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Forum Home > Terulia Forum Service: Main > FFO/Terulia Suggestions > Death Sickness, PVP, and you (pp [1] 2) |
Death Sickness, PVP, and you | |||
Draven | 9:43 AM on May 31, 2011 | (+0/-0) | |
Group: Draaaaaaaaaaaaaven Posts: 255 Total: 374 |
Lately I've been hearing more people on BYOND whining about how FFO's community is utter crap, how acting out gets one spamkilled into oblivion, even with it being against the rules, problem players will toe the line constantly to be within the wording of the rules, but nowhere near the spirit of the rules.
For instance, the 3 kills per hour rule. There are people timing their killing just so they can keep ruining another's playing time. People shouldn't be having to worry so much about those people deciding that they are the be-all-end-all of who may play unhindered and who will be killed exactly 3 times every hour, without having to drag the administration on to deal with players pulling this asshattery. I suggest that for FFO, and in Terulia later on, death sickness being applied upon a character will reduce drop rate and experience loss from death in PVP. Three applications of which would completely nullify both dropping items and losing any experience. In order to give the player a chance to recover some experience, I would suggest that after the third application, it lasts an hour and a half before any PVP action dealt to said player would incur any losses. To prevent abuses, any successful kills by the afflicted party would also carry this benefit, so one cannot gain PVP death immunity and still inflict losses upon others. Comments/suggestions? _________________________________________ |
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Top Assassin | 9:46 AM on May 31, 2011 | (+0/-0) | |
Group: Members Posts: 104 Total: 242 |
reply to Kumog:
i agree with this. sounds like a good idea. ive seen people quit because others wouldnt stop killing them. this would keep people playing the game _________________________________________ You Pick Up: Ring of Immortality
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deanbad | 10:10 AM on May 31, 2011 | (+0/-0) | |
Group: Members Posts: 1224 Total: 2374 |
When we were discussing this on windows messenger it sounded good but now that I think about it you would need a separate timer as the death sickness timer doesn't last long enough to provide adequate protection from spam killing.
Maybe something like this: Not applicable during siege, -33.5% item/experience loss when death caused by a PC (not in your party)for 30 minutes, stackable up to 3 kills max. This means if you get killed once by another person any more deaths from a PC within 30 minutes would result in 33.5% less experience loss/chance to drop items. If you die twice you would receive 67% less experience loss/chance to drop items for for either (60 minutes from the most recent death OR duration of first degree of protection + 30 minutes of second degree of protection) If the latter then the 67% would drop to 33.5% once the protection from the first death had worn off. Here's the other side of the coin: If you kill someone(not applicable during siege mode) you will receive +33.5% item/experience loss when you kill a PC (not in your party)for 30 minutes, stackable up to 3 kills max. Mechanic is essentially the same as the previously mentioned. _________________________________________ "Take this shipment of supplies to Gillian, and try not to murder anyone's parents along the way, alright?"
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deanbad | 10:15 AM on May 31, 2011 | (+0/-0) | |
Group: Members Posts: 1224 Total: 2374 |
Just a quick note, these would balance each other out.
You wouldn't be able to rack up protection and just go on a killing spree as the opposite effect would cancel out your protection. _________________________________________ "Take this shipment of supplies to Gillian, and try not to murder anyone's parents along the way, alright?"
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Huelock | 2:34 PM on May 31, 2011 | (+0/-0) | |
Group: Members Posts: 336 Total: 491 |
I have the feeling that people will find a way to abuse that, like "hey guys, let's go train at the superhard mobs that give awesome rewards. but let's kill eachother so we don't drop anything there."
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deanbad | 2:39 PM on May 31, 2011 | (+0/-0) | |
Group: Members Posts: 1224 Total: 2374 |
Treat pc kills/deaths uniquely and leave the experience loss/item loss rates from deaths to monsters monsters as is.
It might also be a good idea to have the penalty apply to keys not chars, but leave the protection char specific. _________________________________________ "Take this shipment of supplies to Gillian, and try not to murder anyone's parents along the way, alright?"
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Huelock | 3:40 PM on May 31, 2011 | (+0/-0) | |
Group: Members Posts: 336 Total: 491 |
Seems good.
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Cea | 4:24 PM on May 31, 2011 | (+0/-0) | |
Group: Not a Stupid Title Posts: 850 Total: 1990 |
I absolutely love this idea and I'd be the last to try and stop getting it put in (would almost be enough to bring Sarm back even (but not quiet)), but what's to stop you having a friend kill you three times then you go rolling balls heavy into a domain with all your God-Gear that cost a million gold to engrave but now has no chance of being dropped?
Seriously I want this idea to be put in in some shape or form. But we all know Tyrael would love the chance to wear his God-Items with no fear. _________________________________________ A good player knows how to play his class. An elitist knows how to play everyone else's class.
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deanbad | 8:48 PM on May 31, 2011 | (+0/-0) | |
Group: Members Posts: 1224 Total: 2374 |
Since it wouldn't be applicable during siege time then it wouldn't really matter what kind of havoc you wanted to wreak in a domain. Any PCs you kill will work against your protection status.
_________________________________________ "Take this shipment of supplies to Gillian, and try not to murder anyone's parents along the way, alright?"
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Cea | 9:18 PM on May 31, 2011 | (+0/-0) | |
Group: Not a Stupid Title Posts: 850 Total: 1990 |
Oh I see. That could work pretty good...
_________________________________________ A good player knows how to play his class. An elitist knows how to play everyone else's class.
