I'm new here but I think the solution to the blue\blue "problem" is simple. Before anyone goes on a Trammy rampage, I'm playing here because there are PKs. Having said that, PKing should be hard because the reward for doing it well is huge. Also if reds don't have enough blues to kill, the server starts to die...
UOF is on the right track with the bounty system but how many PKs are actually buying their heads back for meaningful prices? I'm guessing not many. There just isn't that much incentive to when you can log on to another red or blue character (or use a proxy), etc. and wait for stat loss to roll off. The key to a healthy server is actually decreasing the stat loss and forcing reds to play while at the same time rewarding blue characters for hunting them. Balance is required to maintain a nice red to blue ratio in the player base.
How it works:
1. Remove recall\gate to and from dungeons for all players (suck it up)
2. Increase the amount of gold found in dungeons compared to outside safer areas
3. As soon as a red player's head is turned in, he gets 10% stat loss. A player can never have more than 10% stat loss
4. To remove the stat loss, the red player must kill monsters in dungeons and "sacrifice" all of the gold up to a certain value to be determined by the admins. This amount should be substantial! This sacrifice happens automatically when a red player kills a monster. Again, these kills must be in a dungeon
5. Once the red player reaches the required amount of sacrificed gold, his stat loss is removed but the sacrificed gold is held in escrow by the server
6. The first player, red or blue, to turn in his head the next time the player dies gets all of the gold the red player sacrificed while working off his stat loss. Note: If the red player dies again and has his head turned in before sacrificing enough gold, his sacrificed gold counter gets reset to 0 and he needs to start over. The red or blue player that turn in his head gets whatever amount of sacrificed gold he had accumulated. Most likely, the red's teammate will just give the head to his friend to prevent it from being turned in. His teammate could always stab him in the back though as the claims could be anonymous. ("Someone got to your head first, sorry man!")
There can obviously be tweaks to the above items, it is just the general idea.
This forces reds to play during their stat loss and actually makes it worthwhile for blues to hunt them. It also rewards red players that don't suck. Simple.
Thoughts? Problems? Major holes? Let me know!
Edit: I'll propose two other components:
1. When a red corpse is created, it can't be cut up for a certain amount of time. This prevents a red teammate from easily cutting up his partners head to claim his gold when the area is contested. It should be stressed that even if this happens, the red player that died still needs to start over from 0 for sacrificed gold if his head is turned in
2. The location for depositing heads for gold should be difficult to reach for all players
UOF is on the right track with the bounty system but how many PKs are actually buying their heads back for meaningful prices? I'm guessing not many. There just isn't that much incentive to when you can log on to another red or blue character (or use a proxy), etc. and wait for stat loss to roll off. The key to a healthy server is actually decreasing the stat loss and forcing reds to play while at the same time rewarding blue characters for hunting them. Balance is required to maintain a nice red to blue ratio in the player base.
How it works:
1. Remove recall\gate to and from dungeons for all players (suck it up)
2. Increase the amount of gold found in dungeons compared to outside safer areas
3. As soon as a red player's head is turned in, he gets 10% stat loss. A player can never have more than 10% stat loss
4. To remove the stat loss, the red player must kill monsters in dungeons and "sacrifice" all of the gold up to a certain value to be determined by the admins. This amount should be substantial! This sacrifice happens automatically when a red player kills a monster. Again, these kills must be in a dungeon
5. Once the red player reaches the required amount of sacrificed gold, his stat loss is removed but the sacrificed gold is held in escrow by the server
6. The first player, red or blue, to turn in his head the next time the player dies gets all of the gold the red player sacrificed while working off his stat loss. Note: If the red player dies again and has his head turned in before sacrificing enough gold, his sacrificed gold counter gets reset to 0 and he needs to start over. The red or blue player that turn in his head gets whatever amount of sacrificed gold he had accumulated. Most likely, the red's teammate will just give the head to his friend to prevent it from being turned in. His teammate could always stab him in the back though as the claims could be anonymous. ("Someone got to your head first, sorry man!")
There can obviously be tweaks to the above items, it is just the general idea.
This forces reds to play during their stat loss and actually makes it worthwhile for blues to hunt them. It also rewards red players that don't suck. Simple.
Thoughts? Problems? Major holes? Let me know!
Edit: I'll propose two other components:
1. When a red corpse is created, it can't be cut up for a certain amount of time. This prevents a red teammate from easily cutting up his partners head to claim his gold when the area is contested. It should be stressed that even if this happens, the red player that died still needs to start over from 0 for sacrificed gold if his head is turned in
2. The location for depositing heads for gold should be difficult to reach for all players
Last edited by a moderator: