Changes for the eco system of pvpers

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Changes for the eco system of pvpers

Postby wonder-ass » Mon Sep 30, 2024 10:25 am

Pvpers overall live too long not only that but their life is far too safe which leads to them effortlessly killing anything around them. Death simply doesnt apply to them which is IMO very unhealthy for the game.

Here are a few ideas that can significantly lead to more deaths on the pvp side with out really affecting the pve side.

timer to enter any boat when in combat. Boats the most abused way to escape any fight.

Range hearth magic that can be used only in combat to apply a teleport timer. Has no effect on downed players.

redhand = permadeath if kod. Move redhand from battery to theft and up only otherwise its cancer in pvp. Increase the time of redhand and remove any tp timers from it. Its a youre no longer protected by the hearthlands debuff.

Use a scent on any thingwall to get whispers from the thingwalls notifying you which thingwall they reside in currently.
see homo sexuality trending,. do not do that.
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Re: Changes for the eco system of pvpers

Postby Dawidio123 » Mon Sep 30, 2024 10:28 am

they troll is a player who play pvp not like me pve but he dont play this world
so tell u if u want pvp i can ask him to play with you pvp
post screens for your racisam talk now
and for your ciber terorisam to ask items who cost irl monsy for items in game
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Re: Changes for the eco system of pvpers

Postby terechgracz » Mon Sep 30, 2024 10:54 am

i disagree
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Re: Changes for the eco system of pvpers

Postby dafels » Mon Sep 30, 2024 11:46 am

Remove ko protection from the game, since mostly it is only nabs that run around with 70% of their HP missing paying the price of death and not the actual big bad pvpers that benefit from it way more
Optional: add exp ability to "sense" scents around you in a certain radiuss to encourage tracking a criminal, except for trespass
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Re: Changes for the eco system of pvpers

Postby Vert » Mon Sep 30, 2024 2:44 pm

add additional damage and opening if person make criminals often. Return nidbane they should start immediatly after summon
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Re: Changes for the eco system of pvpers

Postby Halbertz » Mon Sep 30, 2024 4:03 pm

Vert wrote:add additional damage and opening if person make criminals often. Return nidbane they should start immediatly after summon

Yeah, good idea. Imagine picking up clay on half dead claim just to be immediately killed by 256 spooks. moron
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Re: Changes for the eco system of pvpers

Postby Vert » Mon Sep 30, 2024 5:31 pm

Halbertz wrote:
Vert wrote:add additional damage and opening if person make criminals often. Return nidbane they should start immediatly after summon

Yeah, good idea. Imagine picking up clay on half dead claim just to be immediately killed by 256 spooks. moron

It doesnt work this way you should read wiki to learn more about game and you will look smarter after that i promise
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Re: Changes for the eco system of pvpers

Postby DonVelD » Mon Sep 30, 2024 5:31 pm

wiki is wrong in 60% of places, smart boy
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Re: Changes for the eco system of pvpers

Postby Vert » Mon Sep 30, 2024 8:23 pm

DonVelD wrote:wiki is wrong in 60% of places, smart boy

You lost the siege because you don't know how to siege. The besieged have no tools for defense, needbane is one of such tools, but they were nerfed due to imbalance. But all the villages using unbalanced mechanics for their defense could not survive the siege. It's ironic that when the unbalanced mechanics were fixed and the siege was made several times easier. The siege failed, I suppose it has to do with something else.
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Re: Changes for the eco system of pvpers

Postby Robben_DuMarsch » Mon Sep 30, 2024 8:33 pm

Vert wrote:The siege failed, I suppose it has to do with something else.


It probably had to do with them running away from their siege engines when I came out.
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