Elysia wrote: ↑Tue May 17, 2022 9:49 pm
Imms in general think in risk vs reward. The risk of someone making off with your eq when you die in PK is exponentially higher than it is in PVE. Which is also why we've cracked down on eq returns and organizing pk between friends, because that too nullifies the risk that is usually associated with pk.
This seems a little over policing to me.
Organized PK can greatly increase the enjoyment of the game. Things that encourage playing should not be against the rules. If a player only wants PK and has a limited availability of time planning to have people as PK opposition is a good way to make sure the player maximizes their enjoyment. I'm not saying "ill stand here so you can kill me for my scalp" just "lets PK at this time, we will be on x side you all be on y side."
Can you define "eq returns." At what point does it become "eq return" literally looting and handing the items back to the character, looting and putting in a rack/ barrel, looting and dropping, leaving in corpse for them to get? I mean QG have a treaty with the TB which allows TB to hunt our applicants as part of "training", but kits MUST be returned. Is our treaty breaking the rules?
I know a lot has been done to make basic kits easier to get. But for a full set with trinkets (and in PK you really have to have them for the most part) it still takes a significant amount of time. Kit loss will always be a risk, but leaving a character's kit somewhere (with the risk that someone else will take it or other things) for someone who died in PK should definitely be allowed. This allows PKers to keep doing what they enjoy in the time they have to play and get that coveted Round 2 redemption!
This also doesnt take into account how much a PvE character can loose in PK as far as saying PK has more equipment lost risk. PvE players tend to have MORE on them when they die. Just see how much Helgi lost to Razhak in a recent rip. When I die and the kit I have for me and my mob is taken I loose 2 sids, red robe, 2 i&g rings, 2 sungwood braclets, bronze belt, mallet, colossal sword, 2 full abs sets, up to 2 bubbling, up to 2 anti fear vial, up to 5 vial, up to 5 tea, up to 2 cup and typically 300-1000gc.
Masaj wrote: ↑Mon May 16, 2022 7:08 pm
I'm going to be honest, I do not understand the perspective that PVE options are not plentiful on this game.
You roll this game back 10-12 years and PK rewards and incentives look about the same with a larger base of players. PVE rewards and options to master via RP/PVE look a whole hell of a lot worse though. You can master characters now where your only "PK" is the avoidance of PK. There have been periods in between where it was easier than now, but it's still pretty easy to get/advance almost any character while largely avoiding PK. Just off the top (some of these things have been adjusted, removed, added, re-adjusted, etc.):
- tps by baerlon, ctfs, jehannah, jafar, iomm
- tps turned into tokens and qps
- cityheads for qps
- baerlon and jehannah for qps
- heralds for qps
- Liaison quests
- Joncask quests
- daily quests
- rares crafted and sold for gold
- rares crafted and sold to weapons buyer for QPs
- gold buying qps for clans
- misc. clan quests
- rotating council quests
You make good points, there are many PVE options, and it is vastly improved from a decade ago. But compare the PvE you listed to PK including considerations like time to complete, #of players to complete, per day caps, total caps etc. I can solo some of the things you listed now, but as a non master trying to solo most of the TP sources is an exercise in futility. As a non master non stabber you can exclude baerlon, jahennah, jafar, iomm, and city heads. The remaining options are severely restricted with qp caps.
For example lets take Joncask? It takes hours to complete them. You need a group to get the smobs. Assume no one else wants any of the items so they can complete a quest. You have reached the cap of once per quest x four quests. Congratulations you have 40 qp, have reached Rank 3 and are 2.4% of your way to master rank.
This discussion also does not take into account qp lost from PK rips. That is, since this is a PK required game, a player who is not proficient at PK will die and will loose clan trinkets. Thankfully I die far less often right now, but when I first hit rank 5 way back in the day, loosing 8qp per rip was a big hit.
PK time to complete is variable and a PKer with limited time can go for quick finish options. As to your point that PK is a push, yes you must have at least 2 players for PK, but the game facilitates PKers finding each other and solo PK is viable for any setup (except maybe that non master abs bash trolloc against a Red Ajah in full dodge Run Away!!! lol). There are no per day caps for qp from PK. There are no total caps for qp from PK. You can get that 40 qp in an hour of play time.
Just to be clear I dont think a cap on QP from PK is at all reasonable, that is just to illustrate how much more the game rewards PK vs other play styles.