"Summon is a powerful tool against rule breakers of all calibers. While this usually the charge of admin, we at Darke have a player-centric view on enforcement and fair play."
This is an extremely invalid argument. I'm sorry. But a player character simply can not know if another player is breaking the rules most of the times. If, for example, an AM suspects you are botting, and talks to you, you are completely within your rights to ignore him. And It's Arch-mages, not Arches. Ignoring a pesky inquisitive AM doesn't mean you are breaking the rules.
"The fear that players will be locked away eternally at will is unfounded. A quote: "Anything can be run into the ground, it's pretty much all perspective, you can kill a thousand people with an overpowered spell, but it will eventually catch up to you""
No, not everything can be "run into the ground" of the level of summon. Just the fact killing is used as an example shows a complete lack of understanding of what makes summon troublesome. (the can't play, can't even rebirth aspect).
"Summon already requires a token be present on the summoned player, allowing for a number of defenses against aggressive summons."
And there is, thanks to among other things trigger spell, no real penalty for the AM trying over and over and over. The AM can't fail so it hurts, and he only has to succeed once. The AM also has a wide array of spells to help with making sure you can't get rid of the token before the summon, from delay to power word, stun.
"There are rooms on the mud that can't be summoned to/from, so if it becomes a true problem one can simply stand in one of these no summon rooms, and avoid an irritating summon."
Very very few. And furthermore... The same applies to transport/transgate, which nobody is suggesting be nerfed/removed. Simply because failing for a moment to protect against those will just result in your death, not inability to play.
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