pawnchito wrote:Omnipotent wrote:You are clearly lying through your teeth. As the others have mentioned, it's physically impossible to kill someone with a b12 and only one KO if you had over 61% HHP. Either there is something else you are not telling us (eg: you actually drowned in water), or you had to have done something like stand up to be aggro'd a second or third time.
My assertion was that you can die in PVP combat when you dont have rage. My character died without rage, without injuries and without being an aggressor. People much better than me at this game have told me that it was most likely an error on my part. Some of these big bois even tested it so I'm pretty sure they know what they are talking about. My heart was racing and I must have voided any protection I had by doing something dumb. Turns out there are some real nuances to the way combat works that, since i hadn't been killed before, I didn't know about. I conceded that It was my fault a bit ago and think not buying rage makes you PVP killable "resistant".
So what am I lying about?
You were lying about being killed in one hit due to a b12. I'm not you so I don't know what really happened, but it's simply not possible in the games current state. You say you weren't in water so you couldn't have drowned, but something doesn't add up in your story. If you didn't drown and you died from getting attacked, it couldn't have been only one hit. They would have had to aggro you 2+ times.
Be careful about making false claims here. We have a pretty tight knit community around here so word spreads quickly.
pawnchito wrote:Do you realize how dumb your second point is? Make it so noobs can easily kill high stat players? You realize the high stat player would need to be the one initiating the killing. How would my noob ass be a threat? By running around making all you big bad killers kill me? Your logic is flawed.
I understand you only joined in 2018 so you may not have even had much time at all to think about this stuff. But the concept here is very basic. Your low-time investment character should not be able to easily kill a high-time investment character.
If the difference in stats is what determined the stats of the nidbane being spawned: People would just make 1ua 1mc 100 HHP rage alts whose only purpose is to suicide to high level players. Rage is stupidly cheap and only 30k LP, this can be farmed in a few days using garbage curios that are so bad you wouldn't study them on a char you actually care about. Then you could use those garbage alts to get free murder scents, which could then be abused to kill high level players; or at the very least give them some serious injuries due to the stupidly high stat difference. It makes absolutely no sense and would be abused.
As a sprucecap you might not understand the repercussions of such a decision, but I can assure you it would only affect PvP in a negative way.
And removing PvP entirely is not an option.To quote jorb:
jorb wrote:New players, I would also like to add, should be, and are, particularly easy to target. The amount of investment needed to create one is so small that affording them any means of special security is inviting for them to be used as grief-machines and if they die, not much has been lost.
pawnchito wrote:I still think murder should be one helluva crime but clearly posting thoughts in the same thread might offend someone’s sensibilities.
Murder is a crime. It prevents the offender from hearthing home for an hour, and they cannot logout for
3 real-life days (Edit: it may actually be 9 real-life days) after said crime. If the server crashes and you are stuck outside, it's essentially a guaranteed death with absolutely no means to protect yourself. Plus you end up with a bunch of scents that lead people directly to you (almost 10 days for murder). Not including all of the other potential problems from this, it can be
extremely inconvenient. Hence why killing sprucecaps is typically not a worthwhile venture, and why many PvP'ers ignore noobs. The decision to kill another player is not one that is made lightly.
You lost your stuff and that sucks, sorry to hear that man. Death is a part of the game and you will get used to it. If everyone quit after their first death there would be nobody playing.
Granger wrote:rye130 wrote:Non-rage fighters could build their hearthfires right next to the meteors, getting sent to hearth isnt enough of a punishment to prevent abuse. Adding a way to avoid death in a permadeath game will always lead people to look for ways to abuse it.
Then you, as a mighty rage fighter, simply break the fire, knock them out to watch them vanish into the wilderness or - should the no-rage KO mechanic require having a hearth fire, which could be argued for, or standing up in the same spot (instead of teleporting) dosn't give anymore protection until you hearth home again, which could also be argued for - straight away kill them?
Implying you can even get close to the hf without getting surrounded. Anyone fighting at a meteor is going to have a zerg of people with them. And stopping in the middle of a zerg can very quickly lead to you getting blocked/trapped and killed. Even if it's a fast destroy, that is extremely dangerous to attempt when the character you KO'd should probably just be dead in the first place.
People are already abusing this mechanic as much as possible. I don't think we need to make things worse.
Agrik wrote:IMHO ability to participate in work and fight straight after being KOed and HFed is a strange thing itself. I can't help being amazed how can heavily-wounded nearly-dead person do anything other than crawl to the nearest first-aid storage and bed. Ability to HF while KOed is a good save from death but I doubt it should allow much on top of it immediately after KO.
Just off the top of my head, energy and/or stamina probably can be capped at the same % as SHP of MHP, and wounds stat penalties can be based on smth like WoundHP/MaxHP proportion, so nearly-killed char wouldn't be a significant factor in a fight until properly healed.
Agreed on that. Injured hearthlings should have serious (short-term
and long-term) stat penalties, as well as reduced weight & damage. There is absolutely no reason why a person on the last 1% of their life should be able to get up and keep fighting at 100% efficiency as if nothing is wrong.
In real life if you get injured, you ability to fight is severely hindered. SHP already heals extremely quickly in a bed, why is getting KO'd such a minor inconvenience?
Last edited by Omnipotent on Tue Apr 30, 2019 9:31 pm, edited 1 time in total.