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Kaldo
- Posts: 125
- Joined: Fri Jan 28, 2011 12:26 pm
Re: LP from players
You won't kill him the next day. You'll kill 10 of them after a month of feeding them chariots, wishbones or something easily accessible. Considering how easy it would probably be to make a script for that, I'm sure plenty of people would do that.
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SacreDoom
- Posts: 2590
- Joined: Tue Apr 06, 2010 3:14 pm
Re: LP from players
This game is fucking abusable anyway, why not have something fun to play with?Kaldo wrote:You won't kill him the next day. You'll kill 10 of them after a month of feeding them chariots, wishbones or something easily accessible. Considering how easy it would probably be to make a script for that, I'm sure plenty of people would do that.
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Tamalak
- Posts: 879
- Joined: Sun Feb 20, 2011 12:31 am
Re: LP from players
Instead of having hearthlings give LP instantly, make them drop a skull that rewards 1% base of their LP after a long period of study. People would still abuse the system, but the power ramp would be by no means insane..
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onnings
- Posts: 46
- Joined: Tue Jan 18, 2011 8:21 pm
- Location: Enlightened dictatorship of Rawria
Re: LP from players
TLDR: Get LP from someone leaving scent ONLY - grab scent, get curiosity based on scent and target LP when killing.
I like the bone drop from killed players-suggestion, but I also realise the problem of random ganking for profit, or alt-farming. What I'm suggesting, is linking the bone drop to scents. The type of scent would also decide the strenght of LP gain / the type of curiosity dropped.
Now, killing a player for shits and giggles under this system would yield nothing aside from the usual looted items from the corpse and the wonderful feeling of glee one gets when butchering helpless victims. If the player had left a scent which was tracked by his killer though, a curiosity would also be dropped on death. This curiosity would drop next to the corpse, and would only be seeable by people with scents from the killed target in their inventory. So, in effect -
Evil_dude01 kills a villager. Ranger01 tracks the murder scent. Ranger01 kills evil_dude01. Ranger01 loots murder-related curiosity.
The ammount of LP from the curiosity would be kinda like the old system. Its LP base gain would be based on a percentage of the killed target's total LP, modified by a factor based on by the type of crime performed / scent kept by killer. The type of crime would decide what kind of curiosity would drop - different crimes having different curiosities. The combination of victim's LP + crime scent = curiosity LP value. The severity of crime would decide the factor of LP, meaning killing someone for trespassing would be very little worth, but killing killers would be (comparatively) very profitable.
Here's a small list of suggested curiosities, ranking from least severe (lowest crime-related factor) to most severe (highest crime-related factor)
Crime .......... Curiosity
Trespassing ... Torn boot
Assault ........ Broken tooth
Battery ........ Jaw bone
Theft .......... Severed hand
Vandalism ..... Bent key
Murder ......... Hollowed skull
In situations where a killed target had left a plethora of different scents in the area, only the most severe would decide the type of curiosity dropped, and the LP factor linked to it. Only one curiosity would drop per kill, even if a hundred people ganged up on a target.
I like the bone drop from killed players-suggestion, but I also realise the problem of random ganking for profit, or alt-farming. What I'm suggesting, is linking the bone drop to scents. The type of scent would also decide the strenght of LP gain / the type of curiosity dropped.
Now, killing a player for shits and giggles under this system would yield nothing aside from the usual looted items from the corpse and the wonderful feeling of glee one gets when butchering helpless victims. If the player had left a scent which was tracked by his killer though, a curiosity would also be dropped on death. This curiosity would drop next to the corpse, and would only be seeable by people with scents from the killed target in their inventory. So, in effect -
Evil_dude01 kills a villager. Ranger01 tracks the murder scent. Ranger01 kills evil_dude01. Ranger01 loots murder-related curiosity.
The ammount of LP from the curiosity would be kinda like the old system. Its LP base gain would be based on a percentage of the killed target's total LP, modified by a factor based on by the type of crime performed / scent kept by killer. The type of crime would decide what kind of curiosity would drop - different crimes having different curiosities. The combination of victim's LP + crime scent = curiosity LP value. The severity of crime would decide the factor of LP, meaning killing someone for trespassing would be very little worth, but killing killers would be (comparatively) very profitable.
Here's a small list of suggested curiosities, ranking from least severe (lowest crime-related factor) to most severe (highest crime-related factor)
Crime .......... Curiosity
Trespassing ... Torn boot
Assault ........ Broken tooth
Battery ........ Jaw bone
Theft .......... Severed hand
Vandalism ..... Bent key
Murder ......... Hollowed skull
In situations where a killed target had left a plethora of different scents in the area, only the most severe would decide the type of curiosity dropped, and the LP factor linked to it. Only one curiosity would drop per kill, even if a hundred people ganged up on a target.
Last edited by onnings on Sun Mar 20, 2011 8:51 pm, edited 2 times in total.
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brayan
- Posts: 61
- Joined: Wed Feb 16, 2011 6:30 pm
Re: LP from players
Maybe I'm not devious enough, but...What's the fucking point of farming alts for LP in the first place? If you only get a percentage of their LP, then...Why not just study the curio's on your main...? I'd rather get 2,500 lp from a curio, then 250 lp from an alt. And it would take LESS time to just study the curio, than it would to have an alt do it, then butcher the alt.
And meows idea is good.
And meows idea is good.
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Tamalak
- Posts: 879
- Joined: Sun Feb 20, 2011 12:31 am
Re: LP from players
More like 100LP.. and the reason is that your main has limited attention. If you have more curios than your main can study you can put them on an alt and get.. 3.6% of that curio's LP. Yeah, that really doesn't sound so abusable to me that they should take all the incentive out of killing people..brayan wrote:Maybe I'm not devious enough, but...What's the fucking point of farming alts for LP in the first place? If you only get a percentage of their LP, then...Why not just study the curio's on your main...? I'd rather get 2,500 lp from a curio, then 250 lp from an alt. And it would take LESS time to just study the curio, than it would to have an alt do it, then butcher the alt.
And meows idea is good.
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Oddity
- Posts: 1983
- Joined: Sun Jun 20, 2010 12:04 am
- Location: BC, Canadia
Re: LP from players
When Carebears Roam Free In a Permadeath PvP Game: A Case Study
jadamkaz wrote:ah i remember my run in with odditown they are good ppl im sure the only reason they killed ME is because they are troll hunters and i was a troll
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LimaZulu
- Posts: 959
- Joined: Fri Jan 21, 2011 11:28 am
Re: LP from players
I think we can all agree that a game full of yous wouldn't be good either.Oddity wrote:When Carebears Roam Free In a Permadeath PvP Game: A Case Study
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Jackard
- Posts: 8849
- Joined: Sun Jul 12, 2009 6:07 am
- Location: fucking curios how do they work
Re: LP from players
as stated in several other threads, this would make a poor mechanic. this type of game doesn't need extra incentive to kill players
jorb wrote:We wanted to make hearthling skulls into curiosities, but the problems with doing that are sadly big enough that I doubt they can be overcome.
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DaMaGe
- Posts: 288
- Joined: Thu Nov 11, 2010 4:28 am
Re: LP from players
+1BWithey wrote:*BWithey's idea/wall of text*