Honestly, I hate to 'old veteran' you, but you guys have no idea how much easier things have gotten. Back in the day, you'd fight the same five people all the time. You'd spend hours slaving over your system only to have that thing run on faith, hopes, and dreams. The best part of my system back in the day was the ol' reset button. When a new class was released, you had to gamble with your sanity to update your system. Your only other alternative to coding was Whyte's, which was prone to illusions where your opponent could turn your system off at will.
Even after you made the coding investment, you still had to figure out how to pk. Which wasn't easy because no one was 'good'. The people who could guarded their knowledge jealously and opposed any who spoke against them. When you finally managed to wade into pk, you were destroyed by one of these seasoned veterans. These seasoned vets were a cadre of pkers brutalized by those before them who looked at you without mercy. Chances are, if you met them in pk once, they'd give you a follow up visit. If they were a douche, like Kabal (eff that guy), you'd get several follow up visits for customer service.
Now, all of you can cure better than any of us did back in the days of old. Your classes are actually reasonably balanced and have well defined paths to glory. Iron Elite allows you to gain ground in the credit war. You won't be top tier, but you'll have a blast hacking and slashing around in your own circle of the world. Combat goals are well defined and the system removes the ability for customer service visits by notable pkers. As of yesterday, there is very little to be 'lost' in pk since xp loss is a thing of the past. There is more reason than ever to be involved and combat is about as simple as it's going to get. . I mean, damn. Aleutia pks. Aleutia!
Handling combat spam is just the nature of the beast. Here's a few tricks. (These are for Cmud)
#Gag. <-- this is your friend, it removes text and thins the combat spam.
#Sub and %ansi. My screen looks like a bad LSD trip when I'm fighting. After years of doing it, I have different color patterns for information I need to know.
#SAY <-- this lets you add your own lines so when you see
You suddenly feel an unusual tugging feeling, as if someone was trying to summon you across a great distance. (global summon) I see Someone is offering you candy from the creeper van! in red white, while blinking
You use this to pick out insta-kills, shields, auras, crowd control spam, etc. Additionally, there are a lot of older players willing to sit down and help you bang out rudimentary offensive systems or get you set up on your own system of notifications so you can pk off ring.
Chances are, if you met them in pk once, they'd give you a follow up visit. If they were a douche, like Kabal (eff that guy), you'd get several follow up visits for customer service.
Once to get even, once more to get ahead!
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
So I've been going over the significant PK experience part and their has been a HUGE increase in PK from players. I recently got 6% PK from killing Ageranu at my level, and Brishi has gotten 10% with Ruga getting a whooping 95% (He killed two people) at some point. While I'm all for increasing PK experience to encourage combat, that seems like a huge unnecessary increase and makes being a high pk'er just like an Aspect (Everyone has it). Aspect was important because it was almost necessary for PK. I don't see why we need to give away huge amounts of PK to people. If the increase was from 2 to 4%, I would still find that reasonable but 2-6%?? or in some cases, 10-20%? That's just too much
I personally prided on being high on PK because I had to dedicate a lot of time to reach that level. Now everyone is going to be at least 90 with ease. This bothers me because it will be the same thing as Aspect is now.
Those are my opinions though.
tl;dr - The PK experience gained from people is too damn high now and I hate it!
@Ziat - PK level is inconsequential, who gives a damn?
<div>Message #2062 Sent By: (imperian) Received On: 1/20/2018/2:59</div><div>"Antioch has filed a bounty against you. Reason: Raiding Antioch and stealing Bina, being a right</div><div>****, and not belonging anywhere near Antioch till he grows up."</div>
I personally prided on being high on PK because I had to dedicate a lot of time to reach that level. Now everyone is going to be at least 90 with ease. This bothers me because it will be the same thing as Aspect is now.
Those are my opinions though.
tl;dr - The PK experience gained from people is too damn high now and I hate it!
