Remove PK in Dungeons

If you have any suggestion in order to make the game better, tell them, they are always welcome.
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Cell
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Re: Remove PK in Dungeons

Postby Cell » Sat Dec 04, 2010 12:59 am

Lol you can think that if you want to.

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Toni
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Re: Remove PK in Dungeons

Postby Toni » Sat Dec 04, 2010 2:16 am

We have a Noob Account which we use for storage, so we keep all our countless Tooth's and Legends in there, never will sell them. '-_-
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Eleval
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Re: Remove PK in Dungeons

Postby Eleval » Sat Dec 04, 2010 2:20 am

Toni wrote:We have a Noob Account which we use for storage, so we keep all our countless Tooth's and Legends in there, never will sell them. '-_-

Exactly what I told... '-_-
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OmegaSage
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jesse
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Re: Remove PK in Dungeons

Postby jesse » Sat Dec 04, 2010 4:52 am

I agree with Remove PK in Dungeons, with conditions apply.
1. New players DO KNOW about team work, it takes time to build team works among groups of player that just knew each other in a new server, compared to those who has been working together for nearly a year.

2. New players DO KNOW about "THE OTHER WAYS" to get Barlorg's Tooth, without spending RE. Laser weap quests can be done ONLY TWICE (lv50, D1)PER CHAR. Upon successfully completing the quest u get a rare % chance(probrably lower than 5%) to get a barlogs Tooth. If u finished both quests and got 2 shitty blessed leaves instead of 2 teeth, dont worry, u just have to start over again, make a new char, from lv1 to lv105, do the quests again, and wish for better luck, hopefully it's a sard this time, instead of a shitty leaf.

3. I personally love PK, I wont cry if i get killed, its fair that ppl who spend more time in the game gets higher levels/better items. I just found a problem here in this server, and I use the following examples to explain:
Group A players - who started 6 months+ ago, they are controlling the dungeons;
Group B players - who just started, they wish to go to dungeons aswell;
Day 1, Group B players VS Group A, they fail, didnt get D2/legend items;
Day 2, Group B players VS Group A, they fail, didnt get D2/legend items;
Day 3, same ...
Day 4, same ...
Day 5, ...
PVPs with the support of monopsony are not fair PVPs.

My suggestion: Disable dungeon PVP in Abyss and Undead for a certain time, let certain amount of new players get D2 and D3, by then re-open PVP. I also agree with allowing pvp in big maze, if it ever gets fixed. End-game items and D4 deserve effort and hard work to get, fair deal.

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jesse
Posts: 235
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Location: BC,Canada

Re: Remove PK in Dungeons

Postby jesse » Sat Dec 04, 2010 4:54 am

I agree with Remove PK in Dungeons, with conditions apply.
1. New players DO KNOW about team work, it takes time to build team works among groups of player that just knew each other in a new server, compared to those who has been working together for nearly a year.

2. New players DO KNOW about "THE OTHER WAYS" to get Barlorg's Tooth, without spending RE. Laser weap quests can be done ONLY TWICE (lv50, D1)PER CHAR. Upon successfully completing the quest u get a rare % chance(probrably lower than 10%) to get a barlogs Tooth. If u finished both quests and got 2 shitty blessed leaves instead of 2 teeth, dont worry, u just have to start over again, make a new char, from lv1 to lv105, do the quests again, and wish for better luck, hopefully it's a sard this time, instead of a shitty leaf.

3. I personally love PK, I wont cry if i get killed, its fair that ppl who spend more time in the game gets higher levels/better items. I just found a problem here in this server, and I use the following examples to explain:
Group A players - who started 6 months+ ago, they are controlling the dungeons;
Group B players - who just started, they wish to go to dungeons aswell;
Day 1, Group B players VS Group A, they fail, didnt get D2/legend items;
Day 2, Group B players VS Group A, they fail, didnt get D2/legend items;
Day 3, same ...
Day 4, same ...
Day 5, ...
PVPs with the support of monopsony are not fair PVPs.

My suggestion: Disable dungeon PVP for a certain time, let certain amount of new players get D2 or D3, by then re-open PVP. I also agree with allowing pvp in big maze, if it ever gets fixed. End-game items and D4 deserve effort and hard work to get, fair deal.

