Steele'Dish
Master
These are just some ideas to help the innocent without nerfing the PKs too much.
Posting npc "guardians" inside dungeons to announce when murderers arrive. If there is 1 pk have a message saying "There is a murderer running about. Flee if you wish, or stay and fight!" If there are 4 or more pks "Hark adventurers! There is a group of villains approaching! Flee for your life!" (if the person isnt paying attention, then they will get rolled by a sync dump)
Another idea is to utilize Militias to help protect dungeons. Say a guild is protecting a particular dungeon, the more farming that is done there by innocent players it can raise perks for the guardian guild, and bonuses for killing pks/statting them.
(perks will be for that guild only like it currently is, but it could be an option where one character per account in the guild could use one perk every 24 hours. harvesting, talisman xp, pet xp, double gold, etc... Only kicker is that perk will work only in that dungeon for 2 hours)
Thanks for your time
Posting npc "guardians" inside dungeons to announce when murderers arrive. If there is 1 pk have a message saying "There is a murderer running about. Flee if you wish, or stay and fight!" If there are 4 or more pks "Hark adventurers! There is a group of villains approaching! Flee for your life!" (if the person isnt paying attention, then they will get rolled by a sync dump)
Another idea is to utilize Militias to help protect dungeons. Say a guild is protecting a particular dungeon, the more farming that is done there by innocent players it can raise perks for the guardian guild, and bonuses for killing pks/statting them.
(perks will be for that guild only like it currently is, but it could be an option where one character per account in the guild could use one perk every 24 hours. harvesting, talisman xp, pet xp, double gold, etc... Only kicker is that perk will work only in that dungeon for 2 hours)
Thanks for your time