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Author Topic: Fingolfin/MageBill PK System  (Read 1244 times)
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Dlorak
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« Reply #20 on: April 21, 2009, 10:01:09 PM »

In response to an earlier statement-
Quote
I think the situation we had before was that the only players who PK'ed were the griefing players who laughed at their vicitims when they forget to click decline after leaving town. Is this fair? (Expecting direct replys to this question, but for now I'll take it as a given).

This wasn't really the case. I think most people want to pk in some way, but the lower level players feel there is no reason to take decline off because there is nobody they can kill. The high level players always had decline off because they couldn't be killed. Before autodecline your low level players (1-50ish) would take decline off because they could kill those new folk that stumbled on to quest for the first time. These 1-50 players would then make an appetizing target for your 100-200 level players who would swoop in for hte kill knowing that it was a rare opportunity where a lower level had decline off. Once a few pk's started popping up showing that a wide range of players from 1-200 had decline off eventually a higher level player would move in and chase everybody off. When that high level player successfully killed everyone or had them run away he would go back to leveling and the cycle would repeat itself.

The key to the pk system was getting someone lower then your own level to have decline off. This was accomplished through logging in as undeclined. Now I'm not saying we have to go back to that for pk to work (even though it would be nice), but there has to be some way of making a lower level person want to take decline off.

So as a direct response to your earlier statement, more people PK'ed then just those looking to slaughter anyone who wandered out of town after forgetting decline.
That is quite a harmless situation you describe.... IF....

You don't lose your gold while pk-ed
Any objections to PK-deaths dropping 5% of gold on hand?

Also, when a player dies from a PK we'll mention the bank and make decline flash... Once that is implemented I see no harm to having the decline be OFF by default. The F2 option to log-on declined will still be available, but for new characters will default to OFF.


About clans... Lets cut clan cost waaay down... divide by, say, five... 10mil... then cut the tax in half to 250k, then go from there. Once we get a few clans going we can talk about clan bonuses for being tagged up, and clan wars.

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High_Priest
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« Reply #21 on: April 27, 2009, 11:15:09 AM »

I think that in order for the PK to be fair, we must first make Armor and accessories that are more Mage friendly.  Right now Mages still have a distinct disadvantage in a PK, or Pvp, because they by default have very low STR, in order to have the INT for their Magick.  I admit that sense we can use the full range of our Magick now, it's a lot more fare, but we still need to make it so a Mage that is say lvl 150, could fight and kill the same lvl mob as a lvl 150 Fighter, and with the bulk of the armor and accessories found geared towards the Fighters, that just cannot happen as the game currently is.  If you truly want to incurrage more PKing, then make Mages equal, so we have a descent chance at it.
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fingolfin
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« Reply #22 on: April 27, 2009, 11:43:23 AM »

Not sure if you have played recently... mages are equal if not superior to fighters when it comes to fighting mobs right now. Mage damage isn't calculated with str factored in, it is all int based. Mages right now have superior boss fighting abilities and once you get past a certain level are much faster to level and do more damage then fighters.
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Magical Trevor
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« Reply #23 on: April 27, 2009, 12:11:11 PM »

That's all mostly true, Fing, but it doesn't change the fact that PK now sucks for mages. Especially Tournaments, because getting hit resets a meditate and we can quickly blow through a backpack full of potion between spells AND healing. At least that's my experience.
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High_Priest
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« Reply #24 on: April 28, 2009, 09:32:21 AM »

It's been getting better for Mages, we are closer to being equal, but in PK and PvP Fighters are still Way superior.  Also sense our fighting is all through Magick, we are also at a disadvantage in fighting mods.  IE I'm a lvl 182 as of this post.  I always put 3 to INT, and my strongest spell is Antipode, my Fire and Water each have 181 points.  My Antipode damage range is 2009 to 2234, a fighter with a good Super or Legendary and putting 3 to STR at the same lvl will hit the same lvl mob for a lot more points.  Now when I add enough points to get my Magick to lvl 51 then the cap come off, and I will have a shot of being more equal.
« Last Edit: April 28, 2009, 09:35:36 AM by High_Priest » Logged
fingolfin
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« Reply #25 on: April 28, 2009, 10:16:36 AM »

It is a matter of patience. Once those caps come off mages do more damage then fighters. Also, with high int and good healing spells mages have a huge advantage in boss fights which also means a huge advantage in dueling. I like the way things are balanced right now, both mages and fighters have their good and bad points. This is getting a bit off topic though as this is a pk thread.

Dlorak, I like the idea of cutting clan costs, 10-20mil range would be fine. Dropping 5% gold when pk'ed? I don't think I like that one as much, but if that is the way you want to encourage pk then I would be for it.
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Dlorak
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« Reply #26 on: April 29, 2009, 02:09:30 PM »

Dropping 5% gold when pk'ed? I don't think I like that one as much, but if that is the way you want to encourage pk then I would be for it.
It will help me come to terms with enabling PKing by default, yes Smiley
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