Quote:
Originally Posted by sam_is_me
I think unstick me has become too inviting for the playercount, so they just chill there instead of go out and pk.
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I don't think that is a problem with unstick me. It's a problem with the game as a whole.
If PKing were more rewarding then people would be PKing instead of standing around. It doesn't matter how big or how small unstick me is.
You spend all this time doing repetitive jobs to buy guns and ammo, and then when you go out to try and use them as soon as you get somebody to low health they run. After a while you start to wonder what the ****ing point is.
Basically: Running and healing is too easy.
Anybody with half a brain could run away from a PKer all day and never get caught, even without going into No-PK zones. (Running around buildings, anybody?)
Whereas the runner can always run away at full speed, the PKer is burdened by the freeze on his gun, so every time he fires another shot the runner gets further and further away.
One idea that I proposed a while ago is making the player's speed decrease as their health decreases.
140HP (100% health) = 100% speed.
120HP (86% health) = 96% speed.
100HP (71% health) = 92% speed.
80HP (57% health) = 88% speed.
60HP (42% health) = 84% speed.
40 HP (28% health) = 80% speed.
20 HP (13% health) = 76% speed.
1 HP (0.7% health) = 72% speed.
Although I agree that you can't really make running harder because
if somebody doesn't want to PK they shouldn't have to die. In this case a player running around innocently who gets shot at and doesn't want to fight back will still be fast enough to get away, but a player who fights back and tries to run on low health will have a more significant speed disadvantage (but probably still be fast enough to get away and to fight back effectively).
(Would also need to be disabled in spars).
At the moment whether you run or you die you're always going to need to heal practically your full HP amount (assuming you run at one hit from death).
So another thing that you could do is to change healing to make dying more efficient/appealing than running and healing, by:
Slowing down the rate of healing in beds.
Making it so that when you die and click yourself you appear in the hospital with your health already set to 70, so you only need to heal the remaining 30-70 health.
Admins would probably be reluctant to change healing though, because it affects everybody, not just runners; and it affects other systems (bleeding rate might need to be changed to increase your chance of surviving wounds, etc).
These changes alone probably aren't enough to stop people from running, and definitely aren't enough to "save PKing", most of the PKing changes that need to be made are within the gang system, as that is really the core of PKing on Era. But I think that both of these ideas have some merit and and should be considered and maybe even tested, even if the numbers need to be tweaked and played around with.
/end essay