pvp + experience
eh rumbling.. people are in guilds.. guild mates help eachother.. like borrowing their CD key to get o lvl 20 real quick.. i could see it happening.. but yes.. limit it to like every hour.. you could get xp from killing the hostile player and it would be nie i think.. thuogh.. probably more db work than its worth tot rack when u last killed a pc (there are way to many pcs for this to be feasible in the DB since it would be err.. rediculously big)
"If you are 20 and not yet a communist you lack heart, If you are 30 and you are still a communist you lack rationality" ~ dont remember.
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- Noob
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Wow.. that's kind of surprising. The last thing I would ever do is give out my CD key.. I don't care who it's for. That's like giving out your password or something.. guess that's why I didn't think about it.
And actually.. the more I think about it, the more that would upset me.. especially as a server owner.. heh. In all the online guilds I've ever been in, I guess I've just never been in a dishonest one. When we'd help each other it'd be like powerleveling or telling you where to go to get the best stuff or if someone was PKing or kill stealing you run over and teach them a lesson..
*shrugs*
And actually.. the more I think about it, the more that would upset me.. especially as a server owner.. heh. In all the online guilds I've ever been in, I guess I've just never been in a dishonest one. When we'd help each other it'd be like powerleveling or telling you where to go to get the best stuff or if someone was PKing or kill stealing you run over and teach them a lesson..
*shrugs*
-= Rovilea Windrome =-
"Common sense is neither commnon, nor a sense."
http://rumblingmedia.beyondapoc.net
"Common sense is neither commnon, nor a sense."
http://rumblingmedia.beyondapoc.net
I don't know how hard this would be to scirpt...but if you could script something along the following lines
player x kills player y,ear of player y becomes part of inventory of player x for 24 hours realtime
receives (z1) amount of xp
player x kills player y time 2,if ear of player y in inventory, then ear2 of player y appears in inventory, addtl 24 hours realtime for it to become ear1
receives (z1)-(z1)/4=(z2) amount of xp
player x kills player y time 3, this time ear3 appears, another 24 hours
receives (z2)-(z1)/4=(z3) amount of xp
if there is no room in the player's inventory for the ear, then the player is killed by unsaveable spell.
this way, (1) the info is stored on the killing character, no need for a database, (2) the death of the second player only gives xp four times since 1/4 of the xp is subtracted from each addtl kill, (3) it will take about 5 days before that char can get good xp again, (4) killing alot of different people will result in the death of the killer because of filled inventory.
player x kills player y,ear of player y becomes part of inventory of player x for 24 hours realtime
receives (z1) amount of xp
player x kills player y time 2,if ear of player y in inventory, then ear2 of player y appears in inventory, addtl 24 hours realtime for it to become ear1
receives (z1)-(z1)/4=(z2) amount of xp
player x kills player y time 3, this time ear3 appears, another 24 hours
receives (z2)-(z1)/4=(z3) amount of xp
if there is no room in the player's inventory for the ear, then the player is killed by unsaveable spell.
this way, (1) the info is stored on the killing character, no need for a database, (2) the death of the second player only gives xp four times since 1/4 of the xp is subtracted from each addtl kill, (3) it will take about 5 days before that char can get good xp again, (4) killing alot of different people will result in the death of the killer because of filled inventory.
Signed CrazedInd
Info on the character is stored in the database. When you log out, where do you think the inventory goes? Straight into the DB. And then adding a 24 hour timer on it is another field in the database, and processing time to track it, unless you just do a time check whenever you try to drop the ear or something.
And I dunno what you're trying to do by killing someone who's inventory is full... punish people who defend their faction a lot successfully?
And I dunno what you're trying to do by killing someone who's inventory is full... punish people who defend their faction a lot successfully?
Rolin Thunderstone - Defender of Ragnar's Kin
This idea has gotten way out of control, and is a reason why Experience can't be given for experience. Its WAY to easy to abuse a system where PvP is allowed. All you need is two people from each others factions, killing each other all day. Next day, they are lvl 20 from killing each other all day. Even if you put a time limit on it, that is stoo much effort for an already taxed database to keep track of EVERY PK that occurs. No Good.
I've tried fire, i've tried faith, and i've tried force, all I have left is hope.
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- Noob
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That is the reason you lose experience when you die.. as suggested earlier.ATI wrote:This idea has gotten way out of control, and is a reason why Experience can't be given for experience. Its WAY to easy to abuse a system where PvP is allowed. All you need is two people from each others factions, killing each other all day. Next day, they are lvl 20 from killing each other all day.
-= Rovilea Windrome =-
"Common sense is neither commnon, nor a sense."
http://rumblingmedia.beyondapoc.net
"Common sense is neither commnon, nor a sense."
http://rumblingmedia.beyondapoc.net
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IMO it should work like this:
Firstly: Anyone who kills an effortless should be given no xp, simple as that (or a trivial amount)
Secondly: When you die to an another PC who is not impossible, you should suffer double the regular xp penalty (or triple? it's not that much xp when you die) and that xp should be given to the killer.
Now, this is where it gets fun, what if the people who died are given an item/effect/something that is undroppable (give it a timer), and until that timer goes out, if they die they give nor lose any xp, thus encouraging you to get your char out there and exact revenge!
Besides, it solves all the xploits, now if you have clan members, you must not only get them online, get them to you etc., you must now kill them, wait 15+ minutes, then kill them, lol not worth it
The exploits that this solves:
People who log&come back on w/ different chars: if you have someone who really wants to spend their time getting lvls/xp, then they want to go through all the trouble of relogging, and losing it, then they deserve to exploit IMO. BTW, if you have 0 xp, then you can't lose any xp, thus they don't gain any xp
cuz they only gain what you lose
People who die continously with one char: The item/effect keeps people from doing it again
People who camp a respawn point: You just died, and now here's a juicy char who can only gain you xp, and not lose it
Firstly: Anyone who kills an effortless should be given no xp, simple as that (or a trivial amount)
Secondly: When you die to an another PC who is not impossible, you should suffer double the regular xp penalty (or triple? it's not that much xp when you die) and that xp should be given to the killer.
Now, this is where it gets fun, what if the people who died are given an item/effect/something that is undroppable (give it a timer), and until that timer goes out, if they die they give nor lose any xp, thus encouraging you to get your char out there and exact revenge!
Besides, it solves all the xploits, now if you have clan members, you must not only get them online, get them to you etc., you must now kill them, wait 15+ minutes, then kill them, lol not worth it
The exploits that this solves:
People who log&come back on w/ different chars: if you have someone who really wants to spend their time getting lvls/xp, then they want to go through all the trouble of relogging, and losing it, then they deserve to exploit IMO. BTW, if you have 0 xp, then you can't lose any xp, thus they don't gain any xp