As people reach parity in PK levels and stuff settle to where a good number of people are similar, the gain will be much slower. Ruga has a really low pk level because he dies a lot. He killed menoch, who has a high PK level. It happens.
You're shooting for parity with people actively out and pk'ing and getting some benefit for it. The good PKers will actively maintain a higher level than the horde becuase they take the time to PK and learn about it.
Edit: Basically what I'm saying is it will take time, just like bashing. Sure everyone gains levels fast at low levels, but it will slow down for them eventually.
The new announce post says that duels will now give PK XP. I think this is generally a bad idea, since duels are mainly used for testing, rather than actual combat, and I don't think people should be getting PK XP for testing their new kill methods.
Other than that, I do like PK XP in the arena, though. That also being said, with PK XP and Quest XP being a lot easier to get now, are there plans for endgame beyond-aspect rewards or such?
I'd like to cut the PK experience in the arena in half. Arena fights, after all, aren't real fights that require expenditure of resources.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
I'd prefer to cut the exp gain from spars completely. Leave it on at a reduced rate for global arena events sure but it doesn't matter how low you put it otherwise: someone will always take advantage. And anyway, experience gain from testing spars and the like is just silly.
For real. I'd get an entire level from being Fazlee's testing dummy, because he 'accidentally' kills people he doesn't like in Antioch when he 'tests' on them.
New problem: Reduced xp value make prolonged obelisk fights awesome and bad at the same time. Take today. Magicker team loads up and rolls out to attack an obelisk. We come up with an awful strategy to defend it that doesn't work, at all. We die to a pack of rabid druids. Against all odds we manage to win two team encounters at the cost of 3 deaths.
At this point: Demonic is worth 25% xp.
Enter skype, text messages and smoke signals. Reinforcements, hooooooo.
More people show up who instantly go to the obelisk fight to shut down the timer which is ticking away at a glacial pace.
We all die some more. Demonic is now worth 0% xp. Magick is now worth 25% of original totals. At this point, Magick has no mechanic gain.
They're not going to quit because they just logged on for this crap. We don't want to quit because we want the outpost so we can deny prime time skype doom. We honestly had nothing to lose, except sanity, and we could have kept that fighting going for ages and ages and ages. The problem there is for 6hrs we'd all be worth 0% xp and we'd really just troll-grief Magick into quitting. This is a bad scenario. No one wins.
------------------------------------------------------------------------------------------------------------------- -So, we should brew up ideas for XP gains/loss in prolonged Obelisk fights.
-We should also come up with ideas to make the obelisk system less about "I can text 18 people, druid voltron assemble!" Three months ago it was "I can text 19 people, AM voltron assemble!" AM voltron was actually slightly cooler, they had more class diversity.
My name is Ahkan and I never thought the obelisk system was fun. <-- added for posterity.
Any chance the decay rate could be (significantly) reduced if both players were in an obelisk battle? Can't really see that becoming a farming problem given the requirements.
Also I love that both times I've had time to log in this week there's been fighting going on, this is cool.
I would rather make that the diminish returns from kills is reversed when you kill some number of people in between. Or some other condition. Diminishing returns in long fights (which are now MORE usual than even old raiding) is annoying.
How about if your circle is attacking or defending during an obelisk attack the decay rate on XP disappears? Its already locks the island so only those two circles can enter the island. It already takes forever to build up the energy to attack, if someone abuses their power to farm up xp it, they're quite possibly gonna get booted from their city because they're screwing the entire circle.
It seems like that would solve itself with that change. Or am I missing something?
Edit: I also thought the 25% reduction per kill was per person. So if I killed Ahkan, he'd be worth 75% if I killed him again right afterward. But if Aleutia killed ahkan right after I did he'd be worth 100%?
Edit: I also thought the 25% reduction per kill was per person. So if I killed Ahkan, he'd be worth 75% if I killed him again right afterward. But if Aleutia killed ahkan right after I did he'd be worth 100%?
