guards/nk

If you have any suggestion in order to make the game better, tell them, they are always welcome.

read suggestion below

guards hitting harder
15
38%
higher nk when u pk in town
9
23%
anthem makes u lose more %
9
23%
i dont like the -exp system
2
5%
i just dont like the ideas here
5
13%
 
Total votes: 40

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balzak
Posts: 702
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Re: guards/nk

Postby balzak » Mon Mar 08, 2010 3:05 pm

if you dont kill in 1 hit then pplwill continue to lol at guards and kill then for fun in town =P but guards will only be usefull if they were more intelligent and i think if we had a little more of then in town
Yllse - Kerri - Fencer

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Atlantis
Posts: 550
Joined: Fri Nov 13, 2009 2:39 pm

Re: guards/nk

Postby Atlantis » Mon Mar 08, 2010 3:07 pm

balzak wrote:if you dont kill in 1 hit then pplwill continue to lol at guards and kill then for fun in town =P but guards will only be usefull if they were more intelligent and i think if we had a little more of then in town


They do what 5-7k now? I can heal that befor they can get half way into my life. Make them do 20k a hit and see if people LOL at a guard again. Only warriors will be able to take that beating and have a chance to get away(with out eatting a ton of pots).

and +1 to more guards in town.
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Shayne
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Re: guards/nk

Postby Shayne » Mon Mar 08, 2010 4:05 pm

+ 1 for making guards hit harder. They are the enforcers of justice in each town. They should at least be able to kill a D1+.. and as it stands now.. they can't (unless he has no pots or they gang up).
Also, I wonder if its possible to make the guards run back to their original positions on the map after a certain time.
What i mean by this is.. in ylse for example.. when people pk in town and the guards are chasing them.. they simply run to the portal that leads to the temple.. and the guards get stuck up there..resulting in people being able to pk in town without bother. What im suggesting is that the Guards have a "post" in allotted areas distributed over town so that once the player logs out or disappears into a portal, the guards now run back to their post in town. What you think? :party:
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Zero Tolerance

Silencer
Posts: 175
Joined: Wed Nov 25, 2009 12:34 pm

Re: guards/nk

Postby Silencer » Mon Mar 08, 2010 6:20 pm

Have guards hit people by a percentage of HP. One hit kills are a little over kill, but have them hit for 50% or 33% of your HP or something. That way even warriors can't tank that shit unless they want to chug some massive pots.

Have guards permanently stationed in different areas. Couple it up with Shayne's suggestion of running back to their positions. Like Yllse for example, the main town area is where most PK takes place at.

Have an NPC that takes away your exp. Of course, this will have to be done with ample warning so players don't try out the NPC and realize their exp just went down. Then NK won't be used as a tool to stay at a certain level but a real punishment for those who wish to PK in town.

Put the NK system in all nation maps, but with level restrictions. For example, you have cases in sedless where a lvl 100 will kill lvl 20s and 30s just for fun. Those players will get NK for killing lower level players, but a lvl 30 killing a lvl 30 won't get NK. Taking PK completely away until you reach neutral areas kinda defeats the whole purpose of the game. I remember as a newb, I learned a lot fighting off people while leveling. Heck, that's how I made friends with Guties.

LadyPhoenix
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Re: guards/nk

Postby LadyPhoenix » Mon Mar 08, 2010 6:51 pm

have the guards not be able to get lured >_> That would fix a lot of it. Right now people lure the guards into a deserted corner of town and guards don't reset to their original position unless server is rebooted or they're killed.

I don't see why they don't just put a NK npc in the middle of town. PKing your own nation should be punishable no matter what. NK is no longer a "punishment" but a "reward". That's something that should be changed. I rather have NK

1. not get removed from death
2. cause the lowering of tt AND exp
3. increase drop rate of items on the char

then just make the -exp npc or w/e. I don't see the point of making a system where you encourage the killing of players of your own nation. Like tensu said, sure some people go into a corner and hit/kill their own chars for nk but a lot of people just random mass PK in town too.
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Jarlaxle
Posts: 441
Joined: Sun Jan 31, 2010 9:20 pm

Re: guards/nk

Postby Jarlaxle » Mon Mar 08, 2010 7:31 pm

Make it like UO. The player who is being attacked in town calls "Guards" or some other phrase and the person attacking is insta killed.

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balzak
Posts: 702
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Re: guards/nk

Postby balzak » Mon Mar 08, 2010 7:39 pm

like some ppl already said.. we dont have a problem about pking in town... really how many times you saw some noob complaining about being pked with lvl 20-? it just happened to me against another low lvl player and just one or two times.... nk would be a good way to penalise ppl in other maps where pk is free... if at least ppl got nk and could loose some xp/items when dead then others would be encouraged to kill ppl with nk and ppl would think better when they really want to take that risk to pk someone..

ppl lvl 100- would probably think twice before getting nk and loosing xp, ppl 100+ normally go pk in WG to kill other ppl lvl 100+ and not go running around mugs or scorps to kill low lvls

making nk too powerfull is also bad cause sometimes you will not care to get some nk and kill someone anoying you and you will probably get support from your party if someone try to kill you while the nk dont get away.. but if someone random just try to pk your party everyone would try to kill this person just cause he has nk and will probably drop something..

one thing i would also change is you being able to attack in battle mode someone with nk =]
Yllse - Kerri - Fencer

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Dark_Assassin
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Joined: Wed Nov 11, 2009 11:31 pm

Re: guards/nk

Postby Dark_Assassin » Mon Mar 08, 2010 9:39 pm

make the guards hit 100k, but please :( fix the rouge guards, sometimes they just get so stressed out wanna smack you (not joking on the smacking you part) sometimes they just hit you just cause
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Dark_Assassin
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Re: guards/nk

Postby Dark_Assassin » Mon Mar 08, 2010 9:42 pm

LadyPhoenix wrote:have the guards not be able to get lured >_> That would fix a lot of it. Right now people lure the guards into a deserted corner of town and guards don't reset to their original position unless server is rebooted or they're killed.


wee double post, giving the guard 100k dmg would fix this, cause even when you're luring guards away, they hit you atleast once,
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MuchLoveForDR
Posts: 53
Joined: Sun Feb 28, 2010 10:53 pm

Re: guards/nk

Postby MuchLoveForDR » Tue Mar 09, 2010 1:23 am

Shayne wrote:+ 1 for making guards hit harder. They are the enforcers of justice in each town. They should at least be able to kill a D1+.. and as it stands now.. they can't (unless he has no pots or they gang up).
Also, I wonder if its possible to make the guards run back to their original positions on the map after a certain time.
What i mean by this is.. in ylse for example.. when people pk in town and the guards are chasing them.. they simply run to the portal that leads to the temple.. and the guards get stuck up there..resulting in people being able to pk in town without bother. What im suggesting is that the Guards have a "post" in allotted areas distributed over town so that once the player logs out or disappears into a portal, the guards now run back to their post in town. What you think? :party:


+1


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