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-   -   Killing yourself at 0.5 (https://www.graalians.com/forums/showthread.php?t=35386)

Kosiris 04-28-2016 04:55 AM

Quote:

Posted by Aguzo (Post 699771)
No one is saying that suiciding to defend faster is bad.

Suciding or having a teammate kill you is bad. Denying kills is bad. I used to pk at castle, then heal with the pots in top left room, next to the fountain. Everyone would go crazy.

You can suicide to defend faster, but the last person that registered a hit, and is not a guild member, ally, bomb, arrow, baddy should get the kill.

Quote:

Posted by Kosiris (Post 699180)
"I should get a kill for almost killing person A, even when I don't slash my sword at him at 0.5HP and actually kill him!", flawed logic right there

omg...

Areo 04-28-2016 04:57 AM

Quote:

Posted by Aguzo (Post 699780)
Because people are abusing it. They fight against the pker. The pker gets them to 0.5 or 1hp, and then they run away to the suicide, and repeat. They get their teammate to arrow them, use a bomb, or a spike.

You can use it as a strategy to get to the flag and defend faster with full hp, and the last person who isn't a teammate should get the kill.

As kosiris said, why give them a kill they didn't actually do? Besides, that system is flawed. Instead of suiciding themselves they will just have someone sit off-tag and collect the kills instead. No system that I can think of will actually work for this, though im biased becuase I don't feel one is needed.

As a pker, it's your job to stop them from doing this. It isn't the massively difficult thing the anti-suiciders act like it is. It is as simple as swinging at a door, or hitting the flag so they can't go and suicide. Or throwing a bomb of yours so when the bombs explode you get the kill.

Skyzer 04-28-2016 04:59 AM

Stop ****ing walking into fire. You could kill yourself with bombs since Graal was made, and it's never been changed because only newbs kill themselves with bombs.

NEWBIES

Aguzo 04-28-2016 05:06 AM

I don't see what's wrong with getting the kill, when you got the player to 0.5, and they run away and suicide, or give their teammate the kill (which is boosting kills).

A lot of guilds at sards have done this. Teammates will line up, and let their buddies areow them to deny a pker the kill.

If you want, let your guildmate arrow you for your strategies, but the pker who registered the last hit should get the kill.

A lot of people in sards (from my experience) have done this. Makes me not want to pk, after getting them to 0.5 consistently, then they let other members get the kill from arrows. Pking becomes super slow, and makes you want to go somewhere else.

Areo 04-28-2016 05:43 AM

Quote:

Posted by Aguzo (Post 699841)
I don't see what's wrong with getting the kill, when you got the player to 0.5, and they run away and suicide, or give their teammate the kill (which is boosting kills).

A lot of guilds at sards have done this. Teammates will line up, and let their buddies areow them to deny a pker the kill.

If you want, let your guildmate arrow you for your strategies, but the pker who registered the last hit should get the kill.

A lot of people in sards (from my experience) have done this. Makes me not want to pk, after getting them to 0.5 consistently, then they let other members get the kill from arrows. Pking becomes super slow, and makes you want to go somewhere else.

With how arrows used to be, I could understand the annoyance(and with how old sards was). But since arrows don't go through things anymore, you don't have this problem nearly as much. But tbh, with all of the balancing updates done recently, I just don't see the need for something like that.

But, ultimately it isn't up to me anyway.

Bryan* 04-28-2016 02:24 PM

Friendly-fire should not be considered a valid reason to raise your PK Stats. If they arrow or bomb someone on 0.5 (the person will indeed die BUT it won't count as a kill).

Brett 04-28-2016 05:47 PM

Not a fan of the killing guildmates either...idk seems cheap. I can definitely see why you do it though. I don't think people holding sards should be able to kill themselves on spikes though. I think bows/bombs could be disabled in towers and that could be a reasonable solution instead of 'last person to hit gets the kill' if this ever happened. I know some people will say this is part of strategy .etc, but I doubt it would change too much from happening/changing tower wise tbh.

Numbrero 04-28-2016 06:03 PM

Hmm... Would be useful... But, I do like taunting people that run away at 0.5 in Swamp Tower...

deadowl 04-29-2016 04:45 AM

Quote:

Posted by Areo (Post 699836)
As kosiris said, why give them a kill they didn't actually do? Besides, that system is flawed. Instead of suiciding themselves they will just have someone sit off-tag and collect the kills instead. No system that I can think of will actually work for this, though im biased becuase I don't feel one is needed.

And that's why I said it's a better system, assuming it's tied to AP, to respawn a player at the same health in the case of a death where no one gets a kill. Suicides and TKing for the sake of annoying other players is antisocial.

Also keep in mind that having someone sit off-tag to collect kills is against Graal's TOS and will result in a ban.

Quote:

As a pker, it's your job to stop them from doing this. It isn't the massively difficult thing the anti-suiciders act like it is. It is as simple as swinging at a door, or hitting the flag so they can't go and suicide. Or throwing a bomb of yours so when the bombs explode you get the kill.
I repeat, suicides and TKing for the sake of annoying other players is antisocial. It literally makes the game less fun.

Quote:

Posted by Areo (Post 699486)
Imagine the death loop you could get into @ Sardon's spike room.(if im understanding what Deadowl said correctly.)

Maybe you should just consider the fact that you suck at towering Sardon's if you found yourself stuck in a death loop there.

Noxious 04-29-2016 01:31 PM

Quote:

Posted by deadowl (Post 700139)
Maybe you should just consider the fact that you suck at towering Sardon's if you found yourself stuck in a death loop there.

You really can't imagine how annoying it would be to try to attack Sardon's? Make it past the first room with only 0.5, spike hits you and you go all the way back to start with only 0.5

There's no need to make that tower unbalanced again

Also, as for suicides and TKing being annoying, I don't see the issue. You realize that pkers are annoying the towering guilds in the first place by pking them? They pose no real threat to the flag, yet the guilds are still forced to deal with them. They have every right to try to get them to leave.

Aguzo 04-29-2016 05:03 PM

Just gonna boost 0.5 kills at tower, after the attackers put in 5 hits.

Who cares if it's ultimately making less people pk at them?
The easier the 1k, the better.

PigParty 04-29-2016 06:10 PM

Classic: selling suicide vests! 100 gralats each! Kill yourself at .5 health with the click of a button!

Go kamikaze on everyone.

Livid 04-29-2016 06:44 PM

Quote:

Posted by PigParty (Post 700266)
Classic: selling suicide vests! 100 gralats each! Kill yourself at .5 health with the click of a button!

Go kamikaze on everyone.

isis!

deadowl 04-30-2016 12:07 AM

Quote:

Posted by Noxious (Post 700195)
You really can't imagine how annoying it would be to try to attack Sardon's? Make it past the first room with only 0.5, spike hits you and you go all the way back to start with only 0.5

There's no need to make that tower unbalanced again

You could make it so the respawn position of the flag-holding guild is below the spike room, which would effectively make the spike room a bottleneck for all guilds. You could make it so the spikes have to be triggered by players in order for them to attack and do any damage, which would make someone worthy to assign a kill (or tk); heck, you can make it require 0.5 hearts to even use the spikes as an attack method. You can increase the size of the spike room to make it easier to avoid the spikes. It's not like changing the AP system to incorporate suicides can't be accompanied by other minor changes.

TD* 04-30-2016 12:28 AM

If the other player disconnects at 0.5 in a spar match, should you get the win?


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