by HingleMcCringle17 » Tue Dec 24, 2024 10:12 am
I think it's got potential.
The biggest issue it would appear is using alts to Bait. I suggest that if you deal a death blow in combat you should get the option to follow through with the murder or relegate it to a seriously damaging KO. One that would give wound to the character that was downed that scales with how many times it's been KO'd and choosen to be spared. Or if a character that is aggroed with less then 50% of its possible HHP it basically get wound that takes a long time to heal like 2-3 in-game days. By doing that I feel ot would separate a character who is actively being used to play the game verse a BS alt that someone could care less if it died or not. By giving it a wound that maybe would remove the ability to travel by thing wall and only move a crawl/walking pace the character would effectively be dead for 2-3 days but not have to deal with permenant stat loss. Would be a tough lesson for sprucies who choose not to heal typically pve pvp wounds, but at least a chance to learn.
We also need to fix the issues with death by reverse pit pocket. The death by con buff, that may be something that should stay. Keep a little risk there. The real question is are we considering a Grievous crime? It it just murder? I think murder and theft of belongings off a person in sort of a stacking manner. If you take one or 2 things from a person after you have knocked them.... fine it's assault with petty theft, but if you knock, and wipe their inventory, study and teal their keys, Straight to Jail" maybe have totems for different lvls of crime and have different effects?
I think if this were to become a thing death would have to also have permenant then it is. Maybe away to separate death by PVE being less damaging but death by PVP being basically a reset with very limited stat regain. I use to think death was terrible but if you belong to a decent established village lamenting it fairly easy to get back what you lost pretty easily.
I think if it where to be implemented this way it would help keep those trying to avoid getting ganked, killed or all their stuff stolen alive and a chance to at least keep some stuff should they get got. You can still steal, KO
Or kill you just have to ask yourself is this guy going to be able to duel me or make friends with enough people that he is going to over power me and who ever i can find at a totem challenge?
I think I saw someone post saying this would just change everything from a a free forall to factions vs fsctions vs small groups. But that already happens
What if the challenger had 2 options was was a 1v1 challenge where the challenger could either choose to fight themselves or pick a other person to represent them. It would create a sort of dungeon basiclly a copy of the world but only the 2 of you can enter the the space. At any time either player can yield but if the challenger (or their proxy) yeilds you can destory the totem. Casueing the negative effect to the challeger. As the accused you get there and hope they chicken out or fail to make the time slot you can make. Or hope you are better at 1v1 then the person you got or the person they picked?
The other option would be a fraction style open combat where it would be basically a player created Meteorite fight. Anyone could join but if murder happens here it can lead to more challenges.
I think it would have the desired effect because you have the option to play defensively and KO people to keep them away maybe steal a thing or 2 of value, or be more aggressive a kill a player causing more damage take more loot but also taking the risk someone is going to call you or your faction out.
I think it would enrich the gameplay that it would make people less apt to aggro on sight. You will actually have to try and figure out who it is that you are seeing an interacting with. Maybe add some new content to allow you to track players movements to figure out who they are, who they know, are they worth the risk?