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Hrm, continuing 53's append.

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Posted by Darkheart on 10/18

How about allowing accept all, no-reject pkers a full regen when their pk timer wears off, while being imposed another 10 tick timer that prevents them from initiating pk? This should be an option that can be turned on or off, and the restrictions on the timer ticking down will be the same as the pktimer, meaning no-house, no-safe room, etc. What this will do is flatten out luck in pk since after 10 ticks, everyone is fresh to go again. (They simply have to find somebody that can initiate a pk fight to counteract the 10tick limit, and happily pk) Course this would mean that they'd have to wander around vulnerable for 10 ticks before the pktimer wears off (or could heal enough to feel comfortable, then come out... but wearing that timer down may not be as easy since a jump, successful or not, will reset the timer) Or something to this effect that cuts down regen time for pkok all without a name on the reject list. I personally could care less about lucky streaks if there was an easy way to have a rematch without having to wait ages for one. Dh

From: Dune Tuesday, October 17 2000, 08:54AM DH, when you make a suggestion, try and make it somewhat within the possible range of things that imms might do. There is no way they would code an autohealing thing for pk.. no way. Im a pker, and yes it sounds good to me, but you shouldnt even bother. Do you honestly think they would ever do this? Jeez, I remember once you posted that for a couple redeem points you should be able to learn skills that are in another hometown's skill tree... like an agrabah mage learning brew for 150 million xp... Do yu really think they would comprise legend and the whole point of hometowns, etc, just for sake of pk?

From: Mandarb Tuesday, October 17 2000, 12:03PM Dune has a point. There is noway anything like this will ever be implemented in a million years. And as for your post about luck, I don't think thats exactly what Dune meant. His point about luck was that while it is a necessary component of pk, at its current state it is the ONLY component far to often. Since we all have pretty pathetic hp compared to how fast damage can be done, theres no time for the luck to even out. So if you wfw me to 40% of my hp, I don't really have much of a chance to para you to 40%. The point of the post was if you increase hp, or, lower damage in pk, fights will last longer which in turn will give luck a better chance to even out. This will become a very heated issue if hp gear is removed, which it will be, I'm sure, and nothing is changed in how many hp we have/damage done. The reason hp gear is so popular is not because its fun to have lots of hp, but because as a pkiller you need the hp if you plan on succeeding at all. Especially when EVERYONE else has it too. -Mandarb

From: Dune Tuesday, October 17 2000, 01:53PM exactly, mandarb! I just hope that if imms are going to reduce our ingame ability to compensate for the fact that are hps are code low... and damage is done sooo fast resulting in fights that end when someone gets a para.... then they should re-evaulate either the amount of damage we do... or the amount of hps that we get based on con alone. Luck makes it exciting... but winning a fight complete cause of it should happen a lot less than it does now. Lower our hps, and it gets even worse! (for the wear.. hehe) Dune

From: Christopher Wednesday, October 18 2000, 11:11AM This would be wonderful to be added in. I could run around killing mobs for xp then kick my friend and calm and wait for the timer to run out and then get restored and then go xp running again Brilliant!

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