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Re: RANDOM PKING - FIX SUGGESTION
the title and topic of this thread is random player killing and how to reduce it being a problem for new players.
most people will agree with that, i do.the solution is to fix the most obvious problem.
there is no system in place to deter someone from going red.
people don't care about going red.Lineage was designed with a chaotic alignment system for a reason!
it was to make people think carefully about going red.
there was supposed to be a huge risk for being red, and a huge cost for random player killing.we have no system to deter people from going red, to force people to carefully calculate if they want to random pk someone.
that is the heart of the problem with random player killing in Lineage.
red means nothing anymore. -
Re: RANDOM PKING - FIX SUGGESTION
You do know you literally just compared 2 different styles of games (MOBA vs MMORPG)
Lineage is not a MOBA style game lol. In dota league etc you get rewarded with gold or exp based on kills/assist, lineage you don't.Pt system here gives you literally nothing, no rewards or anything beneficial. If they had an arena style battle ground , then yeah they can do pts there but open world pvp, nah.
for most parts you don't see MMO games with pvp pt system unless they have a section for arenas etc lol
you can do a poll, literally everyone who had posted in here but you, had agreed it should be removed. also countless of others on my side and enemy side that are heavily pvp based in lineage that believes in this too.
the style and way pvp here works - you can't really justify a kill being worth anything. fights are always never 5v5 like dota. it's always random numbers vs random numbers. you dont kill someone for pts here, never was the reason. people fight for castle, hunt ground, bosses, and such they dont fight for pts lol.
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Re: RPK - GANKS - NEW PLAYER GRIEFS - Remove PVP PTs to FIX
yes i agree we need to fix chaotic system - people hardly drop here.
rpking won't really stop for those who would kill just for the fun of player killing. but right now it's too heavily based on random pking for pts
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Re: RPK - GANKS - NEW PLAYER GRIEFS - Remove PVP PTs to FIX
If we fix the chaotic system to work where players drop a LOT more -> then we will also need to fix chao making entirely... you can't have one without another otherwise you just open up a whole new and extremely pathetic griefing situation that will result in more people quitting when they lose their valuable and hard earned gear because someone used a cheap tactic to chao make / then gank.
GM Charles - Global Admin & Developer - Server / Website
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Re: RPK - GANKS - NEW PLAYER GRIEFS - Remove PVP PTs to FIX
like i said chao or not, if i griefed like before i'd still go chao and kill every player i see and not worry about being chao o.o
only so few don't care about chao etc. people here and any server with "pts" care too much about gaining more of it.
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Re: RPK - GANKS - NEW PLAYER GRIEFS - Remove PVP PTs to FIX
the system for Lineage originally was that, going red took a long and painful time to repair.
so you had to be smart about going chaotic.
it was actually a game function back then, and it was part of what made Lineage different.now, no one cares about red.
it doesnt really factor into anyones thinking in the game really.
and going unchao to full law can be done with almost no effort.an idea is to make some serious change to the amount of time it takes to unchao.
that might be an easy route through this issue.if a rpk player is going to kill some lvl 40 for the fun of it, maybe it should cost them no less than 10 hours of grinding time to get back to full law.
there needs to be price that forces someone to think and consider first. -
Re: RPK - GANKS - NEW PLAYER GRIEFS - Remove PVP PTs to FIX
One of the main complaits I've always heard, was that increasing the time it takes to get lawful, once chaotic would hurt PVP. Does anyone think that?
GM Charles - Global Admin & Developer - Server / Website
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Re: RPK - GANKS - NEW PLAYER GRIEFS - Remove PVP PTs to FIX
I think the abysmal chao drop rates are more of a problem for people not caring about being chao, if you fix that in + remove the points system people would not be pking these fresh 60/lowbies to boost their imaginary irrelevant score and would be worried about hunting around chao
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Re: RPK - GANKS - NEW PLAYER GRIEFS - Remove PVP PTs to FIX
Adding a bounty agains a Rogue player sounds fun and rewarding all escalable with their current PK count.
That will actually turn the table around because that player will be the hunted now and not the hunter.
Imagine this Scenario.
- Calvin PK's bunch of players and goes Chao with a PK count of 10 in a row before being killed.
* He could Drop multiple items when killed.
* A global announced Message that Calvin has a Bounty on his Head and the Rewards are "XXXXXXX"
* /who calvin can Tell you where was Calvin last Seen (that would be fun, he will have to watch his back every second till he is not chao anymore).