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Magnus Sforzando | 10:16 PM on May 31, 2011 | (+0/-0) | |
Group: Straightest Man on FFO Posts: 563 Total: 1339 |
That all sounds good, But I feel like it's opening the door to just pk the hell out of someone past their three times and for it to be completely ok since after three they wont be losing anything.
What I'm asking is, will it still be against the rules to kill a player more than 3 times in an hour? otherwise you can still hinder the persons play experience by generally being an ass and killing the **** out of them, thus making them unable to play. _________________________________________ |
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deanbad | 8:31 AM on June 01, 2011 | (+0/-0) | |
Group: Members Posts: 1224 Total: 2374 |
Magnus Gallant wrote:
That all sounds good, But I feel like it's opening the door to just pk the hell out of someone past their three times and for it to be completely ok since after three they wont be losing anything. If this were to be implemented you would be hindering yourself by killing more than any three people in a short amount of time. It would no longer be against the rules since said person who died three times would no longer experience any losses whatsoever. Furthermore, if everyone feels that it's not a harsh enough punishment, there could be more penalties added to the killing side of things although I think that's going in the wrong direction since PVP is a major aspect of the game. Maybe make it so persons who go past three kills risk losing the engraving on certain items or something. It would be the most helpful update there's been to FFO as far as the rules are concerned considering most bans are related to spam killing. _________________________________________ "Take this shipment of supplies to Gillian, and try not to murder anyone's parents along the way, alright?"
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deanbad | 9:20 AM on June 01, 2011 [ edited by deanbad at 9:27 AM on 06-01-2011 ] | (+0/-0) | |
Group: Members Posts: 1224 Total: 2374 |
Talked to Kumog and tweaked some things.
What do you guys think of this? ps: deleted previous post to reduce confusion. _________________________________________ "Take this shipment of supplies to Gillian, and try not to murder anyone's parents along the way, alright?"
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Magnus Sforzando | 9:52 AM on June 01, 2011 | (+0/-0) | |
Group: Straightest Man on FFO Posts: 563 Total: 1339 |
So, once a player kills 3 people it would be unwise to kill anyone else because they will begin to lose things right?
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deanbad | 10:10 AM on June 01, 2011 | (+0/-0) | |
Group: Members Posts: 1224 Total: 2374 |
If they die, yes.
Also if you were to kill a person who had been killed three or more times already you would still incur a penalty. For example, let's say BOB (PILGRIMPILGRIMPILGRIM) has died 3 times. He'll have a +3 next to his name in the who list. If you kill Bob you're going to instantly gain 3 kills worth of penalties since he's at 3 deaths worth of protection, plus you'll gain an additional 30 minutes of +33.5% experience loss and item drop rate. Since this would put you over 100.5% (134% to be exact) you would risk losing the engraving on one of your items. It's handling spam killing through coding rather than legislation, which is how it should have been done to begin with in some manner. We won't have to worry about banning people for spam killing anymore if something like this is put in which means 90% of the problems that are brought to the admins will disappear. _________________________________________ "Take this shipment of supplies to Gillian, and try not to murder anyone's parents along the way, alright?"
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deanbad | 10:13 AM on June 01, 2011 | (+0/-0) | |
Group: Members Posts: 1224 Total: 2374 |
I also forgot to mention that protection/penalties should be treated like death sickness in the sense that they only wear off while your character is logged in.
_________________________________________ "Take this shipment of supplies to Gillian, and try not to murder anyone's parents along the way, alright?"
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Cea | 12:17 PM on June 01, 2011 | (+0/-0) | |
Group: Not a Stupid Title Posts: 850 Total: 1990 |
Oh sure, make Ethan and myself the jerks who slew that WM in your example.
All that sounds good but if you kill a person and neither of you are being effected negatively or positively by this update shouldn't there be no ramification? If I understand right the way it is now even killing a person once results in an increase in drop rate. Maybe make the first one not so bad or something? I mean, this could stop people from wanting to PvP at all. And all of this is just meant to stop excessive PvP, right? _________________________________________ A good player knows how to play his class. An elitist knows how to play everyone else's class.
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deanbad | 12:29 PM on June 01, 2011 | (+0/-0) | |
Group: Members Posts: 1224 Total: 2374 |
You could simply join a party if you wish to PvP in a friendly manner.
If it's friendly PvP what harm is there in being in the same party? _________________________________________ "Take this shipment of supplies to Gillian, and try not to murder anyone's parents along the way, alright?"
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Professor | 2:56 PM on June 01, 2011 | (+0/-0) | |
Group: FFO Admin Posts: 511 Total: 942 |
What about a protected person killing someone with a penalty? That would just be the 30 minutes of 33.5% right?
Also say person A gets themself say a +3 protection, and picks a fight with person B who has a +3 protection as well. Person B wants to defend themself and fights back, but person A tries to let person B get the kill so person B loses full protection and gains some penalty, allowing people to kill person B more. Edit: I posted it too soon. Meant to add: Would this be a problem or would there be a way to deal with it? _________________________________________ |
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deanbad | 3:16 PM on June 01, 2011 [ edited by deanbad at 3:51 PM on 06-01-2011 ] | (+0/-0) | |
Group: Members Posts: 1224 Total: 2374 |
Tea wrote:
What about a protected person killing someone with a penalty? That would just be the 30 minutes of 33.5% right? If a protected person kills someone with no protection or a person with a penalty then they would gain the regular -1 (30 minutes of 33.5% increased experience loss and increased chance of item drop rate). If you were to have +3 protection and kill someone with +3 protection you would cancel out your +3 protection and gain a -1 penalty. _________________________________________ "Take this shipment of supplies to Gillian, and try not to murder anyone's parents along the way, alright?"
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