They don't actually give you 70 points, they level it up to "skill training 70" , which is not the same. So for instance if you get 10 bonus from your attributes you will end up on skill 80, but skill trained to 70.
Does that make sense?
I think the main issue is that there's a bug that prevents your weapon from taking durability damage when you parry, which means the durability only goes down when you attack, essentially making low dura two hand weapons way too viable.
When this is fixed I can't wait to see players shocked...
I just tried suiciding with a spirit box in my inventory and it didn't appear in the etherworld.
The box drops next to my loot bag but I have no way of accessing it from the etherworld unless I go there with a portal it seems.
if you think about it, having the place of the murder decide where you get negative rep would probably be worse, because then it rewards aggresive guilds to attack you near your own home base and you'd lose rep in your own area, but them killing you wouldn't matter as much as they'd get negative...
You clearly didn't read my suggestion properly.
First of all, with my suggestion 3 Rep would be what 1 rep is today. Secondly you would get 5 rep for completing a task so there is still going to a lot of killing that you can do.
And third, I don't understand what you mean that your blue...
What part of my post made you think this was an all or nothing case? I'm trying to think of a system that works both ways but in you're mind it seems anything that restricts everyone is a limit to killing anyone. With my suggestion you can still murder a lot of innocents. You just can't do it...
How does this take away form pvpers? I'm literally saying it would make it EASIER for pvpers to fight each other without having to worry as much about losing rep.
Please explain how an innocent solo player is supposed to "learn how to defend himself" against a group of 5? You can't.
It's...
How does it stop people from killing in towns? That is already taken care of by city guards, so this system only affects the open wild. The problem with a fully player controlled system is that the guild in control could just make everyone their b***h and kill people to their hearts content...
I will never understand how players claim to be pvpers when they in fact move in large groups killing defenseless outnumbered players. HOW is that pvp?
My suggestion would allow pvpers to fight other pvpers with less limitation, but would restric the killing of noobs and outnumbered players...
Even if I could buy it, 1k gold is an insane amount to acquire as a solo player, that's besides the point.
My point was that the entire thing of going into the etherworld shouldn't be the one that's locked behind a giant threshold. Let players work for it, sure, but let them start actually...
What I'm trying to accomplish here is a system that allows for PVP for those who want that but aslo most importantly DISCOURAGE players from murdering noobs and innocents just for the hell of it.
If a group of 5 players ride past a solo player there is absolutely nothing stopping them from just...
First of all all standings should be x3:
Min -25 ----> -75
Max 40 ----> 120
When you kill someone the rep loss scales with the victims's current Murder Counts.
Victim 0 MC = -4 Standing
Victim 1 MC = -3 Standing
Victim 2-3 MC = -2 Standing
Victim 4...
I agree 100% with OP here. I've put in 250h into the beta and my main goal was to try spiritism but was extremely dissapointed to find it locked behind content which was VERY hard to achieve as a solo player. I'm all for having some part of it bound to killing difficult bosses and maybe...
I thought about this as well but I think that part is tied into the Management skill, and since it increases the number of ongoing sales you can have there's a point in having sales being both limited and to not allow partial sales.
As a dedicated merchant you get an edge if you can sell many...
This game is built around having deep and complex systems where discovering things yourself is part of what makes it unique and special, but there is a difference between making things complex yet inviting, and just counter intuitively convoluted.
So here are some of my suggestions to improve...
Maybe the reason so many are in the GY is because its the closest place they can "fight-farm" for gold. It doesn't have to be good money, because making a little bit of money and banking it is better than leaving town for the big bucks only to ge RPK:ed on the way home.
People still get...