From Little Hamster, 6 Months ago, written in Text.
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  1. Here is a list of proposed changes and possible fixes. They should not be too difficult to implement in using the already existing Buff/Debuff systems in place.
  2.  
  3.  
  4.  
  5. **PvP
  6. & Karma Changes(Overall):**
  7.  
  8.  
  9. -
  10. Increase the positive karma cap, this allows you
  11. to bank more karma, preventing karma bombers from sending you to red karma
  12. after 2-3 kills. This also gives players more leeway to PvP more often, without
  13. worry of going negative as quickly. Make the negative/positive karma cap respectively
  14. +/- 1m.
  15.  
  16. -
  17. Reason for the increase:
  18.  
  19.  -
  20. Player A attacks Player B who is cutting Player
  21. A’s rotation, Player A loses 40-60k karma, no big deal. Player B returns in
  22. rage and cuts again. Player A knows he lost “x” karma last time, kills again,
  23. -120k Karma. Looks at his karma, is now down to around 800k karma. No big deal
  24. again, keeps farming his rotation. Bomber returns, dies again, -120k Karma,
  25. still no big deal, you continue farming.
  26.  
  27.  -
  28. To stop Player B from constantly coming back to
  29. annoy by cutting, give a 1 minute debuff (Stacking) to players who die AND
  30. provide a loss of -60k or more karma, a debuff that the dead player CANNOT damage mobs/bosses/elites
  31. for 1 minute
  32.  
  33. -
  34. **Two
  35. Separate Debuffs applied together**
  36.  
  37.  -
  38. **MOB DAMAGE
  39. DEBUFF** and a **BOSS/ELITE combo DEBUFF)**
  40.  - This stacks and adds 1 minute + 1 minute per death within the past 10 minutes of
  41. each application, up to 4 stacks and each additional death adds 4 minutes once 4 stacks have been reached until the debuff wears off.
  42.  
  43. -
  44. Stack application example:
  45.  
  46.  -
  47. Death 1 = 1min of 0 damage to mobs/bosses/elites,
  48. -5m on server change CD, V escape refreshed on revive at a **NODE**. (Allows a PKed player to escape if being camped at a **NODE**)
  49.  
  50.  -
  51. **Note:** If reviving instantly with Elion, you will
  52. not cause a Karma Loss to the killing player if you die again and will not
  53. receive a server change CD reduction for deaths following instant revival.
  54.  
  55.  -
  56. Death 2 = 2min of 0 damage to mobs/bosses, -5m
  57. on server change CD. V escape is refreshed on revive.(Allows a PKed player to
  58. escape if being camped at a **NODE**)
  59.  
  60.  -
  61. Death 3 = 3min of 0 damage to mobs/bosses, players
  62. no longer lose karma for killing this player again. No Server Swap Reduction or
  63. V escape refresh.
  64.  
  65. - **NOTE:** By this
  66. point, a rational player trying to grind knows he has lost his spot will want
  67. to change grinding locations or possibly server. There is no longer a server
  68. swap CD reduction for 3 death stacks. You most likely have the ability to swap
  69. servers and should have made an effort to leave the area if you’re being PK farmed at a NODE.
  70.  
  71.  -
  72. Death 4 = 4min of 0 damage to mobs/bosses, No
  73. karma loss for the killing player, no Server Swap Reduction, same reasoning as
  74. Death 3.
  75.  
  76. -
  77. **Stacks will add to the debuff up to 10m max**
  78.  
  79.  
  80.  
  81. **To
  82. counteract being repeatedly ganked (PK farmed):**
  83.  
  84. -
  85. Allow time on server swap to be reduced per player
  86. caused death by 5 minutes per death, 10m max reduction in a 15m time period. Only
  87. applied if the player resurrects at a town or node. Instant revival does not
  88. apply server swap CD reduction.
  89.  
  90.  -
  91. To prevent the abuse of this for bosses and Elite
  92. farming, make the **0 damage to BOSSES/ELITES
  93. debuff** persist through server swap, the mobs debuff does not.
  94.  -
  95. This allows ganked players/undergeared players
  96. being force out of a spot, the ability to change servers and attempt to grind
  97. on a new server with no penalty for dying, except they cannot hit a boss or
  98. elite for the duration of the second debuff.
  99.  
  100. -
  101. The karmabomber debuff would give little incentive
  102. to the person bombing to cut with intentions of forcing a player out of their
  103. spot by stealing mobs. But still allows them to fight the person they died to; however, the
  104. stacking buff would incline them not to constantly return knowing they aren’t
  105. strong enough to win. Players closer in gear score who could possibly retaliate against the killing player and win, won’t be receiving this buff
  106. due to the karma lost being under the 60k karma loss requirement for the buff
  107. to apply.
  108.  
  109.  
  110.  
  111.  
  112. **Red Karma Changes:**
  113.  
  114.  
  115. **Red Karma
  116. players receive 50% increase karma gain when at -100k to -1 karma.**
  117.  
  118.  -
  119. Allowing accidental red karma to be recouped
  120. faster after PK put them slightly below 0. **This
  121. buff also stacks with Tear of Repentance from Loyalty shop.** Allowing
  122. expedited positive karma gain back to positive.
  123.  
  124. -
  125. **Note:** Anything further than -100k is more than likely
  126. intentional PK’s, given you have a max karma of 1m and it would take a great
  127. amount of PK’s to deplete this karma
  128.  
  129. **Red Karma Incentive:**
  130.  
