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PostPosted: Thu Nov 11, 2010 11:54 am 
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First off, let me note that it is not a completely new system, only tweaks to the current system, which I find to be far less complex, and far more balanced, and should give people who complain about kills no more excuses (because you won't gain kills you don't deserve)

note that the guard and kill system ill explain separately, so dont think im saying you shouldn't gain a kill. when in some cases you can't have the guards called on you...

guard system-

blue players-

we need to have a system where if you attack [a blue] first you become grey [to everyone]. and a criminal to the blue person defending the attack. from when you last hit the defendant + 5 mins,this includes hits and misses..
as a blue player getting attacked, you can call guards, but only if you call guards (on the person who is flagged criminal to you) within the first minute of attack,
why?
because if your intown and someone is attacking you, and you don't call guards within a minute,
you are either
1) afk
2) fighting back
3) dumb, and running around trying to dodge them without calling the guards....

still doesnt explain why add this part in?

mainly for 2.
if you are fighting back, you have accepted there challenge, and shouldnt be able to call the guards once u feel your about to lose....
this will stop people from fighting fighting fighting, then when there about to lose, just call guards as a fail safe to them dieing. it shouldn't work like that, if you attack back and attempt to kill someone, you shouldn't be able to really abuse the guards.....

grey persons-

grey people should be the small criminals/ pvp oriented individuals..
a people should be able to attack a grey person freely, without the worry of the guards,
when a individual attacks a grey person, (no matter if there blue grey or w,e) they shouldn't be flagged as criminal, but should turn grey to ONLY the grey person that there attacking

why?,

this would give the ability for greys to defend them selves, after all, there still humans/ humanoids...
but this would also keep greys to where if they attack a blue player, they can get guarded.. or attacked by the blue players invisible posse of guildmates / body guards LMAO


red players-

below 50 kills, should always be able to be guarded no matter what....
the higher the kills the more guards should attack you the more chance you have of going to jail...

above 50 kills there should be a chance that guards are scared or hesitant to attack,
thus they bring an excessive amount of guards. and shoot to kill :) but at the same time, there might be a small delay it takes for them to gather there numbers and come in for the kill..

this will-
give players with 50 kills and up, a small chance to run, b4 they get killed lmao and if they have the balls to stay... expect a small barage of arrow fire that does like a minimum of 30 damage each......

so really for reds above 50,
guards turn to archers.. which do ALOT of damage, and there are ALOT of guards coming after them.

would be fun... add variety.. and would be cool



KILL SYSTEM-


kill system should work completely separate from the guard system, but they will inheritably carry some common traits

1) the only way you should be able to gain a kill is, KILLING a blue player....
2) the only way of killing a blue character [thats not grey from attacking you] and not recieving a kill, should be only dealing LESS then 25% of there health damage..

the damage a attacking player has done percentage wise should be minused when the defending player heals... in a situation where there are multiple attackors and in the following case aggressors the player who has done the least amount of damage that is >0 should be minused first when the defending player heals

EG-

so lets say. player A [180 HP *full*] , player B [100 HP *full*], player C [50 hp]

assuming all players are blue
player A attacks player B
Player A hits [-50 HP]
player A has currently done [50%] damage (liable for kill)
player B [50 HP] heals [+40 HP]
player B [90 HP]
player A has currently done [10%] damage ( not liable for kill)

player C is a necro
player C attacks player B
player C hits [-70 HP]
player B [20 HP]
player C has currently done [70%] damage (liable for kill)
player B [20 HP] heals [+30 HP]
player B [50 HP]
player C has currently done [50%] damage (liable for kill)
player A has currently done [0% ] damage (not liable for kill)
Player A {attacking B} hits [-20 HP]
player B [30 hp]
player A has currently done [20%] damage (not liable for kill)
player C has currently done [50%] damage (liable for kill)
player B [30 HP] heals [+30 HP]
player B [60 HP]
player A has currently done [0% ] damage (not liable for kill)
player C has currently done [40%] damage (liable for kill)
player A hits player C [-50 HP]
player C dies
player A has currently done [100%] damage to player C ( but isn't liable for kill due to player C turning grey from attacking player B)


as you noticed, the % damage responsible for determining if a player is liable for a kill
takes into account who has done the greatest % of damage at the time the player heals/ dies

if both players A and C we were to have attacked player B and done anything above 25% of damage at the time of player Bs death, player A and C would recieve kills...

