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PKing and some incentives/not-incentives

Discussion in 'Suggestions' started by Moemoedesu, Jul 4, 2015.

  1. Moemoedesu

    Moemoedesu Delta User

    Sorry about the title, I couldn't find other way to spell "deter". :(

    Anyways, after reading the PK section at
    http://forums.cyberconnects2.com/cyberconnects2/forums/index.php?threads/update-features-atm.67/
    , A though occurred; why don't we bring back the Chaotic PKs, but make them the players? For example, players could apply to be a Chaotic, and would require some PK's to get/remain at their position and maybe some cool stuff.

    Of course, this seems like it would be rather frustrating on it's own (PK's could run rampant), so we could bring the Bounty Hunters into play too. In their case, they would hunt down PKs and would get goodies as well.

    I think this can work with a little tweaking to make sure that things don't get too out of hand (too many PK's, or too many BH that make the PK's entirely useless).
  2. Magistar

    Magistar Delta User

    A reasonable idea would be to look at R:2 data. When a player is PK'ed they leave behind money and possible items. On the other hand it also flags you as a "Red" player. As stated in another post about "Bounties" you could take out a contract to hire a player to kill a red player. "Red" players would see items in their inventory (that were acquired from PKing) as a special color, and they wouldn't be able to be stored for a limited amount of time. During this time it would be possible to get the item back by killing the "Red" player. Should a contracted player get the item it would be considered a quest item, so not for sale. If another "Red" player gets it, it would refresh the timer. Of course the item could only drop on death so "Red" vs "Red".

    In the end you would have a system for players to PK with benefits, but also run the risk of losing their loot and XP gained.
  3. Moemoedesu

    Moemoedesu Delta User

    It feels like we should make certain items undroppable, since we don't want an event winner screwed out of their prize now, do we?
  4. Magistar

    Magistar Delta User

    Perhaps allowing the PK to pick from a selection of items so there is a more direct benefit.
  5. Moemoedesu

    Moemoedesu Delta User

    But what if the red player remains in a root town to avoid fighting with the hunters?
  6. Magistar

    Magistar Delta User

    red players can be attacked and killed by contracted players in safe zones. Being contracted prevents said player from becoming red by default, and could also count towards the PKKer badge or title.
  7. Tyrial

    Tyrial Code Whisperer Staff Member R:1 Veteran

    We will have a bounty board in R2 (player-ran), and there will be no items dropped if a player is PKed. However, if the defending party is defeated they will lose everything they've gained in the field. Exp, items, etc.
  8. Magistar

    Magistar Delta User

    That works too.
  9. Moemoedesu

    Moemoedesu Delta User

    Than what would be the incentive for PKing? Unless you don't want one, which is also understandable.
  10. Haruko Haruhara

    Haruko Haruhara Lambda User R:1 Veteran

    I'm pretty sure you still drop GP, just not your items.
    I'm sure they'll come up with something other than player drops.

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