This isn't for anything but future changes, so no posts saying "I want my old char back" or anything like that please. This is your chance to tell us what you do and what you don't like.
NOTE these are BASE idea's, some may get implemented in their current form, others may be ignored entirely, some may get altered to fit in better. Nothing in this thread is set in stone.
I'll try and keep this post updated with idea's that Sekh and I have discussed and agreed on, leaving ones we're unsure of/not discussed in the thread (ie in your posts).
A little help with your idea's;
We want the server to be more pk-friendly, as it stands, if you're red, you're dead or hidden away. Npc's won't talk to you, archers think your name is a bullseye that needs hitting, people target you for a free kill, your bag decides it has no bottom when you die. The list goes on, working against pk'ers. Sekh and I disagree with this taboo of pk'ing, we want pk'ers to feel they have a place in Evolution.
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In respect to the above point, we're going to weaken archers, we don't want them killing you in half a second, we want you to be capable of running past them and actually making it inside a shop. We're working some things out, whether it's possible, but personally I'd love to have archers immune to normal player's damage (insane ac/amc), but allowing red players to hit them - This means that it's impossible for people to grief others in to hitting archers, but red players are able to gang up and kill the archers.
Red-only items! You'll have PK-only items, that you can only use whilst red. We're hoping to figure out a way so they'll work like durability (when durability reaches a certain value, you no longer get the stats - When your pk points reach a certain value [yellow/white], you no longer get the stats), if not, we'll have to give them low durability and give you special repair items dropping from mobs, so you have to take your kit off, repair it and continue. We'd make this easier by giving you a warning 30 minutes (or more) until redness ends, so you can repair your kit before it ends, meaning you have some time to get it fixed, then continue to hunt in it whilst yellow/white. Ideally we don't want to have to resort to that, but if the former idea is impossible, that's what we'll have to do.
PK Point Requirements. We'll have items purchasable only when you have a specific number of pk points. We're aware this is open to many loopholes, so we'll spend a lot of time working out just how we'll combat people being able to kill players repeatedly just to get their pk points up. This idea will need a lot of work, but it's an idea we'd love to implement in some way.
We're aware that not everyone wants to pk, or be pk'd, so we'll still have certain caves that are for non-pk'ers. Whether we do this by having an npc that tele's you in if you're not red (thus giving people the ability to pk when inside), or by having it as a pure safezone like some of the HighRate caves.
We'll be changing how pk points work in one way or another. Ideally we'll have them drop off quicker (so if you don't want to be red, you can get a few kills then you'll be back to normal relatively fast), or we'll just reduce the pk points gained per kill, but having pk points awarded for killing a red person will be rather necessary, otherwise everyone will run out of redness constantly waiting for a white/yellow person to appear. We intend to have a counter, much like gg, to show your pk points - Again, unsure whether this is possible.
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That's all for now, Sekh and I have a lot of idea's spilling out through msn, so we'll continue to bounce them off of one another and update this thread accordingly so you can give your comments on them. The two best parts about this pk-friendly approach is that grief goes way down and people actually have fun again, fighting is fun, trust me.![]()


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