Credit to Skylandr for the inspiration for this thread:
Nerfing red priest locations before TC priests = bad idea,
new red priests for castles = fine bandaid fix for castle owning guild members (cant live out of castle still btw)
not a castle owning guild member? = bad.
Red priest change to stop new player griefers - didnt stop them and force people to be ultra blue pve citizen or perma red murder psycho because of red priest inconvenience, many blue and red pvpers quit game entirely
Red priest change = affected not just new player griefers, but sensible consensual parcel running blue pvp players.
Want to stop certain player behavior use the murder count and reputation systems to accurately punish them
Kill undeserving player (innocent noob, pve rock hitter, etc) = punishment, Kill pvper who lose fight = no punishment
Currently, Kill most people regardless of noob or casual pvper = punishment
SV need to make the distinction between the gameplay types of players to balance their capability independently.
conceptual pvp gameplay loop fix:
• MC punishment is exclusively to force inconvenient red priest rez.
• Power to give rep loss+murder count only for players who relinquish power and compartmentalize their gameplay as a way to differentiate themselves from Red and Blue/"Purple" pvpers. (Purple as in Blues that PvP and parcel constantly for rep)
• Gameplay implementation might look like: pve noob player with X% of max rep (90%?) , or X amt of rep, can then give rep loss + mc. A gameplay privilege that wont be sustained by those who are not of this playstyle while relinquishing power to constantly pvp. Will need to mess with rep numbers, potentially scale all of them up universally to fit this reputation investment
• Increase murder count punishment from 5 -> 35; check internal analytics of real red players and its avg is 80+
Lawless zones are said to be coming which is a useful tool, but should not be used in large swathes of the map to fix consensual pvpers in the wild from giving undeserved penalties to those who killed them in a consensual non-griefing way. Lawless zones should be restricted to small areas of the map where there is full awareness and consent given that they are going into a dangerous area; tepra crater, mino dungeon, risar dungeon, etc. If Lawless zones are implemented into large areas of the map, and not exclusively dangerous areas, it will be an unelegant contrived non-sandbox method.
Murder Counter decay timer should only be active while online always and should be reduced; by a third or quarter perhaps.
8 hours per MC decay is quite tough, that's higher than the average player's session. Also receiving a new murder count SHOULD NOT RESET THE MURDER COUNT DECAY TIMER. The murder count decay timer should be accumulative otherwise there are moments where you've burned 90% of your timer and if you were to kill again it would simply reset the timer and your progression has been lost.
Nerfing red priest locations before TC priests = bad idea,
new red priests for castles = fine bandaid fix for castle owning guild members (cant live out of castle still btw)
not a castle owning guild member? = bad.
Red priest change to stop new player griefers - didnt stop them and force people to be ultra blue pve citizen or perma red murder psycho because of red priest inconvenience, many blue and red pvpers quit game entirely
Red priest change = affected not just new player griefers, but sensible consensual parcel running blue pvp players.
Want to stop certain player behavior use the murder count and reputation systems to accurately punish them
Kill undeserving player (innocent noob, pve rock hitter, etc) = punishment, Kill pvper who lose fight = no punishment
Currently, Kill most people regardless of noob or casual pvper = punishment
SV need to make the distinction between the gameplay types of players to balance their capability independently.
conceptual pvp gameplay loop fix:
• MC punishment is exclusively to force inconvenient red priest rez.
• Power to give rep loss+murder count only for players who relinquish power and compartmentalize their gameplay as a way to differentiate themselves from Red and Blue/"Purple" pvpers. (Purple as in Blues that PvP and parcel constantly for rep)
• Gameplay implementation might look like: pve noob player with X% of max rep (90%?) , or X amt of rep, can then give rep loss + mc. A gameplay privilege that wont be sustained by those who are not of this playstyle while relinquishing power to constantly pvp. Will need to mess with rep numbers, potentially scale all of them up universally to fit this reputation investment
• Increase murder count punishment from 5 -> 35; check internal analytics of real red players and its avg is 80+
Blue player | "Purple" player | Red player |
Can enter towns | Can enter towns | Cant enter towns |
Can give rep loss + murder count | Cant give rep loss + murder count | Cant give rep loss + murder count |
Spawn blue priest | Spawn blue/red priest (based on MC's) | Spawn Red priest |
1-time rep farm | Continuous rep farm | No rep farm |
Lawless zones are said to be coming which is a useful tool, but should not be used in large swathes of the map to fix consensual pvpers in the wild from giving undeserved penalties to those who killed them in a consensual non-griefing way. Lawless zones should be restricted to small areas of the map where there is full awareness and consent given that they are going into a dangerous area; tepra crater, mino dungeon, risar dungeon, etc. If Lawless zones are implemented into large areas of the map, and not exclusively dangerous areas, it will be an unelegant contrived non-sandbox method.
Murder Counter decay timer should only be active while online always and should be reduced; by a third or quarter perhaps.
8 hours per MC decay is quite tough, that's higher than the average player's session. Also receiving a new murder count SHOULD NOT RESET THE MURDER COUNT DECAY TIMER. The murder count decay timer should be accumulative otherwise there are moments where you've burned 90% of your timer and if you were to kill again it would simply reset the timer and your progression has been lost.
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