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| Afk rule affects kill drops. http://www.dxgaming.com/forums/viewtopic.php?t=20077 |
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| Author: | GMBob [ Sun Jul 12, 2009 2:32 pm ] |
| Post subject: | Re: Afk rule affects kill drops. |
For the record i just want to point out the absurdity of these two statements. If you're murdering someone every single day(technically every day and a third in-game) then don't most people call you a serial killer? We provide plenty of arenas for people to fight duels without going red if they want. and i'll be adding a full-loot arena in a while. |
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| Author: | Falin [ Sun Jul 12, 2009 5:30 pm ] |
| Post subject: | Re: Afk rule affects kill drops. |
ok how bout this example then: 5 on 5 battle in town with noone having any kills, if everyone on winning team atked everyone from other team...they would get 5 kills each thats 0-5 kills in one battle. |
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| Author: | Azimuth [ Sun Jul 12, 2009 6:12 pm ] |
| Post subject: | Re: Afk rule affects kill drops. |
I kinda like having a large population of red characters. It makes the combat-oriented characters easy to spot. The only reason no one likes being red is because of the limitations imposed. I'd like to suggest that rather then making it harder to go red (and/or easier to return blue) we just remove some of the limitations imposed on red characters. Guards not attacking on site, and access to the RC (if it's still off limits to reds, I don't honestly know if it is) would be a good start. The limitations should still apply for a limited time (about an hour) after a murderous act is committed, but shouldn't remain in effect for the entire time a character is red. The above suggestion combined with some of the suggestions here: http://www.dxgaming.com/forums/viewtopi ... 61&t=20038 would, in my opinion, make a great kill system. |
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| Author: | GMBob [ Mon Jul 13, 2009 6:33 pm ] |
| Post subject: | Re: Afk rule affects kill drops. |
I agree ideas from the other thread will be nice when implemented and will cut down on the amount of kills acumulated by "playful" pvp, just waiting on that discussion to finish out so i can plot out the patch and get it approved by bb in time to get it added in as part of the planned murder patch. That being said, i don't think we'll ever get rid of no reds in towns entirely. HOWEVER, i think it might be cool to have towns have different levels of tolerance. For example britain would be a 5 kill and you're out town, vesper could be a 10 kill since it's a merchant hub, trinsic would be 3 because of it's virtue, while jhelom might be 20 or 30. Thoughts? |
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| Author: | chips LL [ Mon Jul 13, 2009 6:37 pm ] |
| Post subject: | Re: Afk rule affects kill drops. |
that would be nice xD |
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| Author: | blob [ Mon Jul 13, 2009 9:30 pm ] |
| Post subject: | Re: Afk rule affects kill drops. |
could just reopen sherwood with its full loot arena... remember the one that you needed the person's head to leave..? |
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| Author: | Apocalypse [ Mon Jul 13, 2009 9:52 pm ] |
| Post subject: | Re: Afk rule affects kill drops. |
What's the point of a full loot arena, just a waste of time when the time could be spent on scripting. |
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| Author: | belgarion [ Tue Jul 14, 2009 3:10 pm ] |
| Post subject: | Re: Afk rule affects kill drops. |
Was the no losing karma for killing opposite alignment changed or is it still the same? I would like to see you not getting kills for opposite alignment. Would make guild wars better and will be another reason for aligning a pvp guild. |
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| Author: | GMBob [ Tue Jul 14, 2009 3:30 pm ] |
| Post subject: | Re: Afk rule affects kill drops. |
the opposite alignment guild war type thing willl be fixed in the murder patch. As well as a few other things. |
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| Author: | Terek Molt [ Fri Jul 17, 2009 6:48 am ] |
| Post subject: | Re: Afk rule affects kill drops. |
btw we want far away off topic... my initial question actually was: what is the advantage for a player, not playing for several hours and sitting in jail to decay kills? I can understand that the advantage of being AFK and TRAINING...but being afk in jail and not playing at all, it looks no advantage to me.. |
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| Author: | Judas[Cult] [ Fri Jul 17, 2009 9:41 am ] |
| Post subject: | Re: Afk rule affects kill drops. |
The analogy is totally absurd: 1. This is a game, not real life. 2. Even if the analogy could be taken into account, Obsidian is not set in a modern society, where the concept of "serial killers" exists. The solution: 1. Let's get real and consider this as a game. 1.1. A game where the current population is on the decrease, due to inappropriate decisions made by non-player entities. 1.2. A game which had a decent population back in 2006, not too long ago, so it's not the fact that it is old that made people quit. 1.3. A game which constant interference of non-player entities chased players away. 1.4. A game whose population is forced to absurdities such as sitting AFK in jail to decrease kills. 1.5. A game which without the approval of players is nothing but meaningless. 2. The players opinions should not be ridicularized and should always be taken into account, without the need of absurd analogies. |
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| Author: | Azimuth [ Fri Jul 17, 2009 11:03 am ] |
| Post subject: | Re: Afk rule affects kill drops. |
I don't necessarily disagree with what you just wrote....at least on a select few points..... but....you didn't really offer any solutions under your "solutions" subheading...only accusations, negative innuendo, finger pointing, and complaints. If you want bob to take you seriously, offer alternatives in a political way. Put yourself in bobs shoes...would you take anyones views into consideration after they just kicked dirt in your face? Personally, I'd be looking for a brick to throw in retaliation, and wouldn't give a f*** what what was said. |
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| Author: | Judas[Cult] [ Fri Jul 17, 2009 12:04 pm ] |
| Post subject: | Re: Afk rule affects kill drops. |
I guess it went without saying that things needed tweaking and not complete reconstruction. I guess it went without saying that things were great before. I was mistaken. But I hope this makes it clear. - Things were great, needed tweaking and not complete reconstruction. - A shard needs to be player oriented and not staff ego oriented. - Whoever wants to throw a brick at my opinion, be my guest. |
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| Author: | chips LL [ Fri Jul 17, 2009 1:01 pm ] |
| Post subject: | Re: Afk rule affects kill drops. |
I do AGree with judas on some things are just over done. I think the whole point of reconstruction is because maybe the old code didn't work with T3A, and to fix half the bugs we needed to go to T4A, SO, he had to redo everything, or atleast alot of it, so when he rebuilt things, he's just fixing them the way they were originally intended to be,,,, but thats what i always thought and am probably wrong.... The time it takes to decrease a kill should be lowered but I don't see the point of arguing the point more lol cuz it seems if the kill rate was decreased there will be anther penalty that players will have to go through to "compensate" lol thus i just say f*** it lmao |
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| Author: | Judas[Cult] [ Fri Jul 17, 2009 1:06 pm ] |
| Post subject: | Re: Afk rule affects kill drops. |
my point exactly... i wasn't trying to prove anything except that the "serial killer" story... is... errrm... worthy of some questioning. |
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