Suggestion to address PKs

These are just some ideas to help the innocent without nerfing the PKs too much.

Posting npc "guardians" inside dungeons to announce when murderers arrive. If there is 1 pk have a message saying "There is a murderer running about. Flee if you wish, or stay and fight!" If there are 4 or more pks "Hark adventurers! There is a group of villains approaching! Flee for your life!" (if the person isnt paying attention, then they will get rolled by a sync dump)

Another idea is to utilize Militias to help protect dungeons. Say a guild is protecting a particular dungeon, the more farming that is done there by innocent players it can raise perks for the guardian guild, and bonuses for killing pks/statting them.

(perks will be for that guild only like it currently is, but it could be an option where one character per account in the guild could use one perk every 24 hours. harvesting, talisman xp, pet xp, double gold, etc... Only kicker is that perk will work only in that dungeon for 2 hours)

Thanks for your time
 

girana

Grandmaster
Another idea is to utilize Militias to help protect dungeons. Say a guild is protecting a particular dungeon, the more farming that is done there by innocent players it can raise perks for the guardian guild, and bonuses for killing pks/statting them.


guilds would just protecting a dungeon till enough blues there and raid it with raids themself.
 
why do that when the perk of the more blues in there farming build up the perk timers for them? If rolling PK groups want to clear a dungeon, then a guilds militia can run through to protect their investment. more people you have farming your dungeon, maybe the 24 hour timer can be reduced to every 12 or 16 hours then. It is incentive to KEEP the blues in there, not run them out.
 

Zog'orium

Grandmaster
Why can't large guilds/alliances that are interested in bringing justice to pk's just get together a big group and declare over discord that they are offering protection to a particular dungeon. I think it would be fun and bad ass to see some of the larger alliances or just dominant guilds offer protection for an hour or two in Shame or Khaldun.

I have seen $ host and offer free protection for champ spawns a couple of times. I know the Trin Guard has been known to roll heavy at times and scour the dungeons for red scum. Hell, even us orcs work at keeping the orc caves free from reds (who am I kidding- orcs are color blind we treat all non orcs the same)
 

Torrun

Expert
These are just some ideas to help the innocent without nerfing the PKs too much.

Posting npc "guardians" inside dungeons to announce when murderers arrive. If there is 1 pk have a message saying "There is a murderer running about. Flee if you wish, or stay and fight!" If there are 4 or more pks "Hark adventurers! There is a group of villains approaching! Flee for your life!" (if the person isnt paying attention, then they will get rolled by a sync dump)

Another idea is to utilize Militias to help protect dungeons. Say a guild is protecting a particular dungeon, the more farming that is done there by innocent players it can raise perks for the guardian guild, and bonuses for killing pks/statting them.

(perks will be for that guild only like it currently is, but it could be an option where one character per account in the guild could use one perk every 24 hours. harvesting, talisman xp, pet xp, double gold, etc... Only kicker is that perk will work only in that dungeon for 2 hours)

Thanks for your time

Disagree with the npc as we already have tracking and implementing this allows for several negatives. Just from an RP perspective it eliminates shadowclans playable.

Zog has what I believe the solution is. Blues should band together to fight. You're park option is interesting. There would have to be some ways to prevent abuse. Killing a red character from the same IP doesn't add to score, etc.
 

girana

Grandmaster
Disagree with the npc as we already have tracking and implementing this allows for several negatives. Just from an RP perspective it eliminates shadowclans playable.

Zog has what I believe the solution is. Blues should band together to fight. You're park option is interesting. There would have to be some ways to prevent abuse. Killing a red character from the same IP doesn't add to score, etc.


you cant do anything with "not same ip" it dont work in 2018.
 

Torrun

Expert
you cant do anything with "not same ip" it dont work in 2018.

I realize that and its merely an example. I can throw out more such as using the originating MAC address of a packet (this would only eliminate accounts using the same device) etc.
 

girana

Grandmaster
all this wont stop way too big guilds full of vets zerging everything down.

max numbers of accpunts per alliances need be cap at like 100 or all other stuff wont change anything.
 

