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!