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> Clan Limits
Posted: Dec 31 2007, 07:42 PM
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kill me for saying this if you want.

but the pk MUD part of this MUD is almost completely gone. it would be nice if everyone started with a level 1 char and as they worked up the levels everybody ended up at the same pools or around the same depending on class, that way top priority wont be botting to keep on building on endless pools that would prob not be used anyhow. put pk on priority and as everyone will have around the same pools what will play a big factor in the game would be eq, class and actual playing skill. people would work as an actual clan, being the same size etc, then clan sizes or anything wouldnt really matter and even the new people to Nodeka would have an "actual" chance of playing along with the ancient players of the MUD, then with this, the player gap will be the eq and skill, I mean the crafting system already shows what kind of eq can be produced. as for the sun stones, hell let them be applied to eq or something.

But then again there will always be emo replies to this so *shrug*


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Posted: Dec 31 2007, 10:19 PM
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Jid-ee-oats

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The MUD long ago lost it's flare.



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MeierDonator Rank 2
Posted: Jan 1 2008, 12:50 AM
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*Kills Zol repeatedly!*

You do realize if something like that ever happened, that people with large characters (or close to large) would quit and Nijlo would probably never ever see another donation in his life?
Yeah... So not happening tongue.gif

However I do agree with Zem, it would be nice to see a bit more PKing going on.
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Zem
Posted: Jan 1 2008, 11:46 AM
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How about minus plats per mobs you kill and you get 1k plats per player you kill higher than your rank?
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Rar
Posted: Jan 1 2008, 12:07 PM
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QUOTE (Zem @ Dec 31 2007, 05:05 PM)
Free for all pking. Just have no KOS in the game. hit whoever you want and anyone can hit you. Fuck botting. You are building a 200k char for what? To stare at the beautiful pools? Everyone should have same HP and Pk all day all night k thx.

Right now in this game if you hit someone's clannie you'll get a gazillion emo tells. That's the difference between the game 3-5 years ago and today.

You're crazy if you think that emo tells for getting pk'd are only a recent development. tongue.gif

Personally, I agree that what Nodeka really needs is a big kick in the pants in the PK region - PK is what the game does best. I think a well-thought out, fun system that promotes some sort of advancement/global reward through PvP would give the game a jolt, and could significantly boost the playerbase if done right.

I don't see an artificial limit on clan size really doing much on its own merit. People currently avoid PvP because getting involved eats into their botting potential with little mitigating reward for the risk. I don't see that breaking Caller and Ainur into Caller-1, Caller-2, Ainur-1, and Ainur-2 would really change that.
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Posted: Jan 1 2008, 03:41 PM
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Omg, are you saying I bot?!


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hannableDonator Rank 3
Posted: Jan 1 2008, 05:54 PM
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Rar:

I agree that breaking the big clans into smaller clans would initially not really help the problem (alliances/friendships are still there), but with time they will grow apart at least enough to open the door to some pk.

Also, a smaller clan is more likely to get involved in a pk war (even if brief) in a clan with 10 players than one with 35. And within the big groups it has been discussed that allowing some players to enter the battle/war but not others is a potential solution. But the reality is, when a clannie asks for help we all come.

It is not a prefect solution, but I think it is a step in the right direction. It would also let clans like Ainur/Caller fight each other in mini wars (which we -Caller- do internally at times anyways).

Hannable
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Rar
Posted: Jan 1 2008, 10:27 PM
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QUOTE (hannable @ Jan 1 2008, 05:54 PM)
Rar:

I agree that breaking the big clans into smaller clans would initially not really help the problem (alliances/friendships are still there), but with time they will grow apart at least enough to open the door to some pk. 

Also, a smaller clan is more likely to get involved in a pk war (even if brief) in a clan with 10 players than one with 35.  And within the big groups it has been discussed that allowing some players to enter the battle/war but not others is a potential solution.  But the reality is, when a clannie asks for help we all come.

It is not a prefect solution, but I think it is a step in the right direction.  It would also let clans like Ainur/Caller fight each other in mini wars (which we -Caller- do internally at times anyways).

Hannable

I just don't see "limiting communication/clan tags = more PvP" as being true.

Congregations of strong characters make PvP politically difficult, but the fact remains that the problem likely lies within the system itself (PvP is extremely fun, but has little direction compared to the drawback of basically giving up your botting rights). Even now, we see completely separate clans simply forming alliances/agreeing to leave each other alone, as it's completely in their best interests to do so.

