Kuroi wrote:
MO system is flawed cause you can give a murdercount to anyone that JUST HIT you, on LIF you get a heavy alignment loss just when giving the fatal blow i guess
i agree that MO system is flawed heavily, but it is a hard thing to balance.
if 100 people hit a single person once, do they all recieve a murder count? or just the person who landed the last blow?
what is stopping guilds from making "executioners" people to land the last blow.
i think having all participants in a players death, result in a penalty system, perhaps the % of the players hp that you done, results in the % of reputation loss you would have got if you had murdered them alone, eg if you done 10% of the persons hp, and they give -10 reputation, you would gain 10% of -10 reputation = -1 reputation gained, i like this, but it could encourage zerg's.
or perhaps have a reputation loss which is split equally among the participants, eg, 5 people kill a person who results in -10 loss of reputation, each participant loses 2 reputation, this also can encourage zerging, a way to counter this could be to make it that the player will always lose half of the reputation for killing a player no matter what, eg
-10 reputation gain for killing a person lets call this Z, lets say 4 people kill this person N = number of killers
(Z/N)+(Z/2)= Y (-7.5)
if Y>Z then X = Z else X = Y , so X = -7.5 this way you can never gain more murdercount than you would have if you killed them alone, but you also are less encouraged to zerg players since the overall reputation gain is 4*-7.5 = - 30 ,3 times the amount if you had 1 vs 1 that player.
Kuroi wrote:
and if anyone is destroying someone else's house they'll be flagged as Trespasser and probably can be hit/killed with no penalty
Bobik will surely make it clearer
having a proper working territory control could work well,attacking the house could flag the player as "killable" where the owner of the property and ally's can kill the "killable" player without penalty, i think this should be the case if anybody enters your property who is not an ally.
If you are in the zone of which a house is being destroyed at any point of the houses destruction, then the player would suffer heavy reputation loss perhaps? unless you are an ally of the person who owns the property, unless the player switches ally stance during the destruction of his house, then the previous "ally" can receive reputation loss, this could counter exploitation of the ally system.
there are many ways to make these things work, i am just curious to what the developer picks, until then i cannot give a good opinion of the cost of moving a char to the "mainland".