Re: PK system and XP
Posted: Wed Feb 13, 2019 2:04 am
I was surprised to see XP loss was removed, I think it's important because leveling outside of arenas is better EXP but you aren't safe. It brings a certain risk.
I also enjoy the sickness system, it actually helps teamfights between clans over oads/keys decide a winner for the spoils. 25ers can't keep dying and running back into team battles and I love it.
But if you combine XP Loss with getting killed 10x in an hour than that maybe too much. I do like the timer idea but an hour is far too long and that would discourage PKing. We don't want to discourage PKing and teamfighting, we just want to make a window for the person leveling to maybe catch their breath, find a new area and get some EXP.
Maybe, an alternate route is to make leveling in arenas more fruitful so that when someone is getting destroyed, they can relax and grind some EXP in the arena. It wouldn't be as good but the current random monster system would need adjustment. I remember Donas Dobhar from RoK was always a hot spot and people would grind in the arenas to stay safe and gained XP and gold at a decent rate. I wouldn't say make it an extremely effective way to level but at least make it more appealing than hoping your next pull is a decent monster that you have div on.
It's a tough decision because on one hand, I like the challenge of overcoming PKers and persevering but on the other hand being camped in 3 different leveling spots for an hour isn't fun ever for the person being camped. Ultimately, it's up to the player as everyoner has different expectations for the game. Some people just like to level weird alts, some like to get 25ers and event, some like to get oad keys and form parties to gain more items, AND THEN some like to just run around pking which doesn't really help you in any of the three areas I just mentioned. Do some people really need to be told when to chill with the player killing? If you're over the age of 15, then you know right from wrong and you definitely know when too much is too much.
If the answer is yes, then I think having a timer where a certain player is immune to being PK'd for X amount of time after dying to another player outside of a duel is probably the best way to go, but maybe just give some people a chance to do the right thing, then if it's still an issue, handle up.
Edit: woulda replied sooner but i've gotta level g2g
I also enjoy the sickness system, it actually helps teamfights between clans over oads/keys decide a winner for the spoils. 25ers can't keep dying and running back into team battles and I love it.
But if you combine XP Loss with getting killed 10x in an hour than that maybe too much. I do like the timer idea but an hour is far too long and that would discourage PKing. We don't want to discourage PKing and teamfighting, we just want to make a window for the person leveling to maybe catch their breath, find a new area and get some EXP.
Maybe, an alternate route is to make leveling in arenas more fruitful so that when someone is getting destroyed, they can relax and grind some EXP in the arena. It wouldn't be as good but the current random monster system would need adjustment. I remember Donas Dobhar from RoK was always a hot spot and people would grind in the arenas to stay safe and gained XP and gold at a decent rate. I wouldn't say make it an extremely effective way to level but at least make it more appealing than hoping your next pull is a decent monster that you have div on.
It's a tough decision because on one hand, I like the challenge of overcoming PKers and persevering but on the other hand being camped in 3 different leveling spots for an hour isn't fun ever for the person being camped. Ultimately, it's up to the player as everyoner has different expectations for the game. Some people just like to level weird alts, some like to get 25ers and event, some like to get oad keys and form parties to gain more items, AND THEN some like to just run around pking which doesn't really help you in any of the three areas I just mentioned. Do some people really need to be told when to chill with the player killing? If you're over the age of 15, then you know right from wrong and you definitely know when too much is too much.
If the answer is yes, then I think having a timer where a certain player is immune to being PK'd for X amount of time after dying to another player outside of a duel is probably the best way to go, but maybe just give some people a chance to do the right thing, then if it's still an issue, handle up.
Edit: woulda replied sooner but i've gotta level g2g