crystal, idols, and
portal keys vaulted is a good choice. You revive with all your armor. So go adventure elsewhere after a
quick stop at a vault while your tormentor stands twitching. If you do not have enough room in inventory to
reclaim all of your gear, do not be alarmed. Your corpse will remain with the difference and await your return.
There are of course a few exceptions as with all things...
Examples of this are when you get zombified while active or having your corpse/hovel desecrated. These are a
players personal touch...you and I have no control over this.

*Experience
After a while, people tend to recognize a PKer and go to great strides to avoid them.
In some cases this was the goal for the PKer. Their very presence clears out areas and they turn to NPC's.
They happily farm XP, coin, and drops without fear, and soon begin to take on attributes of PKer prey.
Even their views on being slain begin to atrophy, and suddenly their laid back nature to death is gone.
It should be no surprise then, when they are treated as prey. This can come in one of two forms, at the hand
of a lovable bastard in your own Guild, or at the hands of an enemy who will hold your severed head high and gloat.
Do I expect you to be happy about it? O.o...I understand the frustration and anger of course. That's perfectly
normal. The spirit of the Guild though is seeing the humor of it all...and that death is a part of life in our
Guild. Death is even in the name! D:
I for one would rather a Guild Mate get my loot than a foe. I would rather get a spanking from a Guild Mate
for arrogantly farming, than my enemy doing the same. The humiliation...caught farming...and killed? *shudders*
Yes...I choose to keep it in the family, and take my lumps for being stupid. lol

*Keeping Fish Fresh
Credit due to mysqld for posting this at fwdemails.com, it makes the point very well.

The Japanese have always loved fresh fish. But the waters close to Japan have not held many fish for decades.
So to feed the Japanese population, Fishing boats got bigger and went farther than ever. The farther the
fishermen went, the longer it took to bring in the fish. If the return trip took more than a few days, the fish were
not fresh. The Japanese did not like the taste.
To solve this problem, fishing companies installed freezers on their boats. They would catch the fish and freeze
them at sea. Freezers allowed the boats to go farther and stay longer. However, the Japanese could taste the
difference between fresh and frozen and they did not like frozen fish. The frozen fish brought a lower price.
So fishing companies installed fish tanks. They would catch the fish and stuff them in the tanks, fin to fin.
After a little thrashing around, the fish stopped moving. They were tired and dull, but alive.
Unfortunately, the Japanese could still taste the difference.
Because the fish did not move for days, they lost their fresh-fish taste. The Japanese preferred the lively taste of
fresh fish, not sluggish fish. So how did Japanese fishing companies solve this problem?
How do they get fresh-tasting fish to Japan?
If you were consulting the fish industry, what would you recommend?

Here is How Japanese Fish Stay Fresh:
To keep the fish tasting fresh, the Japanese fishing companies still put the fish in the tanks. But now they add
a small shark to each tank. The shark eats a few fish, but most of the fish arrive in a very lively state. The
fish are challenged.
Have you realized that some of us are also living in a pond but most of the time tired & dull, so we need a
Shark in our life to keep us awake and moving?

Basically in our lives Sharks are new challenges to keep us active and lively.

*maybe more later...



What Would Happen if Open Kill Policy is Abolished

THE SAME THING
That's right! O__o....but how?
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Okay...here is a hint...O.o...just saying is all...
There is no rocket science to leaving our guild. There is a button. It's easy.
We all know solo players work by their own agenda and rules as they are Guildless!
So if someone wants, they can easily kill who ever they want anyways.
No rules broken, see? Did I mention DOoAD is really laid back? We send invites to nearly anyone.
That means I would have to reassign Guild ranks whenever some clown decides to draw attention.
Why should I have to do paper work for someone else's error and lack of humor? Thank you, no.
o__O


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