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  #1  
Old 06-21-2005, 01:02 AM
Kuza Kuza is offline
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Haha, ok. Then let's just have crappy items and no one will want to play or earn anything. Problem solved.
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  #2  
Old 06-21-2005, 02:15 AM
Damix2 Damix2 is offline
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Quote:
Originally Posted by Kuza
Haha, ok. Then let's just have crappy items and no one will want to play or earn anything. Problem solved.

Who says just because we don't use YOUR slayer idea, there will be crappy items gotten elsewhere?

Jesus don't get so defensive.
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Old 06-21-2005, 02:25 AM
Kuza Kuza is offline
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Quote:
Originally Posted by Damix2
Who says just because we don't use YOUR slayer idea, there will be crappy items gotten elsewhere?

Jesus don't get so defensive.
Well it's not my original idea, nor am I claiming it to be. Secondly, Konidias asked for suggestions and I freely gave my input. I was speaking sarcastically since nearly everyone was disputing how "sweet" items would encourage cheating. I guess I was thinking too deeply.

Edit: Please don't start an arguement in this thread. It's solely for ideas and development.
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Old 06-21-2005, 03:33 PM
Amagius Amagius is offline
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Quote:
Originally Posted by Kuza
Well it's not my original idea, nor am I claiming it to be. Secondly, Konidias asked for suggestions and I freely gave my input. I was speaking sarcastically since nearly everyone was disputing how "sweet" items would encourage cheating. I guess I was thinking too deeply.
No, there wasn't any problem with having cooler items in slayer. You said that the amount of points would have to be insanely high, which would punish the normal people more than cheaters.
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  #5  
Old 06-23-2005, 03:49 AM
Correction Correction is offline
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I haven't read the whole thread, but I'm excited to see so many people interested in reviving Graal 2001. This is my suggestion for addressing player killing. As I said, I haven't read the whole thread, so if something similar to this has already been suggested, sorry and get over it.

Each player is assigned a sort of point value that very much resembles AP, except backwards. Each time a player kills another, their points increase. [A special friend just gave me this idea, too, and I liked it alot. With each kill in a town or other widely populated area, players' points should increase more than they normally would in a generally unpopulated area. This is to simulate a sortof "witnessed murder," and also discourages PKing in towns, markets, etc.] I suppose points may decrease with time, and possibly even with death. These points serve three purposes:
  1. A player's losses due to death are determined by their point status. A player with more points (someone who kills more often) may suffer more serious losses when killed than a player with less points (someone who doesn't kill as often).
  2. I think a sort of bounty system would discourage excessive PKing. Bounties are determined by the top percentages of players' points. For example, the players whose kill points fall in the top 5% of those on the server (online and offline) will recieve 5 star bounties, which may be indicated by 5 icons (stars? whatever) beside or underneith their character to indicate their bounty level to other players. Then perhaps the next 10% recieves 4 star bounties, and so on...
    I also forgot to mention that players with bounties will suffer a relatively large kill point decrease with death. This is so that once a bounty is killed and reward is collected, that player is no longer a bounty target.
  3. The third point I'm not sure is a good idea, but it can't hurt to throw it out there. Given the second point about bounty levels, perhaps a higher point level will also reduce players' reward recieved for killing bounty targets. This again would discourage players from mindless PKing because it would prevent them from collecting as much for killing bountied players.

I don't know what's already been suggested, but I noticed alot of dispute over how to handle PKers, and this was what first came to my mind. I hope it is taken under serious consideration.
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  #6  
Old 06-23-2005, 03:53 AM
Kuza Kuza is offline
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Quote:
Originally Posted by Correction
A very good idea.
Man, that is ingenius! You just summed up everything. I think that's the perfect system. The bounty system sounds very cool. It would keep people from killing too many people because they'd become the target eventually. The hunter becomes the prey. Haha.
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Old 06-23-2005, 02:49 PM
Myomoto Myomoto is offline
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Quote:
Originally Posted by Correction
-snap-
Wha'? Are we gonna punish PKers now? :/
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  #8  
Old 06-23-2005, 07:22 PM
Kuza Kuza is offline
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Quote:
Originally Posted by Myomoto
Wha'? Are we gonna punish PKers now? :/
Posted for Roy (Correction) since his account is messed up at the moment.

Not at all, I'm trying to give them purpose. The problem that I see with Graal is that PKing is entirely mindless. I got online yesterday and was simply wandering around exploring worlds I hadn't seen before, and on two separate occasions I had people follow me like halfway across the entire map because they wanted to PK, thinking I was a newbie running scared ****, when the reality was that I simply wasn't interested in fighting at the time; they were just following me halfway across the freaking planet while I was out for a little explorational trek! PKers as of right now are really nothing more than annoying... they pick a spot and kill anyone who comes by, and nobody wants to deal with them because they're just not worth the time. With a sort of bounty system, there would be incentive for stopping and fighting back.
Every suggestion I've read so far is trying to set up point systems to encourage random killing. I was under the impression that the idea of Graal2001 was to make a sort of RPG environment, and if that's so I think we should stick with it in the case of PKers. A widely known and wanted murderer/thug isn't going to prance around town wearing his fancy PKer-only gear bragging about his kills! He's going to want to stay out of sight to avoid law enforcement.
If you still think that there should be a way to fairly fight others with incentive and without risk of loss, then sparring areas and dueling systems is an easy fix. Perhaps in certain areas (outside of unpopulated areas such as towns, markets, etc.) players can initiate duels with another player. If the other player accepts, then the two can fight each other without risk of loss. Once a player dies, both players' spar ratings are affected and the surviving player's health is returned to full and maybe he's rewarded a little something.

I'm just afraid that if you add in these point systems where PKers receive points for killing others and can spend them on rare items, it only encourages what we're trying to limit. I liked the bounty system because in RPGs I don't believe in restricting player action, but simply discouraging it. With the bounty system, it's still possible to just go on mad killing fests with your friends and have a good time with it (assuming that's possible - all I ever see it result in is everybody bickering over who is and who isn't a "newb."), it's just greatly discouraged that you do it around populated areas, and that you try to forcefully include people who don't want to be included.
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Old 06-23-2005, 03:52 PM
konidias konidias is offline
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Quote:
Originally Posted by Correction
Idea...
It would probably be more effective to use a system like the spar rating. Killing newbies wouldn't do much of anything to your rating... Killing high rated killers would improve your rating. Getting killed by newbies would decrease your rating, etc.

A person who has a high rating would lose more points, but only if the person that killed them has a low rating. Make sense?

Then the "kill points" can be distributed depending on these factors. You wouldn't get any kill points when the server first opens, because everyone will have a default rating, and you get no kill points for those kills. But once the dominant PKers surface, if they kill eachother or you kill them, then kill points will be distributed. This will prevent people from killing an account over and over again for points via collusion, because you'll only get so many points out of a good pker account before you get nothing. After that, the person who let you kill them over and over will have to kill more people to get their rating back up, so that they give kill points again.

The give and take system will prevent abuse, I think. Sure you could sell kills to someone in order to let them get kill points from you, but you wouldn't have an unlimited supply, and you'd have to have a decent kill rating anyway.

I also think it would be neat if the kill points were to drop like gralats when you die, so that anyone could pick them up. Yes? No?

Let me know if you find any loopholes with this system.
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