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kyrt-ryder wrote:
Elth wrote:
kyrt-ryder wrote:

I could be wrong Runnetib, but I believe the Hell thing was for after a griefer dies, while jail is after he is captured. If one successfully avoids both, then he delays his sentence (which is still accumulating.)

Jail sentences could only be applied for things that are known, but things that are unknown would apply to hell trips even after jail time has been served.

I still think hell would be more of a reward. I'm not a griefing type player, but I still thoroughly enjoy world pvp, and I also find instanced PvP or battlegrounds deplorable.

I am very interested in seeing an EvE online style of policing and fully lootable PvP though. More because I enjoy the challenge that I could lose everything if I venture into untamed lands. It encourages me to travel light.

You're right that it could be. A better option might be a simple extended timeout.

@ Miniature Hero: those timeouts are rather short, given that we're talking about the kind of player who attacks other PC's who don't want to be attacked.

Voluntary PvP (wherein you issue a challenge and they accept) wouldn't count for this.

The times I provided were just an example and would need to be made into RL hours in games terms to provide some protection. So you die to that player first time and spawn. He then seen you spawn and kills you a second time this is when the timer would be activated and he could not kill you for another 2 hours. Then should he kill you again after that 2 hour period then he could not attack you for another 4 hours and so on...


Elth wrote:
Miniature Hero wrote:
kyrt-ryder wrote:

Bounties clearly wouldn't be a solution in and of themselves.

Going with the Karma deal, if the price of Resurrection (both in money and in skills/xp/whatever) continued to rise as you did progressively more unprovoked assaults (and Karma is NOT cleared by a successful bounty kill, though the bounty itself should be) then it may work out.

Just thought I'd add my thoughts about this as I love pvp and pve but would prefer pvp. Sadly not everyone who has a full time life is able to partake in pvp as I would love too without being victimised to some extent.

So how about a 2, 4, 6, 8, 12 hour timer being placed on that person who just attacked Player A so that they could not continue to grief a player returning to an area to continue their clan/group activities.

For every increment of attacks which that player keeps attacking player A it increases making it far more difficult for someone to grief the same individual continually.

Do you mean that once that particular player has been killed you can no longer kill them again until the timer expires?

I like the sound of it, but it could become complicated when players of opposing cities go to war against one another.

Yes that is what I meant and with regards to war then the timer would stay in effect if they went to war, so the timer stays in tune with the two players involved and even if they go to war they are not allowed to engage unless the player who was killed opens the fight in war option and engages the player who attacked player A. But anyone fron the opposite war faction can attack player A.


Runnetib wrote:
kyrt-ryder wrote:

I could be wrong Runnetib, but I believe the Hell thing was for after a griefer dies, while jail is after he is captured. If one successfully avoids both, then he delays his sentence (which is still accumulating.)

Jail sentences could only be applied for things that are known, but things that are unknown would apply to hell trips even after jail time has been served.

True enough. Just making note that to the 'victim' griefer/hired assassin will be indeterminable. Don't want the friendly neighborhood assassin being teleported to Hell or jail just for making the kill. Criminals need to be caught.

Without trying to upset or annoy anyone, surely the person playing as a criminal would like to play his/her alignment how they choose and not how we want them to play. So in their eyes they are not doing anything wrong!

From our prospective they are so who is wrong or right? This is what makes games fun to play you can choose to be wrong or right however the game mechanics need to reflect this too and protect both sides to an extent. Glad I'm not creating this game as i'd be pulling my hair out and can now understand why so many games fail in the pvp sense. It will be great if these guys could get this part right off the bat as that is the game everyone would want to be part of for sure.


kyrt-ryder wrote:

Bounties clearly wouldn't be a solution in and of themselves.

Going with the Karma deal, if the price of Resurrection (both in money and in skills/xp/whatever) continued to rise as you did progressively more unprovoked assaults (and Karma is NOT cleared by a successful bounty kill, though the bounty itself should be) then it may work out.

Just thought I'd add my thoughts about this as I love pvp and pve but would prefer pvp. Sadly not everyone who has a full time life is able to partake in pvp as I would love too without being victimised to some extent.

So how about a 2, 4, 6, 8, 12 hour timer being placed on that person who just attacked Player A so that they could not continue to grief a player returning to an area to continue their clan/group activities.

For every increment of attacks which that player keeps attacking player A it increases making it far more difficult for someone to grief the same individual continually.