Posted by Darkheart on 11/04
How about giving us an option to have the initiator of pk lose
375k xp regardless of the outcome and the victim not lose xp
regardless of the outcome?
For example, I attack Dune, Dune beats me, I lose xp. I attack
Dune, I beat Dune, I still lose xp.
That timer would probably last for 10 ticks, and cannot be
counted multiple times during that interval.. i.e, if i kill
two chars within 10 ticks, i still lose 375k xp while the
two victims lose none, and once 10ticks are passed, and the
victim is the one reenaging, it's the victim's loss of xp
regardless of the outcome.
Some more thoughts probably for wolfpacks and group pk,
but anyway, you get the idea, i hope. It'll has to show
somehow that i have turned that option on.. maybe by making
the befriend list work with this in some way.
Sunday, October 29 2000, 10:58PM
I see the incentive here to PK.
Sunday, October 29 2000, 11:52PM
IF there were no xp loss at all in pk, there would be only one
drawback, healing after you die.
IF there were no xp loss in pk, people would pk.
IF there were no xp loss in pk, people would go accept all.
IF there were no xp loss in pk, I'd have an orgasm.
Monday, October 30 2000, 09:18AM
Monday, October 30 2000, 11:41AM
I think if there were no xp loss in pk, death would lose a fair amount
of its meaning, because it would decrease the incentive to survive.
It's a little hard to build analogies for this one, but think about the
other games you enjoy. Most video games give you a limited number of
lives or have some kind of "death condition" where a game can come
to an abrupt end, whether you want it to or not. This increases some
of the risk, and with the risk, comes an extra thrill when you survive.
If you let a loss mean very little to the loser, then the win will
most likely mean less to the winner as well.
Some of the best battles I've been in have been where both I and my
opponent were down to nothing left, straining for any tiny tactic or
advantage, pulling out all the stops to just somehow come out with a
victory. If the cost of losing a battle is decreased, then the question
becomes...why bother? Why bother trying to win even when you're still
pretty sure to lose? Why waste that scroll you've saved, why run around
madly hoping the blind wears off or that you can stay ahead of them for
long enough for the poison to do them in?
Sure, there's still the thrill of victory, that info with your name, the
joy of knowing you won. Unless of course your opponent gave up because
they didn't care if they died....which in my experience, isn't much of
I would vote against removing xp loss in pk. I think it should be a
reasonable but not excessive amount, but still substantial enough to
provide some incentive (even if the only real incentive is to avoid
having to kill mobs for those of you who don't enjoy that) to survive.
Monday, October 30 2000, 07:49PM
To go along with LadyAce's opinion of (to paraphrase)
if your opponent gives up, what's the point in winning.
Craven told me he was coming to kill me, I was in Dis
he came down and went invis
and started killing me
I wasn't fighting back and I wasn't fleeing
because a) I had no idea what lovely things hide around in Hell
and b) I knew I was going to lose, so why waste potions?
Craven was quite disappointed that I didn't fight back.
Some time later Craven decided to come hunt me down again.
and I didn't fight back and he was again disappointed
I felt bad for taking away his fun, so with like.. 70hp,
I dipped up a quiver and hunted him down and took a shot and ran away.
Yeah, I was easily wasted, but I'm sure he was grinning...
Sure, I lost a hellova lot of xp, but for me it was worth it.
-Chris (well.. I was Brew at the time...)
Saturday, November 04 2000, 10:26AM
Hrm, my point was to give an option for the attacker to lose
xp instead of the one who dies, something i'd find useful in a
'friendly' duel -- that is a fight among ppl who have each other
in their befriend list. Or an option to share the xp loss for
the fight, not to remove pk xp loss at all.