Jason
Posts: 15
Joined: Wed Oct 27, 2010 1:11 pm

Re: Remove PK in Dungeons

Postby Jason » Sun Dec 05, 2010 4:43 pm

jesse wrote:I agree with Remove PK in Dungeons, with conditions apply.
1. New players DO KNOW about team work, it takes time to build team works among groups of player that just knew each other in a new server, compared to those who has been working together for nearly a year.

2. New players DO KNOW about "THE OTHER WAYS" to get Barlorg's Tooth, without spending RE. Laser weap quests can be done ONLY TWICE (lv50, D1)PER CHAR. Upon successfully completing the quest u get a rare % chance(probrably lower than 5%) to get a barlogs Tooth. If u finished both quests and got 2 shitty blessed leaves instead of 2 teeth, dont worry, u just have to start over again, make a new char, from lv1 to lv105, do the quests again, and wish for better luck, hopefully it's a sard this time, instead of a shitty leaf.

3. I personally love PK, I wont cry if i get killed, its fair that ppl who spend more time in the game gets higher levels/better items. I just found a problem here in this server, and I use the following examples to explain:
Group A players - who started 6 months+ ago, they are controlling the dungeons;
Group B players - who just started, they wish to go to dungeons aswell;
Day 1, Group B players VS Group A, they fail, didnt get D2/legend items;
Day 2, Group B players VS Group A, they fail, didnt get D2/legend items;
Day 3, same ...
Day 4, same ...
Day 5, ...
PVPs with the support of monopsony are not fair PVPs.

My suggestion: Disable dungeon PVP in Abyss and Undead for a certain time, let certain amount of new players get D2 and D3, by then re-open PVP. I also agree with allowing pvp in big maze, if it ever gets fixed. End-game items and D4 deserve effort and hard work to get, fair deal.

Agree

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Olon
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Re: Remove PK in Dungeons

Postby Olon » Sun Dec 05, 2010 5:08 pm

Eleval wrote:
lain wrote:
Eleval wrote:How people can get stronger if you don't let them get D2+ and get LG items? Still haven't looted a brain in all those mazes?

they can always get them against thousands RE lol.

Thing is, ZT don't sell items they loot in mazes or barely, they keep all for their own guild.

This guy supposed to be our head-GM and he doesn't know anything about DR:/
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Jason
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Re: Remove PK in Dungeons

Postby Jason » Sun Dec 05, 2010 5:27 pm

hope gm can take a consideration,and take action.it's really boring that around 30 players watching around 10 players to make the quests,and finish quests in ghost status.

mrlobak
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Re: Remove PK in Dungeons

Postby mrlobak » Sun Dec 05, 2010 6:03 pm

Jason wrote:hope gm can take a consideration,and take action.it's really boring that around 30 players watching around 10 players to make the quests,and finish quests in ghost status.

did u feel shame to spread this word? go learn how to pk pls

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Shayne
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Re: Remove PK in Dungeons

Postby Shayne » Sun Dec 05, 2010 6:04 pm

Jason wrote:hope gm can take a consideration,and take action.it's really boring that around 30 players watching around 10 players to make the quests,and finish quests in ghost status.

Isn't that sad? '-_- 30 vs 10... and the 30 are complaining instead of taking responsibility and accepting the fact that they have the upper-hand, and are just getting "schooled". This isn't even a GM matter.

jesse wrote:My suggestion: Disable dungeon PVP in Abyss and Undead for a certain time, let certain amount of new players get D2 and D3, by then re-open PVP.

I don't see the relation between "getting D2 and D3" and "PVP in Abyss and Undead". You can get dual fame WITH PVP, and you can get Balroc tooth and Lich eye WITH PVP.
Here you go :scis:
viewtopic.php?f=9&t=3433
There's a start.

Btw, you DO know that not every Abyss drops a tooth right? Even if we win Abyss 5 times in a row, we may still only get ONE tooth. EVEN without PVP, with those 40 people looting for an item, how good are your chances of getting a tooth/eye now, considering that not every dungeon drops one? Think about that.

Eleval wrote:Thing is, ZT don't sell items they loot in mazes or barely, they keep all for their own guild.

Jill, if for example you collected a G8 distant thief knife, would you sell that item on the market or keep it for cellskw18? Be honest. The purpose of a guild is to help each other out and make each other stronger. If you are claiming that we are holding on to items on purpose, then that claim is false. Like I said before, you have the greatest probability of winning quests, so the problem lies with you.
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