Not quite sure what point you're trying to make. is it that if someone keeps insulting your character but refuses to fight? If that's it, then yeah.. give them a warning to shut up or "man up" and if they don't, do what your character would. I've been in and seen plenty of situations where some mage is mouthing off at a barbarian and the situation is rather hostile, but after refusing to apologize, said mage starts casting spells(defensive spells can be seen as a hostile action, especially if that character has 0 spellcraft), that's them preparing for a fight and you can throw the first punch if needed (and probably should, since you most likely have an advantage over an unbuffed mage.)
Like I said, same goes for people mouthing off or badgering your character. If it's in line with your character for him to attack them after they verbally assault him or her and refuses to stand down, then do it after a clear warning is given to apologize or stop and said warning is ignored. It falls under the 4th principle of the PvP rules.
Quote:
4. IC Actions lead to IC Consequences. If you initiate a conflict (by insults or thievery, for example), you can't expect to get away with it. You cannot ignore other players' RP or declare it null.
You're even good to chase them down if they start fleeing without apologizing, due to the 8th rule under the technicalities.
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8. The above goes for fleeing from hostile situations: If you turn tail and run without a word to avoid IC consequence, you can expect to be stopped by any means possible. Always give others reasonable time to react with RP!
IC actions has IC consequences, and while that can mean your character will get killed for being an ass to someone, it can also mean that the authorities will chase down the one that killed you and punish them if any of the local laws were violated where you were. (actions justified according to the rules of Amia, aren't always justified in the eyes of other characters IC, which can lead to further consequences.)
Edit:
If there were OOC concerns about PvP or conflict situations, I recommend taking screenshots (
Info on that here) and turning on logging for NWN. Then send both screenshots & logs to a DM if you'd like one of us to help resolve the conflict or review it.
To turn on logging, go into the nwnplayer.ini file in the game's installation directory. Under [Game Options] find ClientChatLogging=0 and change it to ClientChatLogging=1. If you want the log to include all info such as server messages and combat logs as well set ClientEntireChatWindowLogging=0 to ClientEntireChatWindowLogging=1(I personally use this, while you probably never need logs for anything but tells & messages it can be nice to log combat rolls and stuff for whatever reasons you might have, I sometimes use it to check how accurate the d20 rolls actually are because reasons). This will cause a log file to be created in the log folder of NWN called nwclientLog1.txt. It will get overridden if you restart your game, so using something to rotate logs is adviced.
I personally use a .bat script to rotate logs. It's simple and easy to use and doesn't have any dependencies.
Create a new text document, paste in the code below and then save it as whatever.bat and run it instead of the NWNMain when you want to play NWN.
If you want to have a .bat file that directly connects you to NWN instead of launching NWN normally, just replace START /w nwmain.exe with START /w nwmain.exe +connect 185.29.203.11:5121 for Amia A or START /w nwmain.exe +connect 185.29.203.11:5122 for Amia B.
You could also rename the log by changing "logs\NWNLOG%yy%-%mm%-%dd%_%hh%h%tt%m%ss%s.txt" to something like "logs\AmiaA%yy%-%mm%-%dd%_%hh%h%tt%m%ss%s.txt" & "logs\AmiaB%yy%-%mm%-%dd%_%hh%h%tt%m%ss%s.txt" if you wanted to use direct connect bat files to ensure AmiaA & B log activity is seperate for easier navigation, but I personally prefer to have all playerside logs saved as NWNLOG & all DM logs saved as DMCLOG.
Code:
START /w nwmain.exe
FOR /F "TOKENS=1-3 DELIMS=/ " %%a IN ("%date%") DO SET dd=%%a&SET mm=%%b&SET yy=%%c
FOR /F "TOKENS=1-3 DELIMS=:." %%a IN ("%time%") DO SET hh=%%a&SET tt=%%b&SET ss=%%c
COPY "logs\nwclientLog1.txt" "logs\NWNLOG%yy%-%mm%-%dd%_%hh%h%tt%m%ss%s.txt"
This code will open up a command window when you run NWN that copies the log file and renames it to NWNLOG-year-month-day-hour-minute-seconds.txt to ensure you have unique logs that never overwrite eachother. The command window will then close. if you close it before closing NWN, the log will be overwritten when you relaunch the game. I've been using this .bat script for yeaaaars now and currently have logs of ALL NWN activity dating back to early 2012. (Also have older logs going even further back on a backup drive somewhere). It's not often needed, think I've needed it once or twice for conflict situatons, but many more times than that to doublecheck stuff like info about things or what someone told my char and such to ensure I'm not misremembering or accidentally metagaming by mixing up which char was told what.. but it's a nice insurance policy to have, JUST IN CASE. Doesn't take too much space either, 6 years of logs is around 500 mb for me & over 2000 seperate logs total.