by Dreadicon » Wed Apr 12, 2017 1:39 am
So, I very strongly support finding a resolution to the issue of constant ganking/death. I agree, however, with others that simply teleporting KOs to HF will not solve the majority of the problem.
The first problem is incentive; PvP happens (mainly) because you can get stuff from killing people. Non-combatants are most at-risk for this as they typically are low-risk, high-reward.
The second problem is discrepancy; high level players can wantonly slay low level players and loot their bodies with little effort but still reap the reward, even if they are decently equipped.
I would suggest that in PvP specifically mechanics worked as follows:
-Separate Rage from Nidbane conjuring. In fact, make Nidbane conjuring exclusive of Rage; i.e. nidbanes are gimped or disabled by having Rage. Further, Rage has a 24 hour 'burn-in' timer until you can initiate PvP.
-Players without Rage are teleported back to HF on KO by PvP, dropping 0-20% random items and getting a 24 hour debuff 'Tempted Fate'.
-Players without Rage who are reduced to 0 HHP by PvP are teleported back to HF at 1HHP, drop 0-90% of items, and gain 'Tempted Fate' debuff.
-The % items dropped is based on total LP & FEP of the two characters. Characters where low FEP/LP compared to the aggressor will drop little or nothing, while aggressors with low FEP/LP compared to the victim's will result in more drops. Multiple aggressors get their FEP & LP summed.
-The debuff 'Tempted Fate' removes all above protections without granting any other effects until it wears off.
-Optionally allow for Rage to be 'unpurchased' by spending the same amount of LP as Rage, or 1-2% of total character LP, whichever is greater. Same 'burn-in' time applies.
Alternatively to Rage/Nidbane gating, bring back good old peace and war meter, and only full war can initiate PvP, but full peace gain aforementioned benefits.
This obviously won't stop ganking and such, but it means that non-pvp oriented players who are attacked can fight back tooth and nail without trying to first run, increasing the risks for gankers, as well as reducing the benefits. It also means that one-shotting a noob will give the ganker nothing.
PvE should not have these mechanics and remain as-is; Death needs to stay relevant, but it needs to be more within the player's control when and how that situation arises.
Finally, as for end-game; why not super early steampunk mechanisms like cogs/wheels/crankshafs similar to the windmill grain mill? Automate your town/farm so bots don't have to! I also want to see ballista and such for town defense against siege. Or perhaps henchmen. As a fellow programmer, I'm well aware of the scope of what I'm suggesting, but hey, you can't deny it wouldn't be awesome!