but to counter fact that 2 players can attack one, and it being luck of the cards (or who does the most damage constantly )
if you have done +75% damage (not including healing mitigating the current damage %) within the past 5 mins, it is clear that you were attacking the defending player and should still be liable for the kill, as well as the other player :)

i would elaborate more, but i have 6 mins to get dressed and get out the door :) peace!


edit-
i forgot to mention that, with this new system, we could bring the kills it takes you to become red, from 5 to 10...
at 5 you should be forced grey, 10-15 be forced red....
with it being at 5 like it currently is, there is no room for greys...
it can serve as a warning point, not to exceed... for those who just pvp...

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Last edited by chips LL on Thu Nov 11, 2010 5:35 pm, edited 1 time in total.

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PostPosted: Thu Nov 11, 2010 3:28 pm 
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thats actually really awesome...
i would love to see that implemented!

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PostPosted: Thu Nov 11, 2010 4:20 pm 
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i like the blue char idea..its really annoying seeing ppl like inventor act tough , then guard you.

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PostPosted: Thu Nov 11, 2010 7:44 pm 

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Falin wrote:i like the blue char idea..its really annoying seeing ppl like inventor act tough , then guard you.
Ya which this was implemented back in t3a (don't remember t3a having this). I remember when Imperial Rise would do the same thing to me on my warrior back then. Got kind of annoying going to jail so many times because the second he was about to die he would g-wack me :(


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PostPosted: Fri Nov 12, 2010 10:15 am 
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inventor is the most annoying person in this game...yet if he attacks u n you kill him you will still gain a kill int his buggy system so yea anyways good ideas i like them mostly the kill system idea.I also like the guard idea as well.

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PostPosted: Fri Nov 12, 2010 11:12 am 

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sounds good to me
the kill system defiantly needs to be altered so that only the aggressor is capable of getting a kill

I also like the time limit on how long you have to call guards. (if it can be implemented)

the only thing that i am unsure about is the part about it take the guards longer to get to ppl with high kills.. i realize you saying they will kill them if they do indeed get to them.. but im afraid that this delay could be very exploitable


but as a whole yea I got to agree that the kill/guard system needs to be redone


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PostPosted: Sun Nov 14, 2010 9:15 pm 
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I agree with everything about the g system except that grey should still be able to guard in the first minute of attack. And reds should be guarded no matter what, if you are red you shouldn't be in any town excpet wind. The kill thing tho seems really exploitable tho i think the person that gets the kill should be the one that strikes the death blow period. And i think you should get kills for killing any char regardless of their colour but maybe not when it is a guild that you are at war with or opposite alignment.


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PostPosted: Sun Nov 14, 2010 11:20 pm 
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oh, if i said that greys should be able to guard people in my first post it was a mistake..
what i ment was
greys are basically removed from the guard system, except if they attack a blue player...
but if a player happens to be blue(o) and attacks a grey player(x) the blue player(o) turns grey to grey player(x)..
the blue player(o) would appear blue to all others, and the grey character(x) still wont be able to call guards on anyone just attack the blue player(o) for his self defense..
this makes it so greys can defend them selves from blue characters if the blue characters are hostile towards them..

as for the kill system, adding this should help exploitation- if you attack someone when there <=25% health it also counts as a kill.... that would fix people coming in at the last min and killin but not receiving a kill

thats the only exploit i can think of, but i think that^ fixes it, if you can tell me more flaws that would be good,
the less exploitable the better :)

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PostPosted: Sun Nov 14, 2010 11:31 pm 

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Actually I would like to add something to this about the red system.

A player who is red and walks into town should be guarded by anyone who sees fit. However, this changes when someone initiates an attack on that red person. The person that attacks a red player has made the choice to attempt to kill that person, and if he is not able to finish him/her, he should suffer the consequences and either log off or die. So far this has been exploited by Inventor who thinks its cool to go attacking red players and once hes about to die he goes a g-wacks the person. And once that red comes back he attacks again with no penalties because if he (Inventor) is about to die he knows he can simply g-wack and be saved.

