I am surprised this place isn't up in arms about my idea of getting XP for player killing! That was what I was really hoping would cause ripples!! Think of the XP Rincewind would have gotten for killing Orpik!
I am surprised this place isn't up in arms about my idea of getting XP for player killing! That was what I was really hoping would cause ripples!! Think of the XP Rincewind would have gotten for killing Orpik!
Heh, I kinda like that idea, Wish :-)
Since someone made this its own topic (ahem!), let me try to flesh this idea out.
1. Attackers get XP if they complete the kill. If the victim escapes, they lose XP.
2. Victims get XP if they escape the kill, but lose XP if they die.
I think that about sums it up. I guess it is possible to cheat by creating chars for killing just to level some other char up, but since Pking below a certain level is discouraged, that would prevent that a bit, plus the fact that victims lose XP would discourage friends from killing one another for XP. There would always be a loser. You could probably also easily code something in that would alert the Imms to excessive pking of a char just for XP gain on another char.
I just come up with the ideas, let God sort em out.
Wish, Foul Sepiod of the Black Conclave
I support this idea. Ignoring my high PvP death rate (see signature), I think I could have leveled several times from having to escape attack.
"Your poor luck is the cancer eating away at your PK stat"
I think that is good. As we all know, escaping is itself an art. It could be made that the more you flee from attacks (gaining XP!) the more you lose when you die. That is another way to discourage people from just gaining levels by fleeing all the time. Plus, if you get attacked, and you kill the attacker, you could get double XP! And he or she would lose double! Sooo much fun! Beats killing mobs for XP any day! This might also encourage more people to leave the guild since attackers might hesitate to attack unless it is well planned.
You're an evil bastard Wish![]()
This is a Great Idea! go Squishy Squishy!! Probably one of the best i've seen as far as adding another dimension to the game!!
I think losing equipment is harsh enough - I would not add losing xp for being pked.
But I am intrigued by gaining xp for getting away.
Perhaps upon obtaining justification on someone, you get xp (limiting number of times you can get xp from an individual). Then if you are pked you lose the xp - creating a net 0 xp change. Just some thoughts..
C-
I really dont see how this is a necessary improvement.... or how big of an improvement it really is. Im not sure how easy it would be to implement this idea in a way that it wouldnt be abused. It's not a bad idea, just way to abuse prone in my book. I might as well not zone for exp ... get a friend to log on nake and attack me while i flee around all day... then ill finish him off a few times to get the level.
I like ideas that encourage pk and bring a new aspect to the game, but to be honest i dont think this does either. Its far to difficult to kill people for someone to actually use it as a source of exp, and exp is a big enough part of tfc that i don't think getting it from players is going to seem new or even all that helpful.
I guess theres just other things i would rather see implemented.
-Morgaine
PS: Back to the original comment... does rincewind deserve exp for killing someone who was AFK?
I agree that implementation of this would be difficult...I just don't think it would be impossible. I just did a quick google search, and it turns out that the Medievia mud has something of the sort implemented. Ironic, given that Medievia has a connection to TFC via Nashism. In general, I never liked medievia because I always found it too complicated, but it might be worth taking a look at.
One way to discourage this from replacing mob killing xp would be to limit how much xp a char can get from pking during any given level. For example, if you need 10k to level, you could get 2500 from pking. Or make it so you can only gain XP from killing another char once. You would have to level before you could get xp from killing that char again. Really, there are any number of ways to implement this. It might not be a priority, that is true.
Wish
Perhaps tune it so that it only counts in first attacks. Once someone flees, xp bonuses are lost. This allows that you get xp for killing your target, or aggressor, without anyone fleeing, but also limits it so that the only way to get xp for a kill is a straight fight. This can STILL be abused via multikilling...but anyone stupid enough to do that pays plenty of other debts in the process (perm debt sucks. Ask anyone who's had enough of it to neuter their character)
-=SuicideMage=-
Boo to exp for PK'ing.
"We never touch people so lightly that we don't leave a trace."
Oh yah, I forgot I was neutral. Booo!
I am against it.
Silonch and Darkclaw,
Why are you against it? That is what I am curious to know. Let's leave the implementation part aside for a moment. Why shouldn't XP be given for pking? Or for stealing?
Aren't pking, stealing, escaping a pk, and avoiding being stolen integral parts of the game? They definitely constitute every one of my chars "experience", far more so than the redundant killing of mobs.
Wish, Foul Sepiod of the Black Conclave
I personally don't see how it will matter either way, unless the amount awarded is just ridiculously high.
If i'm only getting on average 200 exp per player kill and I lose maybe 1000 or something per death we're talking about someone having to go to all the trouble of hunting someone down and taking the risk of being killed in turn for the exp of an "Laughs Mercilessly" mob.
However if you're getting like 20k a kill or something thats obviously ridiculously high.
Even if you found a nice middle ground I doubt it would be a major incentive for PK when compared with getting an entire corpse filled with gear and would only add insult to injury on someone who just lost their entire set.
Anyway the point is the idea on the surface sounds like it will either be irrelevant or ridiculous neither of which sound like a worthwhile thing to spend coding time on.
Just my oppinion of course. (Sorry Wishy)
No need to apologize, Xerit. However, if we only submit ideas that are "worth spending time coding", we would probably not have much of an ideas forum page. I would agree that this is certainly not a coding priority. It is, however, an interesting idea.
Wish, Foul Sepiod of the Black Conclave
ps. I am going to kill you.
I am against it because when you are successful in a PK, you get the "win", the gold and gear. That seems to me sufficient reward.
I'm afraid that getting exp would provide an additional reward and cause virtually naked chars to get hunted and killed (again) for the exp. This will just add to the frustration level. I'd really like to see us increase the diversity of our player base, and I'm not sure this would be something that would do so.
I'm not for getting exp for getting away either. Living, (and perhaps, learning) to fight another day, seems like a good enough reward.
With that said - I enjoy the added spice the element of PK possibility adds to the game. I'm not against it, I just don't think it needs to be rewarded any more then it already is.
Again, just my opinion. Thanks for asking!
If you are going ot get exp for pk'ing or stealing, then why benefit yet another time by acquiring whatever goods that resulted out of it? That's just too much, in my opinion. You're already getting the goods PLUS skill/spell improvements. And, another viewpoint, why should pk'ers/thieves get that much more of an advantage over those people that don't like to pk or steal? It's all about balance. It's not that I'm necessarily against exp for it. It's that I think it'll throw things way off kilter.
"We never touch people so lightly that we don't leave a trace."
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