A potential innovative solution to the various complaints around PK experience loss unpleasantness, etc.
Make the reward for PK (i.e. killing others) give more xp than dying loses xp, scaled inversely to the number of kills on your character (either by some factor/percentage or in tiers) and scaled proportionally to the might, auction escrow, kill count, and kdr of those killed (in some formula). Let those who are not the top dogs gain more from killing so that killing someone like Jhui even once in a day outweighs dying 5 times.
At least something like that in theory, if not the particulars.
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In this system, high-level PKers who don't care about XP are less likely to get issued and get to PK more freely because costs to the victims are lower, and low-level PKers can get into combat more easily without feeling like their investment is being blown.
This change is pretty much the exact opposite of what should be done. This game's punishment for death is already basically irrelevant. Xp loss isn't even really a thing as is, and more changes towards leniency would just compound that problem.
I'm unsure on the formula for xp gain killing adventurers vs dying but increasing it with the right formula in place could help the smaller people want to get involved before investing 100+hrs.
This essentially means there will be more people for us to kill, which is only a good thing. (for us)
The entertainment value of PK is the reward, along with bragging rights from deathsight and a high KDR or a lot of kills.
I might make a montage.
2. How is experience loss no longer a thing?
3. If experience loss already is irrelevant, why keep an irrelevant feature?
4. What problem will be compounded by changes towards leniency? How will this problem be compounded?
5. Is this a change in leniency? It looks to me like it's a shift in leniency, by changing from a positive feedback loop (easy to stay ahead, difficult to get ahead) to a negative feedback loop (hard to stay ahead, easy to have your advantage turned on you), if only at the EXP level, which admittedly is a very silly focus.
I do like the general idea a lot though and it's a good way to open the conversation.
ETA: Actually, just to refute my own point - it should take level into play in general. 100+ Dragons, for example, don't really need XP anymore, not the way a midbie level 80 does, so the rest of the stats don't matter as much. Perhaps it would have to start at level, then consider kill count, K/D ratio, might, etc.
"Gilgamesh, where are you hurrying to? You will never find that [everlasting] life for which you are looking. When the gods created man they allotted to him death, but life they retained in their own keeping. As for you, Gilgamesh, fill your belly with good things; day and night, night and day, dance and be merry, feast and rejoice. Let your clothes be fresh, bathe yourself in water, cherish the little child that holds your hand, and make your wife happy in your embrace; for this too is the lot of man."
That love soon might end You are unbreaking
And be known in its aching Though quaking
Shown in this shaking Though crazy
Lately of my wasteland, baby That's just wasteland, baby
Not that I agree with EXP loss on death, since it's literally crystalized time lost, and also it forces PvP types to engage in PvE combat, which is just not good game design. Like, people were quick as lightning to call the idea that denizens might hire players to defend them or take revenge against prolific bashers terrible, but that's basically the same thing as this, if just reversed.
Of course, there's always the possibility that making that adjustment and balancing it to keep level inflation (for lack of a better term) in check, you'd just end up a much broader range of people complaining about xp loss, but it seems like investigating the simpler solution first would be worthwhile.
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One of the symptoms of an approaching nervous breakdown is the belief that one's work is terribly important
I have issued exactly twice in all the time I've ever played Achaea. Both those times were because the offender chose to do PK for the sake of gaining XP, rather than having RP reason for killing.
Seriously, spend some time reading HELP PK and things like HELP THEFT.
I see nothing about XP loss being a justification to ISSUE. Yes, you will have those players that complain about getting killed. This will always be the case, because there are children that play this game, and I'm not being sarcastic here either, I do mean real children. Yes, I do consider teenagers children, regardless of how much they think they know, a level of maturity is often ... lacking.
If a person has valid RP reason for killing, as per HELP THEFT and HELP PK, then stop the complaints and play your character. On the other hand, I do believe anyone doing PK without actually having a solid RP reason BEFORE doing the PK, deserves to be issued and turned into a shrub for an RL day or two.
@Florentino What you are suggesting here, will neither stop the issues, nor prevent PK without RP reason. You are effectively giving all players the justification they need to go on a murderous rampage, without consequence. I think what you are really looking for, is Anarchaea, and that's in another thread.
If you want to actually stop the ISSUES, then get the admins to act on and enforce HELP PK and HELP THEFT.
i.e. @Athelas issuing @Jhui for killing him while @Jhui is raiding Eleusis, is senseless and a good indication that @Athelas should grow up. Especially since he is in the Eleusian Army.
On the other hand, @Athelas issuing @Jhui for killing him while sitting in his grove reading a book, without being a member of the mark and/or having a bounty against him, or @Jhui at least having solid, direct RP reason for the PK, does open @Jhui up for being ISSUED.
DISCLAIMER ONE: The above are examples, from all accounts I have of @Jhui, the character is being played well and with good motivation, and although I've actually had the second situation happen in game, the culprit was not @Jhui.
DISCLAIMER TWO: Is there a price for using @Jhui's name the most, cause I think I'm in the running. Really, if I use @Jhui's name one more time, do I get a prize?
Cascades of quicksilver light streak across the firmament as the celestial voice of Ourania intones, "Oh Jarrod..."
ETA: re: the OP: Not a fan. It should be feasible to PK to dragon, and this idea limits it to the godawful bashing grind. It's not a horrible idea, but I don't think xp is the great tipping point in why people issue - it's just a mentality that needs to change and I'm not convinced this will greatly change it.
Wat u do @forums. >:I