PK- Make it enjoyable, by following my simple idea

by Amaru

Back to Ideas.

Amaru2004-12-21 14:51:33
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Now, before I start I have to say.... I think I'm probably wasting my time writing this. However, I figure it'd make such a positive difference if implemented that it's worth recording, even if it's ignored.

PK is great. The combat system is complex, it's fun, it's exciting, it's great roleplay. But it is also frustrating (the shattered remains of my keyboard are solemn testament to this fact). Why? Because it's all about experience.

-( PLEASE, READ THIS! )-

~ Reduce XP loss and gain from PK to one fifth of the current amount.
~ Extend the Avenger system, so that it isn't affected in volatile areas such as the villages during an upheaval, or cities (most cities have their own laws about PK inside the walls anyway, roleplay).
~ Make it possible to give a certain command to your Nexus keeper, and then the next time you die, you will conglutinate (on Prime) to your Nexus, with no extra exp loss. Make this take a few seconds (only) and let the corpse exist for a few minutes after it happens. Give every city a skill like lastrites, which when used, causes the soul, after death and before the conglutinate, to wander around in the void for several minutes, or longer (but NOT lose more exp, just inconvenience them and their city greatly).

Now you have to think.... how would that affect PK?

Right now, people PK for utterly -the wrong reasons-. It's all about experience. You kill someone, and immediately check your score. You get annoyed if someone liches because you don't get exp from it. You give your life for your city, but inside are annoyed because you ended out praying and lost 60% experience.

NO LONGER. People are secretly CRYING OUT for these changes to be made, so that PK serves a PURPOSE. You would kill an enemy team to remove them from your area to allow influence. You would fight someone because they insulted your God, even though you know you have no chance. People could be honourable, because it wouldn't put them at a huge disadvantage. Skills like lich would be accepted as beautiful roleplaying abilities, because no-one would be fussed about the exp. PK would become a larger part in everyone's lives, and it'd make the whole atmosphere a lot more enjoyable and less stressful.

Couldn't you just TRY out my idea for a few RL days and see how it works out? Break from the mold of other IRE games. Take a fresh approach.

Anyways, that's it. I think it'd settle a few imbalances also. Feedback and suggestions are welcome.

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Amaru2004-12-21 15:22:33
I'm told that's how it works in Imperian. Never played it myself, I got to the intro and thought the whole thing was weak. Sounds like they had the right idea though.
Kaelar2004-12-21 15:46:04
Er, sort of. Imperian PK is based -completely- off of roleplay, and I personally love it that way. The one problem with that system is it relies a lot on the maturity of the players, which is something Lusternia seems to lack (not pointing fingers, or saying it's all of you, but you'll probably know who I'm talking about).

I agree with most of the stuff you brought up, with the exception of "It's all about experience. You kill someone, and immediately check your score". Most people I see PKing, in Magnagora at least, are the ones who either want the fame of being a good fighter, or to prove how leet they are (ever notice how people think of -everything- in terms of how well you can PK?). I've never gotten much experience from PK, nor do I care if I do.

Edit: If you meant to compare your wandering around in the void thing to Imperian, they do have a system like that. You have to do ~3 easy quests in the underworld to get tokens to come back. I would absolutely -love- that kind of a system here. People are out longer, but it's not a giant blurb of text that scrolls over your screen; you're actually DOING SOMETHING as you come back from death.
Unknown2004-12-21 15:46:30
Well, in Imperian, you lose a very nominal amount by death to another player, and also gain a small amount. Death to NPC's is the same. Also, once you die in Imperian, you are a soul for a few seconds, where you can walk around and speak to people, but then your soul gets pulled into Dis. You can remain in Dis as a soul for as long as you wish, and you don't lose more experience. There is even a newsroom down there. Once you are ready to return to life, you do a few simple quests, to gather coins to pay the ferryman, and choose one of the cities in which you'd like to spawn, or in a neutral area.


Edit: I meant, death to an NPC is the same as death to an NPC in Lusternia... you lose a lot of experience. Whereas if you die to a player, the amount you lose is like around 15%.
Unknown2004-12-21 15:51:39
I like the ideas.

Although I hope they don't scrap the Fates sequence. Maybe, after losing the exp, your soul could be taken to the Realm of Reflection or something, where you look back on your life. After five minutes is up, you get pulled back into conciousness and into the Fates sequence.

If this was implemented, I would definitely partake in PK more. At the moment, fear of losing exp always stops me.
Shiri2004-12-21 15:56:32
QUOTE(Iggy @ Dec 21 2004, 04:51 PM)
I like the ideas.

Although I hope they don't scrap the Fates sequence. Maybe, after losing the exp, your soul could be taken to the Realm of Reflection or something, where you look back on your life. After five minutes is up, you get pulled back into conciousness and into the Fates sequence.

If this was implemented, I would definitely partake in PK more. At the moment, fear of losing exp always stops me.
19871



I don't know, that would make things incredibly annoying, just the time would, that is. The thing that annoys me about death most isn't the experience, but that I'm out of the action for so long.

That might just be me though. On the other hand, it would make resurrection type skills, lich and resurgem, even MORE obnoxious compared to the norm, and you know how much they're being complained about right now anyway. That might make it worse.
Unknown2004-12-21 16:00:22
Hence why it would make the people who usually kill a the drop of a hat be a bit more cautious because they don't want to be out of action, and also encourage those who don't usually get involved, get involved a tiny bit.
Unknown2004-12-21 16:01:17
I never really cared about exp loss, and nor did my character. Sure, I get peeved a little when I'm 93% to 69, and fall to 70% to 68, but I'll live. One of my goals is level 80, as I've never been level 80 (50% to 79 was the highest my Imperian main hit), and I like the idea of no sleep/eating. Other than that, who am I to care? Most people I kill give me no experience, and get a bunch from me, due to a lot of Celest fighters being of lower levels ::shrugs::
Shiri2004-12-21 16:02:51
I don't think that follows. The ones who PK a lot, id est Valek, Daevos (just by way of example) are the ones with lich that the new change wouldn't affect, and it'd actually DIScourage the ones who don't get involved a lot even more, from the time they'd end up wasting as soon as they died in 3 seconds flat.

EDIT: That was responding to Iggy. SirVLCIV (that better be spelt right) is too fast for me, dangit.
Unknown2004-12-21 16:03:08
I would like the pacification taken down a little bit: suggestion, have a max cap due to Suspect statuses (2-3 hours), and then increase more for every vengeance on their record (so the -real- rampant PKers, with multiple vengeances on them, get pacified, while the semi-rampant (PK Carefuls that slipped) don't get punished - too much.
Richter2004-12-21 16:51:39
I think that's an interesting idea, punishing the people who PK more. The thing with that is though, Avechna is impartial, and doesn't pay attention to who killed who more. I've never played Imperian, so I don't really know about the underworld thing.