Shattered Kingdoms

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 Post subject: Re: Cabal/Trib/City PK
PostPosted: Sat Aug 11, 2012 2:21 pm 
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This was a lot of reading...so...GO PK!


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 Post subject: Re: Cabal/Trib/City PK
PostPosted: Sat Aug 11, 2012 2:24 pm 
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Besides the facf that peso made his forum id on my birthday.....what are the chances of any of this getting implemented


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 Post subject: Re: Cabal/Trib/City PK
PostPosted: Sat Aug 11, 2012 2:27 pm 
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Deathadder wrote:
Besides the facf that peso made his forum id on my birthday.....what are the chances of any of this getting implemented


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 Post subject: Re: Cabal/Trib/City PK
PostPosted: Sat Aug 11, 2012 2:29 pm 
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SK Character: Cyndane - Talys
:lol:


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 Post subject: Re: Cabal/Trib/City PK
PostPosted: Sat Aug 11, 2012 2:58 pm 
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FinneyOwnzU wrote:
Deathadder wrote:
Besides the facf that peso made his forum id on my birthday.....what are the chances of any of this getting implemented


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Dang, if I actually had some realistic way of defining those variables, that is fricken easy!

Generally speaking if I remember that equation correctly, it gets really small really quick.

Back to Topic: Like I said at the beginning of this, I wanted to start this to have a discussion on what we perceive the issues with PK right now an possible suggestions on how to overcome these issues. Sargas and maybe one other (sorry don't want to dig through this) actually proposed suggestions based on what they perceived is the issues with pk currently. Instead of just slamming anyone that proposes a change that you don't necessarily like, tell everyone else what you perceive is the problem, and maybe what you think would be good to fix it.

NOTE: Saying getting rid of bounty NPCs without any other changes is NOT a solution.


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 Post subject: Re: Cabal/Trib/City PK
PostPosted: Sat Aug 11, 2012 3:14 pm 
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Muktar wrote:
Back to Topic: Like I said at the beginning of this, I wanted to start this to have a discussion on what we perceive the issues with PK right now an possible suggestions on how to overcome these issues. Sargas and maybe one other (sorry don't want to dig through this) actually proposed suggestions based on what they perceived is the issues with pk currently. Instead of just slamming anyone that proposes a change that you don't necessarily like, tell everyone else what you perceive is the problem, and maybe what you think would be good to fix it.

NOTE: Saying getting rid of bounty NPCs without any other changes is NOT a solution.


There are quite a few of us that simply prefer the current iteration to the proposed changes in this thread. I don't see the point in replacing one flawed system with another. It seems like a waste of time and resources.

Frankly, if Dulrik wants to encourage PK then his time would be better spent tweaking and balancing classes, removing scripted items and reviewing one-shot abilities like petrification, FoD and backstab rather then redesigning tribunals and city defenses - that if implemented as suggested in this thread would likely lead to less PK and not more.

EDIT - The one proposed change I agree with is removing the ability to use guards as pets. This goes back to my theory about Teron. You have an entire city where law and bounty NPCs can be avoided, yet no one goes there to PK. Why? Because they can't drag their tribunal NPCs with them. All of the arguments in this thread dance around the 300 pound elephant in the room. People want to be able to use their tribunal guards AND not have to deal with bounty NPCs. If bounty NPCs were the real issue, Teron would see a lot more action than it currently does.


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 Post subject: Re: Cabal/Trib/City PK
PostPosted: Sat Aug 11, 2012 3:37 pm 
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Cabals have a decided advantage in Teron.

In a trib's city, they both have access to their faction's abilities.


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 Post subject: Re: Cabal/Trib/City PK
PostPosted: Sat Aug 11, 2012 3:42 pm 
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WickedWitch wrote:
Cabals have a decided advantage in Teron.

In a trib's city, they both have access to their faction's abilities.


Since most of the bad guys are in the MC right now, Teron is pretty equal footing. But, yeah, Hand would be at a disadvantage vs Druids for example.


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 Post subject: Re: Cabal/Trib/City PK
PostPosted: Sat Aug 11, 2012 3:50 pm 
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Not to start another omg, numbers qq fest. But the MC is outnumbered in 90% of the PKs it goes into, both attacking and defending, so guard NPCs are kind of needed.


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 Post subject: Re: Cabal/Trib/City PK
PostPosted: Sat Aug 11, 2012 4:06 pm 
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Here's a radical suggestion, guard NPCs only do something against another pc under certain conditions otherwise they are protecting the public and getting them to safety. One, the said person is attacking the NPC or another NPC in the same room. Two, a trib party member just stunned the attacker. Three, attacker has been banished. Four, character is committing a non-violent crime (stealing). That will help remove the NPC wars from tribs, but still allow tribs to use them as spell anchors. Tribs would still need something more since they don't get to do much else aside from that. Yes, that does mean if the attacker leaves and comes back they are left alone unless they do something else. Banishment requirements should also be changed so that someone with a pathetically long violent or non-violent record could also be banished.

I do agree with NXS the NPC wars are very boring. I would love to see if two equally balanced groups that enter a pk situation they get a boon similar to the crs one.

lastly, I will say it again. Get rid of the sanctuaries! They do absolutely nothing to promote positive PK.


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