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 Post subject: Re: Kill system
PostPosted: Tue Jul 07, 2009 4:49 am 
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What if there was a system, kind of like the initial race system...it automatically teleported the offending character to a cell (if they get cought by guards)..where they have a choice. It is either up to the other characters on that persons account to post the gold for his bounty in a drop box outside the bank (it would take a hell of a scripted drop box), or he can choose the island punishment (During my reg runs, I saw that Magicna is ripe for an overhaul). The Bank box would have to receive the money within 24 hours of the PK being sent to the cell, or the option defaults to the island. There'd have to be a simple formula for determining the length of time to stay on the island..1 day is 1K of the bounty or something like that.

If he chooses the island, the bounty price is doubled, but he still has the ability to get off the island early if he or his other characters can come up with the money. There would have to be something to hunt on the island (no drops and minimal gold). The price of the bounty would go down in proportion to time served on the island.

Of course, this system would eliminate the possibility of any person actually getting the bounty money (and eliminate some of the ability to exploit the system), but when someone is killed they would have the option to add to the bounty.

With this system we could have red characters that don't have a bounty on their heads. Kills would decay normally, and do not interact with the bounty system, which would also help to prevent abuse.

I don't think rez killing will be an issue with a system like this in place...unless the PK wants to loose a LOT of gold, or spend a week or more in the island.


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 Post subject: Re: Kill system
PostPosted: Tue Jul 07, 2009 10:00 am 
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that would be alot of scripting,

but i think the bail thing is a funny nice idea,
but i think everyone should be able to post bail for that character with the bail box at the bank or something.

and i think the bail should be the same as the bounty, that way either way it goes, it comes from the PKer or one of his guild mates or friends or w,e.
that basically solves the hurdle echo was talking about heheeh
and until they post bail or there kills decay they shouldn't be able to get free.
but ya, there would have to be normal monsters to build the reds bank account up. and maybe a prison break system, where it doubles your bail but you have a 25% chance escape lol and u can use this likek 3 times within a week,

and i think all this should count for out of guarded areas, so its able for the PKs to get PKed or w,e

and maybe a new title for those who became prison hit men or w,e
maybe the title infamous or w,e

so Lord is 10k fame 10k karma
something else 10k fame X<10k karma
dread lord 10k fame -10k karma or less
Infamous 5k fame, prison hit man


+ killing reds in prison should have higher fame gains specially for the ones with higher bails

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 Post subject: Re: Kill system
PostPosted: Tue Jul 07, 2009 4:58 pm 
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A banker could be provided in the cell, along with another bail box, so if the offender has the money to make bail as soon as he's cought, he has the means to do it.

The kill count system could be completely isolated from the bounty/island system, for ease of programming, and so that there's always the possibility of having blue characters on the island, and red characters without a bounty. It adds variety while keeping things simple.

Bounties could be added by a window that pops up when a victim dies. The victim has the option of reporting his attacker or not.....no more rezkilling. The price per bounty could be up in the air...1K per bounty? 5K? 10K? I don't know.....but it would add up fast.

For ease of programming, and ease of understanding for new players, I think the only people allowed to contribute towards someones bounty should be the characters on the convicts' account. If other people want to donate, they can give money to the other characters....wait.....I suppose some kind of a menu system could be added with all the peoples names who are on the island, and anyone can choose who to donate to through a menu.....that would be fun...and anyone could donate.


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 Post subject: Re: Kill system
PostPosted: Tue Jul 07, 2009 8:08 pm 
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ya thats what i was thinking azi.. about the menu thing

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 Post subject: Re: Kill system
PostPosted: Fri Jul 10, 2009 1:23 pm 
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I like a few of the ideas brought up in this thread. so lets keep the discussion going.
Just gonna interject a few useful things.

1. Never EVER EVER worry about how complex or hard something would be to script. There is nothing i can't do since we upgraded. And even before there were very few things i couldn't find a way to make work. If you can think of it, we can make it work, so don't restrain your imagination.

2. Keep in mind that kill decay times go down a LOT the higher you get. I.e. to maintain 100 kills you have to be a pretty consistent pk. and there are benefits to having high kills, just like there are detriments. This way those who want to be blue have to not kill,a nd those who want to be notorious have to be consistently killing

3. I will eventually add in ways to prevent reskills from adding to kills, to prevent abuse, likewise I do like the idea of allowing someone to not get a kill if you chose so, and it was already int he plans.

Keep discussing ideas and planning them out how you want. I'll probably take another look at this thread in a week and get a final idea together for the murder patch (which will fix guild wars/etc kills as well).


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 Post subject: Re: Kill system
PostPosted: Fri Jul 10, 2009 6:24 pm 
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just a note, making a post like that maeks it ackward for us to continue the disccussion bob :P lmao
but if scripting complexity isnt a prob i have a few event ideas that would roxx ur soxx :twisted:

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 Post subject: Re: Kill system
PostPosted: Mon Jul 13, 2009 2:50 pm 
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I'd like to add....
for an island system of any kind, I'd like to recommend that the main arena for PvP events be moved to the island. Have the arena only accessible by 2 moongates....one is linked to the main island for the convects only, and the other leads to the rune chamber for the rest of the population....

I suppose you could just add a moongate to the current area in haven, and somehow limit access to the other moongates for non-convects only, but a new arena is just cooler.


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 Post subject: Re: Kill system
PostPosted: Mon Jul 13, 2009 2:57 pm 
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so red thats not jailed can't access the area?
and if theres a way for them to get into this area, what distincts reds from convicted murders xD

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 Post subject: Re: Kill system
PostPosted: Mon Jul 13, 2009 3:00 pm 
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nothing would distinguish them, in the eyes of a blue character, but the moongates will not allow people who are convects through the gate.

I made a suggestion here http://www.dxgaming.com/forums/viewtopi ... 7&start=15 that would deal with the reds who are not convicted and on the island.


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 Post subject: Re: Kill system
PostPosted: Thu Jul 16, 2009 4:48 am 
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im too used to the b/g/r notoriety system, no reds in town except for bucs and those other ones i forget.......and you get kills for who you attack during a certain time period (even if you dont kill them).
i played on a shard called neverlands which had a duel system.....you typed .duel and you could fight.....whoever got owned didnt die and had their health set to 1. and it was only 1v1. the system on this shard still screws with me....since im used to seeing people go gray when you whack someone.
im not really into this system, i just dont like reds in town....they always cause trouble. put the signs back up on vesper bridge and bring back guard whacking:)

as for the event area....basically the event area would be the same as runuo shards.....and the gates open in every town to it. id like to see some events sometime....but for that to happen we need people.
or even a custom dungeon hunt event with boosted drops. this would be fine with me if im on alone and echo/bob are on....feel free to take me.

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 Post subject: Re: Kill system
PostPosted: Thu Jul 16, 2009 5:15 am 
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Sphere can be programed to do whatever a RunUO shard can do...programming a gate to open in all towns to the arena when an event is about to happen would not be hard. As it is now, we have a static gate in the Rune Chamber that leads to the event area, so anyone can get to it at all times.

I'd like to see what you mentioned...a more in-depth notoriety system...maybe something that would bring about the return of noto PKs (which I've never seen on Obsidian).

Bucks den on obsidian is a guild town....Wind is for reds. I like having reds in town, there just needs to be a system to keep grefers down. Not all reds cause trouble, and not all grefers are red.


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 Post subject: Re: Kill system
PostPosted: Thu Jul 16, 2009 9:00 am 
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well we do have the 1 v 1 duel thing in the arena with no one dieing ,

they have the challenge stones in the haven arena which sets you to the top of the building xD
there no one can interupt XD

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