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Re: Playerkilling

Posted: 11 Mar 2010 20:37
by Kitriana
That sounds super depressing... people like to work towards a goal. If I kept working at something and don't move... I would feel rather pissed off and give up.

Re: Playerkilling

Posted: 11 Mar 2010 20:47
by Rhynox
Nice to see it being implemented! I would prefer having it for every single death, but it is an advancement (if you get poisoned just get someone to kill you :P).

Aeg, if the penalty were timed based (for example, a month) it would be a good idea too. The thing is, if it is unlimited the player will indeed feel as if he is not advancing at all (if you die and lose experience, the feedback for grinding exists, if you die and freeze, you will have no longer that feedback).

Re: Playerkilling

Posted: 11 Mar 2010 20:49
by Kitriana
Hmmm---if implemented... I suppose most players will pick the stat cloud option over the hemlock option from the Mages then....

Re: Playerkilling

Posted: 11 Mar 2010 20:56
by Tarax the Terrible
I'm lost.

As Dougal says... Whats going on Ted?

Re: Playerkilling

Posted: 11 Mar 2010 20:57
by Lindros
How about when on recovery (PvP or PvE) the requirement of your size vs foe size is disregarded when it comes to calculate the xp you get ,and you get full xp anyhow?

I think a big issue with recovery for most people is that a big part of the game and the people who fear death/recovery the most, are the bigger players, cause they know if they die its months and months of work to recover(unless your in 2-3 diffrent guilds).

The big problem is then , that to get "good" xp you need to kill in the "elite xp spots" such as icewall, qualinosti etc, problem is
after taking a death most people can't kill there, if they even could prior to that(2-3 guilds once again are able to solo these
places at champ-legend size, which discourages people even more).

Oh well just my 2 cents.


For the record, Lindros have been on recovery since he got restored(2 years I think it is, or if it is 3)and still working on it,
but I guess I have not been superactive + taken a few dumb deaths along the way!)

Re: Playerkilling

Posted: 11 Mar 2010 21:28
by Earth
I have a question here. Why would you want to discriminate between the different causes of death? I think this may be some chance for abuse. For example, if I got poisoned by a mob, and was close to dying, I could potentially get a friend to slay me before the poison killed me and experience enhanced recovery. Also, you experience the complexities that come from the situations that Gorboth mentioned in a previous post.

In terms of implementation, why not just dovetail it into the current recovery brute reduction? I'm guessing that there is a factor that is stored on a player that stores the max level of exp or something like that before death. The "time recovery" will only restore you to the point where you are completely "recovered". Whether or not you wait for time to pass or you grind to increase the rate, it shouldn't matter. The benefit should end once you recover.

That way, if a player want to speed up recovery, they can grind. You can probably add this recovery routine to the same code that naturally heals a player over time. At that alarm call, you can simply check to see if recovery needs to be done, then add combat or general (or a combo of both) exp to the player. You just have to figure out what that rate will be. Also, for those players who choose to be logged out for their recovery, upon "loading" of a character, there can be calculation that updates where the recovery should be, then catches up by adding the exp to you. An last logged in time vs current date/time should work here.

That way, whether or not you are logged in or out, you can recover at the same rate.

Re: Playerkilling

Posted: 11 Mar 2010 22:34
by Chamdin
Hello everyone....

As I read the first post I realized that I dont fit in any cathegory as usual... :D

The victim,me, remains silent,only abusing a friend asking her to help me recover.Getting mail from a wizard. Continuing to play.
I really thought that my Newbie pin was the only protection I needed,I was proven wrong rather harsh.. :D

Okay,now to become a bit more serious.

I dont mind being slaughtered myself as it takes around 5 hours for me to recover teaming with a huge player.
However,if it takes me like 3 weeks or more with constant Grinding to recover I would most likely think twice before entering a PvP team,
knowing that retaliation is just days ahead.If that time could be shortened it would make PvP more attractive,to the good for some and to the worse for others.

Years ago when I was a lot younger,I can hardly remember that time any longer though :lol: , I visited another MUD,where everyone had a guardian angel.Those that aborted their angel where open to kill,others where protected by the guardian angel.

Was that better?? I dont know,but what I remember is that a lot of seconds,with their angel guarding them acted very abusive to PvP persons that had recently killed their main character.Not a very nice behaviour at all. :D As a lot of you probabaly know,small grudges can easily get carried away and escalate into a long time war.

I can only give my own opinion in this case.To me PvP adds a dimension to the game,specially when I am this tiny. ;)

Re: Playerkilling

Posted: 11 Mar 2010 22:54
by Windemere
I've played Genesis for 15 years. In my entire 15 years I have been killed by another play 0 times. I have been attacked...only a handful of times...and that was only in the past 4 years. Am I magic? Am I special?

The answer is yes, and yes. But in regards to the Playerfighting question, I've done nothing miraculous. I focus on roleplay. And using words rather than actions to deal with situations. If that doesn't work, then I will simply leave when said person arrives. Or avoid them. But never once have I ended up in a situation where I was fearful.

Even when Freya attacked Windemere in the Goblin caves I was easily able to escape (something She still hasn't forgiven me for ;) ) but it didn't require and special skill or abilities, I simply used my knowledge of the mud to avoid being killed.

Really, in my opinion, ask yourself. How many times have I been attacked. And then ask, of those attacks how many resulted in my death. And the finally ask yourself of those deaths how many of them was I paying attention for.

I think you will be surprised that the answer is when you've been paying attention, you don't die, when you are not, you do.

Windemere

Re: Playerkilling

Posted: 11 Mar 2010 22:56
by Rhynox
Earth wrote:I have a question here. Why would you want to discriminate between the different causes of death? I think this may be some chance for abuse. For example, if I got poisoned by a mob, and was close to dying, I could potentially get a friend to slay me before the poison killed me and experience enhanced recovery.
And how hard would be to find that friend? A ranger cannot slay goodies, and a calian will likely wimp out even if you remove all your armours and weapons. Evil characters have less problems, though.

And Windemere, the fun in Genesis is to have equal chances. If you were hunted every day and night in the end you would give up the game because it is no longer fun to be the mice, you sometimes want to be the cat.

Re: Playerkilling

Posted: 11 Mar 2010 23:01
by Windemere
Well Rhynox, I'm not indicating I've only been the mouse.

As Martooth I occasionally attacked Morgul Mages and Priests of Takhisis for their attacks in Kendermore. I simply wanted to leave those out as Martooth has been deleted for a while now.

Plus, like I said, I don't often get attacked. It's odd that for some reason people are consistently targetted. I would imagine those attacking must have a reason to target these particular people. I just don't know what it is.

Besides, I know that many of those attacked have at one point attacked others. And they do have an equal opportunity they just need to choose to use it.

My point, mostly, was that it is possible to exist in Genesis without having to focus on PvP. I've done it for 15 years, and there is nothing really different about me than the rest of you.

Windemere