* Have really badass Guards in towns that will attack Full chao players on Sight. ( when i mean attack i mean hit fucking hard).
These may sound a bit harsh, but these penalties should only be apply if you are pking none stop and the PK count is high.
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Re: RPK - GANKS - NEW PLAYER GRIEFS - Remove PVP PTs to FIX
COI ganks have been happening a lot more since xmas event and we all see that COI flooded the server from it. I'm not sure why that was done considering this is a very long term server and a luxury item like COI will have flooded over time anyways from Dragons or Grim etc. For some analysis, look at +0 thebes bow, it is worth 18-22m, which is just a couple million adena under half the price of COI. That should literally never be the case considering how difficult it is to obtain those comparatively.
4 possible solutions
1) More harsh penalty for random PK that doesn't harm noob/lowbies if they don't go pink.
Example: Level 60 player is hunting GP and gets COI ganked by lvl 72-75s. Level 60 player is > 10 levels below the PKer so he loses 0% exp on death and the PKer who gets the last hit still goes chaotic and doesn't receive a PvP point.
2) Decrease time in GP and increase XP per mob. People would be in GP less to get COI ganked and we all know 99% of COI ganks happen in GP. Also, GP is boring as fuck and nobody likes to hunt it anyway.
3) Increase XP even further in noob TOS (25-40% increase from current) and allow upto level 60 or 65. This really doesn't harm old players and new players will still have to hunt other areas afterwards for money/gear upgrades. This would let them avoid the random PKs for a far greater time. Noob TOS is still really not even worth hunting as a noob until you finish your GP time. Worse spawn, more damage, slightly less XP in its current state.
4) Increase XP in many other zones, mainly TOI. Like I said above, 99% of COI ganks happen in GP where you can random/mass teleport. Finding players in other zones where you can't random/mass teleport as well as having to search many other areas will stop a lot of the random PKing.
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Re: RPK - GANKS - NEW PLAYER GRIEFS - Remove PVP PTs to FIX
Again, there is a very tiny amount of players that care about points. Increasing drop on chao will greatly decrease pvp while also encouraging coi jumping because you turn players into piñatas. What will happen is most people will leave fights to go unchao in a safety zone or somewhere they think no one is at. This will cause fights to end much more quickly.
To be totally honest, the players who enjoy random pking will pretty much always do it, so if you know that players will always be random pked to the point they can't hunt good zones, you wind up looking at the problem differently.
how do you keep griefed players from leaving?
because at the end of the day, you're dealing with people who want to pk all the time, people who never want to pk, and a middle ground who will fight when they feel like it. That middle ground is who you need to think about, really.
people don't want to die and lose exp or items, and the most likely way to do both of those things is by fighting. That balance will never change because there is no upside to fighting unless it is around a boss or a siege or something of value.
either you have to make it have value or make the risk so low it doesn't matter.
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Re: RPK - GANKS - NEW PLAYER GRIEFS - Remove PVP PTs to FIX
People currently fight while chaotic because the risk is so low that it doesn't matter. The game wasn't designed to be that way, so that pretty much invalidates everything you just said. The only accurate thing you said is that people who want to RPK will always RPK. Chaotic system is literally supposed to be the counter to stop that because people like that will eventually drop an item. If you don't want to drop items then don't go chaotic or get lawful before you fight again.
I don't think this will decrease or stop PvP because lets be honest, the group of people we are talking about have about twice the numbers of any other pledge. They won't lose much if 1 or 2 players are chaotic at any point.
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Re: RPK - GANKS - NEW PLAYER GRIEFS - Remove PVP PTs to FIX
Easy fix.. If you kill someone under level 52 you loose points.. Also if you attack someoen under level 52 it gives you a message saying this player is under 52 and you will loose points if you kill..
Done deal!
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Re: RPK - GANKS - NEW PLAYER GRIEFS - Remove PVP PTs to FIX
and is the person is under 52 with rly bad hp n u kill him before u even realize he lowbie.
and how u know the person lvl? /who tell u ppl lvl? this topic is extremly hard to fix...
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Re: RPK - GANKS - NEW PLAYER GRIEFS - Remove PVP PTs to FIX
this is outside pink only.. so random Blue name kill.. thats the risk you take if you want to run around casting Destroy on everything you see..