What I propose is that if a red walks into town he can be guarded by whomever. However, when someone initiates an attack on said red he (the aggressor) does not have the ability to g-wack anymore and has to either kill the red or run away/log off.

Hopefully this gets looked at because it seems rather dumb for red players to be attacked (which should be expected) and when he/she is fighting do defend himself gets g-wacked because the other person is a) a blue player and b) a pussy avoiding death.


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PostPosted: Sun Nov 14, 2010 11:38 pm 
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persoanlly i think thats a risk a red has to take when coming in town

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PostPosted: Sun Nov 14, 2010 11:49 pm 

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chips LL wrote:persoanlly i think thats a risk a red has to take when coming in town
Well yes and no.

Yes: the risk for the red is being guarded and attacked and like I mentioned before that should be allowed an encouraged if players feel the need to g-wack a red when they seem them entering a town (whether is because they feel they will kill them or just to simply piss them off).

No: the idea of being g-wacked AFTER getting attacked by someone is actually pretty stupid and seems rather exploitable for blue players (as much as you disagree it is happening). If a blue player has enough balls to go and attack a red with 50 kills then he (the aggressor) should stick with the fight and die or run away/log off. I don't think it is right for a blue player to attack random red players and when they're about to die simply g-wack because they don't feel like walking to an ankh or something else.

Although I do agree it is a risk for a red player to walk into town, I also see it as a risk for a blue player to attack a red player and he must also face those risks (the possibility of dieing).


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PostPosted: Mon Nov 15, 2010 8:42 am 

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If the red/murderer player has the balls or stupidity to enter a town with guards in it then they need to assume the risk they may be guarded.


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PostPosted: Mon Nov 15, 2010 9:20 am 

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nosympathy wrote:
chips LL wrote:persoanlly i think thats a risk a red has to take when coming in town
Well yes and no.

Yes: the risk for the red is being guarded and attacked and like I mentioned before that should be allowed an encouraged if players feel the need to g-wack a red when they seem them entering a town (whether is because they feel they will kill them or just to simply piss them off).

No: the idea of being g-wacked AFTER getting attacked by someone is actually pretty stupid and seems rather exploitable for blue players (as much as you disagree it is happening). If a blue player has enough balls to go and attack a red with 50 kills then he (the aggressor) should stick with the fight and die or run away/log off. I don't think it is right for a blue player to attack random red players and when they're about to die simply g-wack because they don't feel like walking to an ankh or something else.

Although I do agree it is a risk for a red player to walk into town, I also see it as a risk for a blue player to attack a red player and he must also face those risks (the possibility of dieing).
Just imagine a real life village and a murderer comes into town. The villagers attempt to vanquish this evil but it soon becomes a fight that cannot be won. So, knowing they cannot contain this evil on their own, the villagers call to the local guardsmen to aid in the attempt. Seems logical to me.


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PostPosted: Mon Nov 15, 2010 12:50 pm 

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@Sparger - Yes I agree with you and I have mentioned previously that if a murderer comes into town he does risk the chances of him being guarded. That isn't really the issue that I am addressing because that is the way it has always been and will always be (no one can really argue to change that).

@aleksander - Also true, but doesn't it seem rather annoying. Imagine having one of your characters red and you come into town (here you run the risk of being guarded), but no one decided to g-wack you because they know you or don't see any threat from you. Now some blue player comes out of nowhere and decides "hey, let me attack this red player." Now the red has 2 choices: stay and fight or run away (risk being g-wacked). Now if the murderer decides to stay and fight the blue player (the aggressor) should not have the ability to call guards because he/she chose to stupidly attack the red player thinking he could stand a chance. Thus, the blue player must either flee, win, or die.

Now I am not necessarily forcing this upon a change in the system (if it gets looked at and found ways to work then cool), but I just wanted to point out this little issue I have seen and have had on me back in t3a. It gets pretty annoying when your either grey or red and you get attacked by someone blue and just when your about to kill them they guard you because your too much for them. Personally I hated being sent to jail countless times and wasting money to get out sometimes because I wanted to play the game.

Anyways, just my opinion about the red vs. blue player system.

Carry on with the other changes Sub suggested :)


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PostPosted: Mon Nov 15, 2010 1:04 pm 
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just a note, if someone keeps g wacking you, if you dun want to get wacked.. u shouldnt go in town or near them..lol.. just a note..

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