Oddity wrote:I would like a 6-monthly reset instead of a yearly reset.
Then go and break the world, safest way to trigger a wipe.
Oddity wrote:I would like a 6-monthly reset instead of a yearly reset.
Granger wrote:Oddity wrote:I would like a 6-monthly reset instead of a yearly reset.
Then go and break the world, safest way to trigger a wipe.
ChildhoodObossite wrote:I actually lowkey admire Frosty, sometimes he can be a really cool guy
DDDsDD999 wrote:Granger wrote:NOOBY93 wrote:This would just further encourage making disposable combat alts. What a stupid idea.
Make a better one then.
Robust WoundsThis is a wound system that can't just be ignored by PvPers. Instead they have to invest resources and fight over the rare drops for a chance to heal their previous injuries, coming full circle with the desires of PvPers, to actually PvP.
- Wounds from PvP last longer, and are harder to heal if you have rage.
- These wounds hinder combat stats.
- A portion of the wounds require a combination of hearth magic, ancestral worship, quests, and/or rare resources such as troll items, gold, silk, etc.
- The bigger the wounds, the more expensive it should be required to heal. As you have higher health, the more resource intensive you should be to heal.
- Another portion of the wounds are "Battle Scars."
- Battle Scars can only be healed by drops from the aforementioned meteor showers.
Medic could just be another skill added, but could be tricky to implement properly. Having on-field medics that quickly "bandage" injuries in PvP scenarios to lessen the long-lasting wounds could be cool, but are beyond the scope of this idea.
ATHF wrote:DDDsDD999 wrote:Robust WoundsThis is a wound system that can't just be ignored by PvPers. Instead they have to invest resources and fight over the rare drops for a chance to heal their previous injuries, coming full circle with the desires of PvPers, to actually PvP.
- Wounds from PvP last longer, and are harder to heal if you have rage.
- These wounds hinder combat stats.
- A portion of the wounds require a combination of hearth magic, ancestral worship, quests, and/or rare resources such as troll items, gold, silk, etc.
- The bigger the wounds, the more expensive it should be required to heal. As you have higher health, the more resource intensive you should be to heal.
- Another portion of the wounds are "Battle Scars."
- Battle Scars can only be healed by drops from the aforementioned meteor showers.
Medic could just be another skill added, but could be tricky to implement properly. Having on-field medics that quickly "bandage" injuries in PvP scenarios to lessen the long-lasting wounds could be cool, but are beyond the scope of this idea.
Simly advantage to rich merchants and ppl who run markets are nearly immortal.
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