Quote:
Originally Posted by CharlieM
If its going to count as a death right when a player dies, They should get more health and faster running, because people can farm kills way to easy then, I know new players when revived will click accept without thinking and just keep getting killed over and over
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Every time you kill someone you've revived, the kill
always counts. The death doesn't. If someone wanted to farm kills, they can already do so. In fact, there's more incentive for two people to farm kills now, because their counterpart doesn't gain any deaths in the process.
However, there's a few things:
A) It's slow.
B) Revs cost money, it's not like it's free kills.
C) Free kills don't aid a player in any real way. Anytime someone who farms/lames kills gets in a real fight, you always find out who's skilled/less skilled.
There's a lot of ways you could combat that kill farming though. Note when I'm writing these down, I'm just brainstorming as I type them out, so they definitely would need to be tested/balanced, just focus on the concept.
1) Hidden timer that activates after you kill another player's account. For the next 20ish seconds, if you kill that player, it doesn't count (perhaps the death shouldn't count too), and the timer refreshes. After 20 seconds, everything becomes normal again.
2) Hidden timer on revives. Nothing huge, but let's say if someone's tried to revive you in the past minute or two, you can't be revived again. I think that kind of a system would be great for Era in general, it'd make people think more during gang raids beyond "i'll charge doesnt matter i can get rev'd again anyways". It'd slow down the chain revs and make gang warfare more interesting/tactical.
3) Chris' idea about the # of revives per hour would also be interesting, but might get annoying during raids. Definitely would have to be tested for a while.
Those are just a few ideas. It wouldn't be difficult at all to find a way to balance out revs while making deaths actually count like they should.