"Crowd boosting" (or whatever you want to call it. I don't consider it "boosting") has been going on for the entirety of my time playing Graal. It's already been nerfed with the changes to bombs/arrows that make them unspammable.
What happened to the diminishing returns suggestion? Seems very simple to me. If you kill x player y times within z seconds, you don't get credit for killing that player for the next certain amount of minutes.
That's the absolute simplest way of putting it. Either way, I don't care in the least. I just wanted to stop talk of the possibility of warp-on-death even being considered. I don't pk. I find PK in classic very boring. Towers, sparring, all of it. I'm just not interested and I never will be.
I also don't think fairness really matters when it comes to the scoreboards because the people on top are those who will always find that grey area between fair gameplay and poorly-thought-out-mechanic abuse, also these are the people that play 8 hours a day to begin with. So does it really matter? Do these "exploitations"
really matter?
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Not having respawns from the beginning was a mistake, it has spoiled players and from a gameplay and development point of view makes no sense.
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I was about to tear into you for making this statement, until I remembered that part of why I find PK so insufferably
boring is the whole "everyone's equal" gameplay philosophy.
I stand by my idea of giving the next area to open less "friendly" pk mechanics. Ability to find additional heart pieces, spawn-on-death, drop gralats-on-death, progressive weapons, weapon upgrades, spells, more weapons! Just keep it in its own reserved area (which would continually be added to), and everybody wins.
That is my solution. Add the stuff a large sector of the player-base wants, just keep it separate from the current stuff.