Ranker

Master
My 2 cents for what its worth is, There are not too many pks, I don't see them or get killed by them enough to be a real problem. However being allowed in any town other than Bucs should be a no go. Sorry but being red should stop you from being in town.
 

Zog'orium

Grandmaster
all this wont stop way too big guilds full of vets zerging everything down.

max numbers of accpunts per alliances need be cap at like 100 or all other stuff wont change anything.

Would that stop guilds and alliances that have informal "agreements" to not grief each other? Atlantic was filled with guilds that were not allied but never aggro'd each other at spawns.
 

girana

Grandmaster
Would that stop guilds and alliances that have informal "agreements" to not grief each other? Atlantic was filled with guilds that were not allied but never aggro'd each other at spawns.


ofc not but these agreement never last very long on uof the greed of alot players in bigger zergs here is just too big.
 

Shorted

Apprentice
Someone said they rarely get killed by or see reds a lot.... Just curious where you farm so I can join there, haha
I get run over almost everywhere. Now I have to bank my money every 2 kills just to not lose it all.
 

AreYouKidden

Grandmaster
I remember watching the Militia feed showing players who got PK'd by reds, about a week ago, before they quickly changed it to only announce red groups... I literally watched 12 different people PK'd in 10 minutes, a player death per minute by PK's.. as PK's just recalled around finding solo PvM'rs to kill.. I can appreciate that veterans here don't die to PK's anymore, they know how to survive, to run, where to farm in relative peace.. I'm included, I rarely see PK's myself where I farm... But that doesn't mean the problem doesn't exist, and that new players aren't pushed away because of it.. For every red PK streamer out there, you have to figure there are 4-5 non streamers likely emulating what they do. And if you've watched some of their streams, many players don't last more than 5 seconds against them when caught unawares.

Reds are generally experienced PvP'rs, and the majority of people actually farming out there, are often inexperienced in PvP, and don't stand a chance.
 

batman

Grandmaster
Nc if this is being tested but for 2 days last week i was pking in 2 different dungeons and random spots near my house and everytime i killed someone at the bottom of my screen it said Militia was notified or somesomet of the sorts...
Sure nuff 2 or 3 everytime came running by.... Not a bad idea if i say so myself
 

AreYouKidden

Grandmaster
I thought it was a ton of fun, but like all things, a person could sit on one account get the militia notices, and send blues after the PK's... if there was a way to restrict to to Militias, to force militia teams into conflict after PK's, then that'd be good fun... My thought was some sort of extended range on PK tracking would work well - if you didn't have tracking it'd just give you a red is in the area message... versus with tracking, finding him at extended range... That way at least you had to have your Militia character actively out there... but meh.. .
 

Zog'orium

Grandmaster
I thought it was a ton of fun, but like all things, a person could sit on one account get the militia notices, and send blues after the PK's... if there was a way to restrict to to Militias, to force militia teams into conflict after PK's, then that'd be good fun... My thought was some sort of extended range on PK tracking would work well - if you didn't have tracking it'd just give you a red is in the area message... versus with tracking, finding him at extended range... That way at least you had to have your Militia character actively out there... but meh.. .

Isn't the point of militia to...well fight other militia? I don't get what militia's have to do with pk's. If staff is really looking to tie militia in with eliminating the pk presence then maybe they should tie some kind of rewards to controlling and protecting the dungeons.
 

AreYouKidden

Grandmaster
The problem with rewards as girana always says it, is that it's too easy to cheat the system, and keep the rewards for yourself. The common theme is that PK's are looking for PvP, and yet anytime that someone suggests something that gives them PvP, people are so quick to put down the suggestion.. My take is that PK's are looking for a nice opportunistic kill, and don't care for the PvP they always claim to be seeking.. Why not let them deal with Militias? People who actually PvP?
 

Ranker

Master
I'd like to see all mounted combat completely removed from the game - but that's me...

That does nothing to stop pks, Not that I think they need to be. Been on shards with this and all it does is slow EVERYONE down. If 5 pks can kill you on a horse, they can kill you off horses. Now if you mean just in general, I wouldn't hate it, but then again I don't get too worked up over too much anyhow lol.
 
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