There's just no goal-oriented point to PvPing, and it's (in my opinion) really too easy for superior forces to put inferior forces on L O C K D O W N, given the disparity in power level and the tools available. I think we want the same thing, and I think there are ways to get Nodeka there, but as of now I'm just not convinced that artificial clan limits would affect much at all outside of some greater integrated solution.
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Posted: Jan 1 2008, 10:37 PM
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meh limiting the size of clans just makes it so you have to break them up into Brigades or "Wings" so we'll see alot of Ainur.W the Wing Alliance of Ainur! Caller-W etc etc.

Then again we might not see that since it'd suck for the poor suckers in the wing alliance...being in the wing alliance might make people grow apart with the main members since they wont see the main clans ctalk. Won't talk to everyone that much, then when a problem arises like the wing gets hit by a clan thats equal in size a few people in the main alliance might not give a shit. I think that might promote botting more since making people grow apart really stints the want to help the people in PK.

Soooo it might have the reverse effect Berengei, Sure it'll mean no one gets "squashed" but it might mean no one will really PK. Cause right now if You, Meier, Uda, Werewolf, Gideous, Mage, Apollo, Odinn, Serenity and Tank where in a single clan. Would that really stimulate PK?

What might stimulate PK is if Nijlo made a rule against Kill-On-Sight longer then a week for a single valid transgression. This perhaps might need the use of a PR immortal. But hey, I'm pretty sure I can easily pick 3-4 different people for that job if it paid like 100 bucks a month in nodeka donations.

Of course there can be appeals like "Hello, My name is Inigo Montoya you killed my father. Prepare to Die!"
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Posted: Jan 2 2008, 03:30 AM
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I agree with Rar mostly.

The limiting clan sizes thing would be intriguing, but I feel it's right what people say about all that really meaning being that clans split but still mantain relationships.

Regardless however, the idea itself has merit and yes, I know we're not warcraft, but the WoW arena system has a lot of good points to it.

However in the long run, the only way pk is ever going to have any sort of big place on Nodeka is if it is a genuine viable alternative to botting.
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hannableDonator Rank 3
Posted: Jan 2 2008, 09:45 AM
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I have to say, Iblis's comment that until pk'ing offers benefits that help players grow significantly it will not be an important role of the game is absolutely correct.

The clan limits was an idea to help correct the problem. It is not a cure- I am not sure one exists. But I think it will give the game a little more flavor. As with all change, there are beneifts and disadvantages.

Hannable
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Coil
Posted: Jan 3 2008, 07:07 AM
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You want the real fix to this game? Take out botting and put back in the hp cap with this new salvage system. You would have a ball.

Isaac
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Personamb
Posted: Jan 3 2008, 07:40 PM
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There would be all sorts of fun ideas for pk.

For example:
A reverse form of "tag" - somebody starts as "it", and when they get killed, their killer is now "it". Whoever's "it" after, say, 15 minutes, gets a significant prize (RP?). If you're "it", it's like a permanent flagging. No safe rooms, let's say also no banish, no clan halls, whatever. If the major clans agreed that pk'ing was allowable for this event, (i.e. there's no problem in Ainur vs. Caller during a cit), this could be fun - people protecting each other, temporary alliances to make a kill against a huge character.

A new rank category, or categories, related to pking. Maybe a "most pks in a week" kind of thing - but it would be sexier if there was some kind of scoring based on size points. 0 points for somebody less than half your size, 1 point for 1/2 - 3/4, 3 for 3/4 to your own size, etc. etc., that would reset periodically.

There could be clan version of this as well, with just rewards for the top 1 or 2.


All sorts of goofy little things would help, but they wouldn't solve the root of the problem, which is that people, for the most part, hate to die, and there's little incentive to kill. PKing now is, as far as I can see:
a) LOCKDOWN time
cool.gif Somebody destroying somebody half their size for RP
c) The occaisional interesting war.

Maybe RP points need to be altered to be less dependent on morality. Or, a parallel system of just PK points could be put into place, independent of morality - morality can keep its quest affects as well as its experience benefits.
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DarknessGhost
Posted: Jan 6 2008, 08:19 PM
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All of this is well and good, but it still ties into another problem with Nodeka: Class balance. It gets boring as hell to see the same few classes dominate, while others are tossed by the wayside. No offense to Nijlo, but it's not much point bragging about 1000 skills/spells and 122 unique subclasses when 90% of those are highly situational at best, or useless(or in the cases of skills/spells, shared among the base class and/or useless) at worst.
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