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04-30-2016
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76 |
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Verified ✔️
Join Date: Nov 2014
Location: M.I.A
Posts: 3,408
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04-30-2016
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77 |
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PigParty🐷
Join Date: Apr 2013
Location: PigPen
Posts: 2,913
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04-30-2016
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78 |
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Bloodvayne
Join Date: Nov 2012
Posts: 4,087
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i don't like friendly fires. when i was noob, i was in this admin guild and there was a lead (who later he became GP) he attacked vulnerable underlings for his own sake. he arrowed mostly .5 ppl (if tower was quiet, .5-1.5) and no exception during the combat?? so i got pissed one day and attacked him back, then he kicks me out. lmao. later the leader recruited me back, but this guy didn't stop for a quite awhile. |
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04-30-2016
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79 |
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Verified ✔️
Join Date: Nov 2014
Location: M.I.A
Posts: 3,408
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04-30-2016
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80 |
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Enguard & Alumni
Join Date: Sep 2011
Posts: 5,773
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PKers and sparrers are extremely pretentious when it comes to making suggestions... Massokre is the only person ITT that approached it from a gameplay perspective, suggesting it promotes "antisocial" behavior and how that might be negative for the game... Even then, I disagree. This revolves entirely around PKers being frustrated that they can't get kills off of players that don't want to give them to them. PKers will tell you that you're lame because you choose to PK somewhere like Graal City or the Angel Clan pond, because it's their preference not to PK there. PKers will tell you that you're lame because you deny them kills when they're PKing you at your tower, because it's their preference not to do it. It sounds a lot like, "You have to PK where we want you to and you have to do it the way we want you to." That's fine, but staff don't have to validate your random, player-made rules... The only suggestion I'm seeing that's even half-reasonable is making it so that same-guild kills do not raise your kills. Again though, it seems pretentious and unnecessary, but it's a lot more sensible then randomly giving the kill to the last player that hit you. |
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04-30-2016
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81 |
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Registered User
Join Date: Jan 2012
Posts: 732
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I agree, people can PK anywhere, angel clan, or anywhere. But I do think the system should give the kill to the person who hit last if they suicide after. On other servers they fix this: like era, you can't run into a NON PK building and eat, they allow players to keep killing you in NON PK area's if they were previously killing each other. It is annoying and discouraging to be killing somebody for 30 seconds just so they can run away into a baddy at .5... It's annoying because you should be awarded that kill for hitting them last. |
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04-30-2016
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82 |
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Registered User
Join Date: May 2013
Posts: 3,027
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I used to pk, especially in castle and sards. People always arrow their friends for easy kills at 0.5. These are the strategies people love to use in towers. Kills going to the last registered hit from a non-ally/item/spike/baddy would definitely make pk fun for a lot of people, especially for me. It's lame when people deny kills, and I stopped doing that. Sards Even though I used to run away at 0.5 - 1hp, people do this all the time now. You get their health low, and they run away. They either run away into the spike room, or they leave through the entrance, enter their house, and bomb themselves. Castle When at castle, people will get kills in the flag room, run outside, enter house, and die. The defenders don't get the kill, because of this, and a lot of defenders will do the same thing. Destiny People will fall through the holes, and kill themselves with the spikes. York Run away into the barrel room, and kill themselves with the explosions. Other than that, the other towers like MoD, Swamp, and Snowtown were never that crazy on denying kills through suicides. Just make the kill go towards the pker, not the guildmates, allies, or spikes. It's annoying when you are getting kills very slowly, because every defender just keeps running away, or giving the kill to their friends. I got that person from 3hp to 0.5, and the kill goes to their friends. Ridiculous. You can keep doing your strategies of having full hp in flag room, just give the kill to the person who actually worked for it. |
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04-30-2016
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83 |
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:pluffy:
Join Date: Aug 2011
Location: Sweden
Posts: 5,945
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04-30-2016
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84 |
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Enguard & Alumni
Join Date: Sep 2011
Posts: 5,773
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Wat? I'm sure you understand the way kills work is that the person who hits them at 0.5 gets the kill. There is no "working for it" past that. PKing has never been some organized, 1-on-1 activity where one side is the definitive loser or winner... That's sparring. What happens if I follow you around, watching you PK, and I hit every player you get to 0.5? Does the new suggestion become "kills should now go to the player that hit them the most?" What happens when you're PKing at my tower and someone else is there and I run to PK them at 0.5? These rules are just dumb and exploitable, as is trying to make PKing more and more like sparring. If you want to do organized PvP between two players, we have something for that... |
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04-30-2016
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85 |
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Registered User
Join Date: May 2013
Posts: 3,027
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What I mean is, allies and guildmates shouldn't be able to get the kill at 0.5hp, when a pker dropped them down to that from 3.0hp. The guild member or ally can arrow them in order to get them back to full hp, but the kill should go towards the pker who hit last. Not talking about a pker stealing a kill from another pker who worked hard. I'm talking about guild members boosting kills off of each other, after the pker got them to 0.5. The defender runs away and gives the kill to their friends. Needs to be stopped. |
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04-30-2016
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86 |
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Hyrule Knights
Join Date: Sep 2012
Location: In your head 24/7
Posts: 6,348
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As someone that never pk'd for stats I never cared about healers and suicides. Chasing people was part of the fun. Shout out to BlackStarr, Fork, Jonepi/Yonchan, L3GAYCY and all the unknown runners I encountered throughout my pk'ng days. |
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04-30-2016
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Registered User
Join Date: May 2013
Posts: 3,027
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At castle, I would use the pots to heal. Then they added ap. I would spam bombs to heal, then they added bomb drops. ![]() Back to my point. It discourages people from pking at the tower, if the defenders keep on killing each other, while you keep getting them to 0.5. It certainly makes me want to not pk. I think that's what op is saying as well. It's annoying, and just ruins the game for a lot. Easier to just spam sword in mobs, and MoD. |
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04-30-2016
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88 |
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Banned
Join Date: Sep 2011
Location: New Hampshire, United States
Posts: 3,135
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The entire time week that I played on Facebook Classic, I just PK'd at towers. I was #1 on the daily kills board every day. The point of PKing is to get kills. If they run and kill themselves to deny you kills they are just going to lose the tower, anyway.
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04-30-2016
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Registered User
Join Date: Jul 2014
Posts: 783
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Meanwhile, having a stronger negative side-effect as an effect of team kills, suicide, or accidental death (other than the D count) would add higher stakes to performance at 0.5 hearts. It would add a level of tension not to screw up when you or someone in your guild is not at low health. Tension is an extremely strong gameplay element (which of course would be even better exemplified with match-based towering, but again, that's another discussion). Fighting Gannon when he can kill you with one more hit? That's a rush. |
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04-30-2016
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90 |
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Banned
Join Date: Sep 2011
Location: New Hampshire, United States
Posts: 3,135
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They still get a death for dying.
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