Orgha
Apprentice
Instead of having to where a blue can turn in a head out of spite or to make a red wait two days to pk again, why not do this:
Red can negotiate with blue just like they can today. Up to the price on their head. If the blue decides to turn the head in anyway then the Red gets a message from the town guards asking for a bribe to prevent kill cap reduction.
Look at it this way. Back in the original osi shard murderers could only bank at bucs den and didn't lose stats on death. Just time ressing and restocking.
This two day timeout on reds imo is causing increased ganking due to fear of dying and resulting timeout.
Here's the balance.
Blues have the advantage of getting away easier if they are out matched. ( instant recall macro). Blues also get to load up on tressure by grinding dungeons and spawns.
Blues are at a disadvantage from surprise attacks, ganking, and being loaded with goodies from hunting. Unless they want to recall every few minutes ( not very fun and ruins the experience of dungeon exploration).
Reds have the advantage of traveling light and surpise attacks possibly with other pks.
They are at a disadvantage for having to pony up gold on death or else have their abilty to pk limited.
Think about this. You're an exceptional murder. You can just keep killing up to a higher limit per period of time. Bad pks or ones targeting easy people like resource collectors and new players won't benefit as much.
Just throwing numbers out. Let's say a pk can murder 10 people per day. If killed their limit drops by 1 person for either that period or the next.
Let's say a message like "Your soul can not bare the burden of another murder at this time".
Tweak the period to weekly or the number of counts to your liking but the whole point here is:
1. Pks will priortize kills and not just murder any random noob. Although their free to waste kills to their pleasing.
2. Pks will be limited allowing for increased farming without constant ten minute recalling.
3. Pks don't have to wait two days every time they die to murder again. The timeout is variable based on how good they are and how many they've killed recently.
4. Bounty system remains. Collecting a bounty means no more kills for that time period. Simply dying with no bounty collection means loss of one kill allowed for that Period
I'm typing this on my phone so bare with any typos.
Red can negotiate with blue just like they can today. Up to the price on their head. If the blue decides to turn the head in anyway then the Red gets a message from the town guards asking for a bribe to prevent kill cap reduction.
Look at it this way. Back in the original osi shard murderers could only bank at bucs den and didn't lose stats on death. Just time ressing and restocking.
This two day timeout on reds imo is causing increased ganking due to fear of dying and resulting timeout.
Here's the balance.
Blues have the advantage of getting away easier if they are out matched. ( instant recall macro). Blues also get to load up on tressure by grinding dungeons and spawns.
Blues are at a disadvantage from surprise attacks, ganking, and being loaded with goodies from hunting. Unless they want to recall every few minutes ( not very fun and ruins the experience of dungeon exploration).
Reds have the advantage of traveling light and surpise attacks possibly with other pks.
They are at a disadvantage for having to pony up gold on death or else have their abilty to pk limited.
Think about this. You're an exceptional murder. You can just keep killing up to a higher limit per period of time. Bad pks or ones targeting easy people like resource collectors and new players won't benefit as much.
Just throwing numbers out. Let's say a pk can murder 10 people per day. If killed their limit drops by 1 person for either that period or the next.
Let's say a message like "Your soul can not bare the burden of another murder at this time".
Tweak the period to weekly or the number of counts to your liking but the whole point here is:
1. Pks will priortize kills and not just murder any random noob. Although their free to waste kills to their pleasing.
2. Pks will be limited allowing for increased farming without constant ten minute recalling.
3. Pks don't have to wait two days every time they die to murder again. The timeout is variable based on how good they are and how many they've killed recently.
4. Bounty system remains. Collecting a bounty means no more kills for that time period. Simply dying with no bounty collection means loss of one kill allowed for that Period
I'm typing this on my phone so bare with any typos.