Quote:
Originally Posted by big_fag
They definitely would get fame. The restrictions on fame gain are only for higher titles attacking lower titles. An untitled will always gain fame from every kill he makes in PvP, but a Slayer will only gain fame from killing Hunters and above.
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Last time I checked a Hunter could only get fame from non-titled, Hunter and Slayers... have things changed in the last month?
Quote:
Originally Posted by Slyk
- Restrictions on different numbered groups engaging other groups. Examples: 1 player can only engage 1 or 2 players. 6 players can only engage 5, 6 or 7 players. x2 - 12 players can only engage 10-14 players, x3 - 18 players can only engage 15-21 players, x4 - 24 players can only engage 20-24 players.
- Locked PvP fights, engage someone and like a mob the encounter is locked, no outside help, no yelling for help.
- Removal of permanent immunity outside of cities, 30 seconds on zoning and immunity the length of revive sickness on revive or rez.
- Disable the use of all god abilities in pvp.
- No evacs while being attacked by pvp.
I know, I know they're pretty crazy ideas but I think it'd take a lot of the bullshit out of pvp.
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1. No, wont fix anything, people will just drop group members.
2. No, will allow exploitation and perma-immunity to boxers.
3. Yes. Also only 10 seconds (or none) immunity on evac.
4. Meh... yes, but really don't care one way or another.
5. Yes... but see below.
Suggestions:
1. ANY combat actions put both parties into combat (no evaccing now!)
2. Because of this, you have to evade your oponent for 30 seconds to get out of combat, you can't simply run away while not attacking them for 30 seconds and then evac. If they manage to hit you, your 30 seconds starts over. No cloud-hopping, no using carpets, no griffon, no zoning. All the usual 'I'm in combat' tricks.
3. Scrap the fame system. Give titles based on kills only. Also, reduce the recent list to 15 minutes.
4. Remove the ability to see your deaths, being able to see them simply encourages running. Also, no loses for death. None. Killing someone spawns (note: does not remove from your kill) a random amount of coin in their chest, along with whatever tokens you get.