Different types can come next after we do a test on how everything works.
100k might be too high though, I'm not sure. The idea isn't to hold the control shard for a long time. It shouldn't take 15 minutes to kill one control shard, otherwise it will be tedious and boring. 10k is too little, I agree. Maybe 50k-60k to start. Flame Salamander for example is around 100k.
Yeah I know the 'control shard' name is fairly bad, but I'm open for starting suggestions. I do not think we should have random mob names that confuse players. You don't want newbies bothering with this to be honest. It DOES need to be a understandable name, and variations in the future could be a thing, I.E. 'Blue Control Shards' might be better at tanking magic, etc. Feel free to give me another basic name though that makes sense on what it is. Different mob names will be bad IMO and confusing to new players, which we don't want. It needs to be understandable and simple.
No, control shards won't fight back. They are placed in areas where newbies can wander in and you don't want them randomly dying. The main purpose is PVP not PVE.
If this happened to a priest and died the 3 times. Would we still be able to kill the priest or would death immunity kick in? Even a lvl 24 cleric , pked 3 times by clannies elsewhere, run in and heal it, can we still kill them after 3 time death penalty ?
You should test the system. Getting killed too many times in a row will make your sickness delay very long. Anyone healing someone who is in PVP (a tag when you attack a player) gets marked as PVP, thus cannot ever be death immune. It was a add awhile back when someone pointed it out about healing, so any positive spells cast on someone who is in combat ensures that person casting the spells is marked to PVP, or at least, that's how it should work, and pretty sure there isn't any issues there. Death immunity doesn't work if you fight back in any scenario, so death immunity is not commonly activated unless you aren't fighting back, I.E. leveling.
There is an obvious issue of they could temple in that city, but I think with the death immunity (and we can make a longer timer) It will be OK. Obviously though there needs to be a point in which combat should stop, I just don't know yet and it probably won't be around for the first few days of release until we test and see how everything works first.
In the cities area though they CAN have defenses if needed, or attack back. I think their is little chance of newbies attacking there so those areas can be done however we really want to be. I figure it will be a throne room with a king or queen. I.E. King of Revolution, or something like that.
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I might start off only with areas only first, than cities next. Just to get a feel of how it works though.
@Styx. Just make the room full PK like dragon rooms.
Pretty much. I think it needs to be similar but allow XP loss to prevent zombing even further though.We'll see though.
'I DON'T WANNA LEVEL IN AN AREA THAT IS HELD BY XXGUILDXX'
My biggest concern is this when it comes to warnings. City warnings are obviously OK, but we don't want players to get sore over it. With what everyone is saying a warning at low HP (25%) is OK, and having the name of the guild in the description is OK too. That way at that point it's pretty much 'X CONTROLS THIS, BUT WE CAN TAKE IT'. Rather than 'X CONTROLS THIS, WE KNOW THIS, WE REFUSE TO GO THERE'. Obviously the people that defend and lost will have knowledge, but it's more transparent overall. The gold siphon'd is fairly low and doesn't need announcing either.
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Edit:
For the sickness thing there could also be a way after lets say 3 deaths in a row to lock them out. It's not possible yet but it's an idea. Thus a attacker or a defender after 3 deaths cannot enter the room until their sickness is gone.
Or better yet, a system where after you die 3 times in a control area, you cannot enter the room again for another hour or something. There needs to be a stopping point/break point for players though. Probably would have to be account based though. If a guild got hindered for at least an hour it gives some breathing room. Maybe should even be longer, like two hours.. Says? Remember that you will potentially have to defend 2-3 times cause different zones.