SnuggleSnail wrote:Because my crafter is my fighter, and my pepper farm/cheesery/meatpie factory/quality grinding areas are pretty dispersed in the world (charter stones), I play like this is already the reality a lot of the time. it's pretty abusable. You can reasonably claim large swathes of land, basically everywhere you really need to go (expand claim out from quest/safe palis a few hundred tiles, claim decent sized chunks of rivers, with claim shields gone one could easily Vclaim entire mountains/cave networks), and use vandal perms to attack without scents. I've claims dotted around EVERYWHERE for this reason.
SnuggleSnail wrote:If aggro is disallowed unless you've rage on your claims, I think it doesn't need to be explained why this would cause far more problems than it solves.
SnuggleSnail wrote:It wouldn't really protect nabs that chose not to get rage, because in like 2 months most of the hardcore nerds are going to have rage alts that they could reasonably kill peasants on.
SnuggleSnail wrote:Nothing in this scenario precludes a character from dying. I'd say my kill ratio when attacking the kind of people who wouldn't purchase rage is about 80% kill / 20% KO.
SnuggleSnail wrote:If cleave could only do 40% HHP damage, like with hirdsmans, it would be literally impossible to kill somebody from full HHP
SnuggleSnail wrote:I think the better alternative is to add a skill that increases grievous damage done/taken, and reduce the baseline grievous damage taken by all characters. If cleave could only do 40% HHP damage, like with hirdsmans, it would be literally impossible to kill somebody from full HHP. This could be the baseline. With one character having the aforementioned skill, both could take 50-60% HHP damage from attacks, making kills somewhat reasonable if the victim doesn't know what they're doing, but fairly rare in actual fights(literally same numbers as now, but with punches doing a higher grievous%). If both characters have rage, then each could do somewhere between 70-90% HHP damage, making kills somewhere between very likely to basically guaranteed. Something similar to this: viewtopic.php?f=48&t=61774
SnuggleSnail wrote:There are ways to abuse the system and for them to be functionally un-killable, but I'd call those exploits on the same level as shield extension/questing... Very few people use them.
overtyped wrote:Wounds take a long time to heal, it's not like u KO them and they are out fighting again in a few minutes.. Can take more than a week or more if your hp is especially high.
Pan_w_okularach wrote:IMO the main reason permadeath should be brought back is to counter unlimited stat growth. With permadeath working for everyone not just the weakest(as it is now, can go into detail on that) the power that comes with rolling on a titan will come with the risk of losing all that work if it dies.
Granger wrote:When the goal is killing off titans to counter stat growth... maybe the server should just disable KO for the top 15% of characters - 2/3rd of them selected by their combat proficiency (UA,MC,MM, AGI, CON, STR), the rest 1/3rd by total amount of LP and FEP from the ones not already selected yet?
Granger wrote:When the goal is killing off titans to counter stat growth... maybe the server should just disable KO for the top 15% of characters - 2/3rd of them selected by their combat proficiency (UA,MC,MM, AGI, CON, STR), the rest 1/3rd by total amount of LP and FEP from the ones not already selected yet?
Jackwolf wrote:4. No, no, no. No. I never intend to take murder (please re-add it), or rage if this change ends up being the case, i should not be able to kill someone. Maybe accidently, sure. Somehow i accidently did too much HHP damage at once and offed the guy, whoop. I should not be able to KO someone and then finish them off. Just like I am not able to loot their unconscious body if i don't have theft. Without theft I am incapable as a hearthling of stealing from another.
Pan_w_okularach wrote:IMO the main reason permadeath should be brought back is to counter unlimited stat growth. With permadeath working for everyone not just the weakest(as it is now, can go into detail on that) the power that comes with rolling on a titan will come with the risk of losing all that work if it dies.
Granger wrote:When the goal is killing off titans to counter stat growth... maybe the server should just disable KO for the top 15% of characters - 2/3rd of them selected by their combat proficiency (UA,MC,MM, AGI, CON, STR), the rest 1/3rd by total amount of LP and FEP from the ones not already selected yet?
wonder-ass wrote:the main reason so many big bois were running around is because of the fact they had bin koed many times before but got away through ko.
bringing back murder after ko will stop people from reaching insane stats significantly.
Kamekono wrote:How about making the murder skill a trigger for it? If you took murder, you can be killed after KO. If you didn't, you can't.
This way, pvp-ers can KO-kill each others, but can't kill KOed sprucecaps and other non-pvp players
jorb wrote:I bow before your infinite wisdom, Nek. The words and thoughts of mere men are like leaves in the wind before a true philosopher such as yourself. Verily, my retardery is apparent to me now.
banok wrote:GG nek, your thread was successful at baiting people on to us
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