People who die continously with one char: The item/effect keeps people from doing it again
People who camp a respawn point: You just died, and now here's a juicy char who can only gain you xp, and not lose it

- AlienOverlord
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How about quests to kill specific players of another faction? It might be difficult because you can never know where anyone is, but it'd be cool if you could track down that char and kill him for a quest reward. It could randomly pick a player from an opposing faction who is within 1 level of your char, tell you that players name, faction and current location...or maybe port you within 200 feet of him (maybe not good as you could appear on the other side of a wall and be stuck). Maybe port to the middle of his area?
Otherwise how about 10xp gain per level higher than your char and 25 xp loss per level that the char who killed you is lower starting with equal level. For example a level 10 kills a level 12 and gains 30 xp (10, 11,12 = 3 x10=30) and level 12 loses 75. Prevents griefing at least as a higher level killing a lower level gains nothing and lower level loses nothing.
Otherwise how about 10xp gain per level higher than your char and 25 xp loss per level that the char who killed you is lower starting with equal level. For example a level 10 kills a level 12 and gains 30 xp (10, 11,12 = 3 x10=30) and level 12 loses 75. Prevents griefing at least as a higher level killing a lower level gains nothing and lower level loses nothing.
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- Noob
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You do to have your character and their character logged in at the same time. When you log in an account, it checks the CD key on your system to be sure it is valid. Since the only way you could log in two different characters at the same time (that I am aware of) is to either run two instances of the program on the same computer or using two seperate computers. Either way, each login will require its own, unique CD key verification for you to get online.Bob wrote:You don't need the CD key to do this, only the player name & password.Qui wrote:like borrowing their CD key to get o lvl 20 real quick..
-= Rovilea Windrome =-
"Common sense is neither commnon, nor a sense."
http://rumblingmedia.beyondapoc.net
"Common sense is neither commnon, nor a sense."
http://rumblingmedia.beyondapoc.net
this would encourage lower lvls to go after highlvlsAlienOverlord wrote: Otherwise how about 10xp gain per level higher than your char and 25 xp loss per level that the char who killed you is lower starting with equal level. For example a level 10 kills a level 12 and gains 30 xp (10, 11,12 = 3 x10=30) and level 12 loses 75. Prevents griefing at least as a higher level killing a lower level gains nothing and lower level loses nothing.
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I guess I just don't understand what the problem is with a straight up xp exchange.. PvP does not need encouragement by experience bonusus, monetary gain or item aquisition. PvP is encouraged by the setting as well as the fact that it is allowed.
What needs to be discouraged is player harassment, xp farming, etc.
At this point, I'm back to being content without experience being involved with PvP at all.. heh.. that's probably the main reason why the Devs have it the way it is now.
Sheesh..
What needs to be discouraged is player harassment, xp farming, etc.
At this point, I'm back to being content without experience being involved with PvP at all.. heh.. that's probably the main reason why the Devs have it the way it is now.
Sheesh..

-= Rovilea Windrome =-
"Common sense is neither commnon, nor a sense."
http://rumblingmedia.beyondapoc.net
"Common sense is neither commnon, nor a sense."
http://rumblingmedia.beyondapoc.net
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