This is correct. Only the person who killed it will get 75% less xp (Eventually giving it 75% less to the whole group). You will have to die a LOT of times to reach 0% for everyone
This is way too much PK. It used to take me 2-3 months just to get a single PK level and I'm up by 1.5 levels in the past 5 days. Granted that a lot of battles have taken place, but I think it is really high.
However, I've noticed a huge increase in people joining in. Some people in magick, that never ever thought of doing anything besides shardfall just told me to take them raiding, monoliths and all that conflict. Its shocking to see and its because of the PK sharing part, where they gain heavily for participating.
I don't like the Arena XP. This needs to go. I don't have any solid reason for this but I've seen extraordinary gain. This has no doubt encouraged more conflicts (mostly teamffa) but then people don't want to join the weak or losing team, and they wait to time it to join the stronger team, or not join at all.
Comments
Now, all of you can cure better than any of us did back in the days of old. Your classes are actually reasonably balanced and have well defined paths to glory. Iron Elite allows you to gain ground in the credit war. You won't be top tier, but you'll have a blast hacking and slashing around in your own circle of the world. Combat goals are well defined and the system removes the ability for customer service visits by notable pkers. As of yesterday, there is very little to be 'lost' in pk since xp loss is a thing of the past. There is more reason than ever to be involved and combat is about as simple as it's going to get. . I mean, damn. Aleutia pks. Aleutia!
Handling combat spam is just the nature of the beast. Here's a few tricks. (These are for Cmud)
You suddenly feel an unusual tugging feeling, as if someone was trying to summon you across a great distance. (global summon)
I see
Someone is offering you candy from the creeper van! in red white, while blinking
You use this to pick out insta-kills, shields, auras, crowd control spam, etc. Additionally, there are a lot of older players willing to sit down and help you bang out rudimentary offensive systems or get you set up on your own system of notifications so you can pk off ring.
Ring: Lionas says, "Target Jesse!"
Ring: Ahkan says, "Jesse entangled."
etc.
Once to get even, once more to get ahead!
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
Other than that, I do like PK XP in the arena, though. That also being said, with PK XP and Quest XP being a lot easier to get now, are there plans for endgame beyond-aspect rewards or such?
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
Original problem: The obelisk system is bad.
New problem: Reduced xp value make prolonged obelisk fights awesome and bad at the same time. Take today. Magicker team loads up and rolls out to attack an obelisk. We come up with an awful strategy to defend it that doesn't work, at all. We die to a pack of rabid druids. Against all odds we manage to win two team encounters at the cost of 3 deaths.
At this point: Demonic is worth 25% xp.
Enter skype, text messages and smoke signals. Reinforcements, hooooooo.
More people show up who instantly go to the obelisk fight to shut down the timer which is ticking away at a glacial pace.
They're not going to quit because they just logged on for this crap. We don't want to quit because we want the outpost so we can deny prime time skype doom. We honestly had nothing to lose, except sanity, and we could have kept that fighting going for ages and ages and ages. The problem there is for 6hrs we'd all be worth 0% xp and we'd really just troll-grief Magick into quitting. This is a bad scenario. No one wins.
-------------------------------------------------------------------------------------------------------------------
-So, we should brew up ideas for XP gains/loss in prolonged Obelisk fights.
-We should also come up with ideas to make the obelisk system less about "I can text 18 people, druid voltron assemble!" Three months ago it was "I can text 19 people, AM voltron assemble!" AM voltron was actually slightly cooler, they had more class diversity.
Any chance the decay rate could be (significantly) reduced if both players were in an obelisk battle? Can't really see that becoming a farming problem given the requirements.
Also I love that both times I've had time to log in this week there's been fighting going on, this is cool.
Brishi has died in the magical blast of a mushroom sigil.
I this Brishi being a huge sack of dongs to avoid pk experience/showing up on someone's kills list? If so, can we have this not be a thing?