A couple ideas
Posted: Fri Apr 04, 2008 10:37 am
Hey there, I wanna first start off by saying that I do not wish for the server to have any dramatic changes and that I really like the thought of a dedicated t2a server. With that said, there are a few things I wouldn't mind seeing changed that won't effect game play in large.
The first option I had in mind was to rid stat loss. Already having discussed this with Derrick, it seems stat loss is an important factor with the bounty system that is being implemented. The problem that occurs is that reds then can hand in their own heads w/o any penalties. What I propose is that the bounty system actually acts as the stat lose penalty. This will prevent reds from handing in their heads for the reward, for when the head is handed in should the stat loss take effect. Now the real issue I have about the stat loss is that gaining skills is not what most players play the game for. Instead of having a permanent stat loss, make it were the stat loss is a temporary loss which the time & the effectiveness(amount of skill points reduced) is determined by the price of the bounty. You could either have a slope effect or you could do a linear formula, where how much gold the bounty is to what the effect is (would then need to put a max stat / time - unless making it a soft cap which when after exceeding the max, the effects are significantly reduced)
For example: Formula is .001 x gold = # stat loss // # stat loss /2 = hrs in stat loss.
This means, if someone puts a bounty on my head for 1,000gp and manages to hand in the reward, I would be in stat loss from when the head was handed in for a total of 30mins, with a deduction of 1 skill point for each skill.
I believe this will add to more bounties being put upon for the effectiveness it has to the persons that were involved in the murders. Not only is the victim having the pleasure of having someone hunt their killers, but they will also get the pleasure of reducing the players stats for a period of time.
So to bring this option in perspective - If you don't want to have reds handing in their own heads, the way mentioned I believe is more effective. The reason is, if a red carelessly dies from anything he losses stats, what stops him from then just cutting his head and handing it in? This method will be directly linked to the bounty system and will give a little more hindrance for reds to hand in the bounties.
Another issue I have is that NPCs will call guards instantly when reds run into view. If possible, was wondering if only players were able to call guards on reds in town. This is more of a traveling plead more then anything - Dexxers need to run around a bit and it helps to take some short cuts =). Now if you don't want reds running around in town possibly make guard npcs kill on sight if seeing a red (preferably when seeing the red character on screen so that reds have a chance to see names and check prior to running into the screen)
These two issues when adjusted won't effect the gameplay of the shard much at all, so wanted to see what you guys thought of it. Thanks for any feedback =).
- Cres
The first option I had in mind was to rid stat loss. Already having discussed this with Derrick, it seems stat loss is an important factor with the bounty system that is being implemented. The problem that occurs is that reds then can hand in their own heads w/o any penalties. What I propose is that the bounty system actually acts as the stat lose penalty. This will prevent reds from handing in their heads for the reward, for when the head is handed in should the stat loss take effect. Now the real issue I have about the stat loss is that gaining skills is not what most players play the game for. Instead of having a permanent stat loss, make it were the stat loss is a temporary loss which the time & the effectiveness(amount of skill points reduced) is determined by the price of the bounty. You could either have a slope effect or you could do a linear formula, where how much gold the bounty is to what the effect is (would then need to put a max stat / time - unless making it a soft cap which when after exceeding the max, the effects are significantly reduced)
For example: Formula is .001 x gold = # stat loss // # stat loss /2 = hrs in stat loss.
This means, if someone puts a bounty on my head for 1,000gp and manages to hand in the reward, I would be in stat loss from when the head was handed in for a total of 30mins, with a deduction of 1 skill point for each skill.
I believe this will add to more bounties being put upon for the effectiveness it has to the persons that were involved in the murders. Not only is the victim having the pleasure of having someone hunt their killers, but they will also get the pleasure of reducing the players stats for a period of time.
So to bring this option in perspective - If you don't want to have reds handing in their own heads, the way mentioned I believe is more effective. The reason is, if a red carelessly dies from anything he losses stats, what stops him from then just cutting his head and handing it in? This method will be directly linked to the bounty system and will give a little more hindrance for reds to hand in the bounties.
Another issue I have is that NPCs will call guards instantly when reds run into view. If possible, was wondering if only players were able to call guards on reds in town. This is more of a traveling plead more then anything - Dexxers need to run around a bit and it helps to take some short cuts =). Now if you don't want reds running around in town possibly make guard npcs kill on sight if seeing a red (preferably when seeing the red character on screen so that reds have a chance to see names and check prior to running into the screen)
These two issues when adjusted won't effect the gameplay of the shard much at all, so wanted to see what you guys thought of it. Thanks for any feedback =).
- Cres