@naoto *clap clap*
No
I like this idea
What I dont understand is why everyone is red once you mark. In most games I played with no factions it's a keystroke such as ctrl-x or something this turns the ability to attack another white player on. All names stay the same until a physical action is placed upon another player. Once the player has been hit the attacking players name changes a color let's say for example purple. Now anyone can attack said purple name however if they stop fighting the purple wears off just like normal. Also the one who is purple named can still see who is white and who is red(infamy increase reasons). If the purple name kills a player they become red named stating they are a killer and have killed. This take longer to wear off.
In other games as well with this system the killers usually get around 10 kills an hour or so before that red name actually sticks to them else they are just purple for awhile. Once red however they usually were able to drop gear or at least a random inventory slot. For now though I'd be content with a way of verifying between other killers and non-killers as a killer.
In other games as well with this system the killers usually get around 10 kills an hour or so before that red name actually sticks to them else they are just purple for awhile. Once red however they usually were able to drop gear or at least a random inventory slot. For now though I'd be content with a way of verifying between other killers and non-killers as a killer.
Edited by: tisch28
about 1 year ago
- Reason: clarification
You eat cat's and dogs.
I agree with Grettna on the gear. It's so freaking important. I was wearing all gold +0 last night and thought I was doing alright. Got my chest,weap,gloves,and boots to +6 with the help my guild and boom the results were mind numbing (mind you I'm level 50 and I've only had 1 item +6 ever) I mean equal level BAMS were a joke and the pvp, the pvp was well increased. Damage taken seemed to have dropped by 1/3 of before and I felt I had a 25% damage increase. Although this was purely by "feel" as I was not killing the same people.
FYI our 1 dodge is 4s cd. We can glyph for longer stun duration on the kick. Off the kick we can glyph for faster KDS or Heart Thrust. I believe we can also glyph for faster heart thrust off of backstab(unsure). Off of the stuns it does normally give me just enough time to do an overhand before they wear off (unglyphed) I'm sure with a stun resist gear however our stuns will be worthless unless glyphed and that;s only the kick which is slightly difficult to land. Our backhand stun does do a decent amount of damage and I do glyph it personally for the extra 25% damage because it's my go to skill for now.
I do play slayer btw and I am 50.
FYI our 1 dodge is 4s cd. We can glyph for longer stun duration on the kick. Off the kick we can glyph for faster KDS or Heart Thrust. I believe we can also glyph for faster heart thrust off of backstab(unsure). Off of the stuns it does normally give me just enough time to do an overhand before they wear off (unglyphed) I'm sure with a stun resist gear however our stuns will be worthless unless glyphed and that;s only the kick which is slightly difficult to land. Our backhand stun does do a decent amount of damage and I do glyph it personally for the extra 25% damage because it's my go to skill for now.
I do play slayer btw and I am 50.
I've never seen to many bad things as you say about lancers. Personally speaking last night was the first. A lancer decided to kick an undergeared warrior and we all agreed, he was sadly a hiderance. However I do know 2 zerks in my guild who have had a rough time with both Cross server and same server dungeon parties because of loot.
There was a list on a game I played Rohan Blood Feud. This list tracked the last 10 people you killed and in a separate pane the last 10 people that killed you. It never gave a location but you had a 1 time use to teleport to their location and if you were in a party the party had the option to tag along. This led to many retributions and also ambushes. I thought it was a great system. Also you could pay to recharge the teleport but it was spendy.
I don't want to be come off as a jerk when I type this so I'm sorry if I do.
If there was no senseless pk, no griefing, no mindless murder there would be no sensible pvp. In these games PvP is a rivalry, a war, the real world scenarios. Same it's a real community unlike a factioned game. This is how the police and military were organized in the real world, to stop people from killing and yet they still kill, mug, and steal.
Edited forget to put this point
In factioned games i have always felt that the PVP was forced. We never got to kill a person who was being a [filtered] on our side(just like you'd fight the jerk in your class) We went to designated areas where we were supposed to meet up and fight. Nothing was spur of the moment feeling. There was no real hunting, no rivalry. It was like fighting a war without ever knowing the reason besides we are supposed to fight.
Point is without those people there would be no one to strive to better when you hit 60. You would have no opponent and this game would fall to the wayside just like all the others. End game for pvper is this rivalry they create from killing, whether it's from a guildmate protecting the pked or the pked lvling up and taking them on.
As an occasional PKer this is what I have in mind as I kill. I strive to piss the player off just enough to make him write my name down or to spend a few more determined hours to kick my [filtered]. However if the pked is polite I usually end up befriending them and explain why I'm killing and will try not to pk them again if they are polite. There's a gentleman code to killing and those that follow it and then there's maniac serial killers who I don't associate with.
If there was no senseless pk, no griefing, no mindless murder there would be no sensible pvp. In these games PvP is a rivalry, a war, the real world scenarios. Same it's a real community unlike a factioned game. This is how the police and military were organized in the real world, to stop people from killing and yet they still kill, mug, and steal.
Edited forget to put this point
In factioned games i have always felt that the PVP was forced. We never got to kill a person who was being a [filtered] on our side(just like you'd fight the jerk in your class) We went to designated areas where we were supposed to meet up and fight. Nothing was spur of the moment feeling. There was no real hunting, no rivalry. It was like fighting a war without ever knowing the reason besides we are supposed to fight.
Point is without those people there would be no one to strive to better when you hit 60. You would have no opponent and this game would fall to the wayside just like all the others. End game for pvper is this rivalry they create from killing, whether it's from a guildmate protecting the pked or the pked lvling up and taking them on.
As an occasional PKer this is what I have in mind as I kill. I strive to piss the player off just enough to make him write my name down or to spend a few more determined hours to kick my [filtered]. However if the pked is polite I usually end up befriending them and explain why I'm killing and will try not to pk them again if they are polite. There's a gentleman code to killing and those that follow it and then there's maniac serial killers who I don't associate with.
Edited by: tisch28
about 1 year ago
I was messing around with a few lancers of equal level and found that a drawn out fight is bad for slayers. Generally speaking lancers have all hp regen crystals so that on top of block and second wind they can out-sustain me. However when I attacked relentlessly I generally won maybe 3/4 times on 3 different lancers (2 friends and 1 pk). We are currently all lvl 50. I have the 50 weap and armor +6 and they have about the equivalent of gear give or a small piece.
So to sum it up as a lancer vs slayer. Draw the battle out, it bottom line sucks for the slayer because you can regen more if you successfully kite him reasons are A) independent health regen B) slayers health regen skill depends on the connecting hit of OHS(does not matter if damage is received or not) OHS to use effectively requires the use of a prep skill. This is a mana drain on top of the mana deterioration we are afflicted by.
So to sum it up as a lancer vs slayer. Draw the battle out, it bottom line sucks for the slayer because you can regen more if you successfully kite him reasons are A) independent health regen B) slayers health regen skill depends on the connecting hit of OHS(does not matter if damage is received or not) OHS to use effectively requires the use of a prep skill. This is a mana drain on top of the mana deterioration we are afflicted by.