There seems to be flaws with this system, that favors the zerg situation.
What's the Point of having Lawless towns when a PKer can just farm rep to go to any town ?
The game has Guild war system that allows guilds to declare a War etc for said PvP.
When faction system comes in, again will allow for another style of PvP
What I don't understand is the Idea behind the No RED situation for a PKer.
You get a Murder count after each kill which has a RL time of 8 hours, but can be countered with Just a few rep runs so still allowing you into towns, Most PKs only engage when they guarantee a Win situation, basically outnumbering there foe. I'm 100% sure Many wouldn't join in a zerg Kill if there was a risk they was going to go Red due to kill count and have to wait for them hours to count down before they could go near a Guarded city again.
Most zerging PKs again do the rep run as a Grp so they never at risk and continue to kill between each city run. -- There are a few solo/duo PKers out there, that do fight honorably and those guys I salute
Considering this is very much compared to a Modern day UO, and have indeed very similar traits which make the game fun and enjoyable, the game is still catering to the Group play, and basically it comes down to who has the bigger numbers, and is that risk worth the engage.
UO had a Superb PK system, again 5 kills = Red - 8 hour timer per kill. - Lawless town for PKs to stash and go to if needed.
Had a guild war system.
had a Faction system (Order v Chaos)
This meant that only true PKs ever existed on the game, people who enjoyed the larger fight could do the Guild war / faction wars or even both.
There is nothing more frustrating that being PKed several times by a guild that only attempt it when they outnumber you, just to see them hanging out at the Bank later that day like nothing happened.
Disabling the going red at 5 counts is a silly system, claiming only city guards would know who a murderer was is Daft).
What's the Point of having Lawless towns when a PKer can just farm rep to go to any town ?
The game has Guild war system that allows guilds to declare a War etc for said PvP.
When faction system comes in, again will allow for another style of PvP
What I don't understand is the Idea behind the No RED situation for a PKer.
You get a Murder count after each kill which has a RL time of 8 hours, but can be countered with Just a few rep runs so still allowing you into towns, Most PKs only engage when they guarantee a Win situation, basically outnumbering there foe. I'm 100% sure Many wouldn't join in a zerg Kill if there was a risk they was going to go Red due to kill count and have to wait for them hours to count down before they could go near a Guarded city again.
Most zerging PKs again do the rep run as a Grp so they never at risk and continue to kill between each city run. -- There are a few solo/duo PKers out there, that do fight honorably and those guys I salute
Considering this is very much compared to a Modern day UO, and have indeed very similar traits which make the game fun and enjoyable, the game is still catering to the Group play, and basically it comes down to who has the bigger numbers, and is that risk worth the engage.
UO had a Superb PK system, again 5 kills = Red - 8 hour timer per kill. - Lawless town for PKs to stash and go to if needed.
Had a guild war system.
had a Faction system (Order v Chaos)
This meant that only true PKs ever existed on the game, people who enjoyed the larger fight could do the Guild war / faction wars or even both.
There is nothing more frustrating that being PKed several times by a guild that only attempt it when they outnumber you, just to see them hanging out at the Bank later that day like nothing happened.
Disabling the going red at 5 counts is a silly system, claiming only city guards would know who a murderer was is Daft).