  131. -
  132. Red Karma players receive +1.5% Experience Gain **(Stacking with other Experience Buffs)**
  133. per -100k Karma. Maximum of 15% Experience Gain at -1m Karma.
  134.  
  135.  -
  136. This would give Red Karma players an incentive
  137. to go Red Karma and still grind and continue to do all of the things a player
  138. would normally do, Lifeskilling, Grinding, Etc.
  139.  
  140.  -
  141. Also remembering that players dying in Red Karma
  142. will still lose a % of Exp based on level bracket, broken down below.
  143. -
  144. PvP Deaths while **Red Karma** no longer downgrade/break gems above level 50 **when SUFFICIENT exp is available to be
  145. lost.**
  146.  
  147.  
  148.  
  149. -
  150. Penalty Brackets:
  151.  
  152.  
  153.  
  154.  -
  155. 3% exp loss for levels 50-58 with more than 10%
  156. exp available to lose. If exp is below 10% threshold, Downgrade/Gem Break will also
  157. apply to deter PvPers from abusing the low exp amounts to die without a penalty.
  158.  
  159.  
  160.  -
  161. **Note:** Players level 50-58 require significantly less
  162. exp per level and gain % exp faster, thus 3% loss.
  163.  
  164.  
  165.  
  166.  
  167.  -
  168. Players level 59 lose 2% exp with a required 10%
  169. exp to lose exp; otherwise, same as above downgrade/gem break rules apply.
  170.  
  171.  -
  172. Players level 60+ lose 1% exp with a 5% minimum
  173. exp threshold.
  174.  
  175.  
  176.  -
  177. Level 50 and below players can downgrade/break gems allowing
  178. for red alts to still downgrade for failstacking.
  179.  
  180.  
  181.  
  182.  
  183.  
  184. **PvP
  185. Server changes:**
  186.  
  187. -
  188. Incentivize grinding and participation on the
  189. PvP servers
  190.  
  191.  -
  192. Add a permanent Bell Buff to PvP Servers to
  193. increase exp gains for grinding in high risk servers, albeit a possible Lesser
  194. Bell Buff (50 - 75%) and a Lesser Blessing Kamasylve buff of 10% (Does not
  195. Stack with other Blessing Buffs), it still has to be worthwhile in a high-risk
  196. environment.
  197.  
  198. -
  199. PvP server access granted only after level 50,
  200. disallowing sub level 50 players from the server.
  201.  
  202.  -
  203. PvP servers should allow for anyone on the
  204. server to be attacked, removing sub level 50 player access makes the server
  205. focused on PvP and incentivizes grinding with higher risk/reward, while
  206. creating more player participation on the server with less attackable AFK Lifeskillers and sub 50 non-PvP participants.
  207.  
  208.  -
  209. Red Karma & Karmabomber buffs do not apply
  210. to PvP servers as everyone is flagged as killable regardless of Karma Status.
  211.  
  212.  
  213.  
  214. **Revamps to Outlaw/Desert Red Karma:**
  215.  
  216. -
  217. Outlaw is applied to Red karma players when
  218. entering the Desert. Applied at Initial Stack amounts (Outlined below)
  219.  
  220. -
  221. Outlaw is applied regardless of being at War
  222. with a guild, Forced PK’s to non-flagged players always give Outlaw.
  223.  
  224.  -
  225. This will make it so that Decing a guild to be able to PK an individual in the desert will no longer get players around the Outlaw buff application
  226.  
  227.  
  228.  
  229.  
  230.  
  231.  
  232. **Incentives for Outlaw:**
  233.  
  234.  
  235.  
  236.  
  237. Outlaw status now provides an **Infamy Buff** per kill, up to a max of 10%
  238. (Stacks with other Combat/Skill Buffs):
  239.  
  240.  -
  241. Kill Bonuses for Outlaw (**Infamy Buff**):
  242.  
  243. -
  244. Kill 1 (Initial Infamy Buff Starts on 1st
  245. kill) and Provides 2 Stacks of 2% Combat/Skill Exp Gain, Total of 4% Combat/Skill
  246. Exp Gain
  247.  
  248. - Each Additional Kill = 1 Stack of Infamy, 2%
  249. Combat/Skill Exp Gain
  250.  
  251.  -
  252. Death Penalty for Outlaw:
  253.  
  254. -
  255. When at 2 Infamy Stacks or lower, Death will
  256. remove 2% of your debuff. Leaving 1 Stack, a subsequent death without an additional
  257. kill will remove the final Infamy stack and send the player to Jail.
  258.  
  259.  -
  260. **Note: Players
  261. will no longer go to Jail after dying once after Outlaw Status is applied.**
  262.  
  263. -
  264. When at 3 Infamy stacks or greater, players lose
  265. 2 Stacks, total 4% Combat/Skill Exp buff per death.
  266.  
  267. -
  268. The more kills you attain until the cap of 5 Infamy
  269. Stacks (10% combat/skill exp), the longer you can stay outlaw status through
  270. deaths.
  271.  
  272. -
  273. Proposed calculation would make Stacks for 1-4
  274. give 2 deaths before being sent to Jail, with no kills following deaths.
  275.  
  276. -
  277. Stack 5 would allow the player to die 3 times
  278. before being sent to jail, with no kills following deaths.
  279.  
  280. -
  281. If the player keeps attaining kills to maintain their
  282. buff, they will continue to stay Outlaw until all stacks have been depleted.
  283.