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Mortal Online

Mortal Online 

General Discussion  » MO will have stat loss for pks?

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36 posts found
  kishe

Hard Core Member

Joined: 2/28/04
Posts: 1849

firefighter lvl90

 
5/20/09 4:37:19 AM#1

I read a post in MO forums that spoke about stat loss...will MO have it and any idea how severe will it be?

  Axllow18

Apprentice Member

Joined: 1/03/08
Posts: 240

5/20/09 4:42:43 AM#2

From what I've heard you lose stats if your killed while red.

 

But I havent heard anything about how much you lose. I couldnt find it on the forums, maybe someone else knows.

  DarkPony

Steed of Tardcore

Joined: 8/29/08
Posts: 5460

Confident, cocky, lazy, dead.

5/20/09 5:07:41 AM#3

Yeah, I read a few things about it. Check the flagging system for more info: www.mortalonline.com/files/flagging/MO_Flagging.pdf

If I recall correctly the pk'er has to assemble 5 murder tokens to be flagged a murderer (as a victim you can choose to dish out a murder token on your killer through a list which shows the names of those who killed/attacked you recently). When the pk'er dies when flagged a murderer he will suffer a 10% stat loss for 20 hours. There is much more info in that pdf about how ffa pvp will be handled, but remember that the values are still subject to changes.

  adrala

Novice Member

Joined: 2/07/07
Posts: 161

5/20/09 6:15:57 AM#4

 DarkPony pretty close but still untrue :)

 

The statloss system will most likely undergo some changes since the community was not happy with it.

They it was announced was:

Each player that has collected 5 Player kills when dies looses 10% of his skills. Permanetly.

However each kill count wears off with time. I think it was 5 hours per kill.

So is you kill 20 players always respecting these 5 hours you iwll never be flagged as murderer so you will never loose skills when killed.

In exchange the griefers that start killing as soon as logged will quickly loose skills and become an easy pray for PKKs.

 

Also it is important to know that if two guilds are in war the killin between these two guilds are not punished.

 

  DarkPony

Steed of Tardcore

Joined: 8/29/08
Posts: 5460

Confident, cocky, lazy, dead.

5/20/09 6:43:32 AM#5
Originally posted by adrala

 DarkPony pretty close but still untrue :)

 

The statloss system will most likely undergo some changes since the community was not happy with it.

They it was announced was:

Each player that has collected 5 Player kills when dies looses 10% of his skills. Permanetly.

However each kill count wears off with time. I think it was 5 hours per kill.

So is you kill 20 players always respecting these 5 hours you iwll never be flagged as murderer so you will never loose skills when killed.

In exchange the griefers that start killing as soon as logged will quickly loose skills and become an easy pray for PKKs.

 

Also it is important to know that if two guilds are in war the killin between these two guilds are not punished.

 

 

Ouch. Permanently? So you will have to train again to catch up and stand a bigger chance to win a fight, I suppose.

Pretty harsh, to be honest. Though I can imagine a certain crowd not giving a damn about statloss and going for the kill no matter what sanction. But I reckon that group will be a lot smaller than what you see in DF, for instance.

  thinktank001

Advanced Member

Joined: 12/13/08
Posts: 1191

5/20/09 10:33:00 AM#6
Originally posted by DarkPony

 

Ouch. Permanently? So you will have to train again to catch up and stand a bigger chance to win a fight, I suppose.

Pretty harsh, to be honest. Though I can imagine a certain crowd not giving a damn about statloss and going for the kill no matter what sanction. But I reckon that group will be a lot smaller than what you see in DF, for instance.


 

 

If it effects both primary and secondary skill that will be a big hit.  I almost think that it is too harsh, but then if you look at the types of players that prefer to play as griefers they normally don't really care about stats.   I like the idea that they offer some room with the tokens, but I sure hope the tokens must be handed out after death and before revival.  It would kind of suck to become a murderer while your crusing through town.

  kishe

Hard Core Member

Joined: 2/28/04
Posts: 1849

firefighter lvl90

 
5/20/09 10:48:23 AM#7

it will limit newbie ganking so yeah, griefers will probably stay in DF.

 

PvPers can just declare war on every guild in MO.

  Vinterkrig

Advanced Member

Joined: 1/22/07
Posts: 1521

5/20/09 10:49:41 AM#8

yes, there are a ton of carebear roleplayers on the MO forums pulling for lots of garbage to be added into a what seems to be awesome game

  Balkin31

Apprentice Member

Joined: 6/14/06
Posts: 193

5/20/09 12:00:59 PM#9
Originally posted by DarkPony
Originally posted by adrala

 DarkPony pretty close but still untrue :)

 

The statloss system will most likely undergo some changes since the community was not happy with it.

They it was announced was:

Each player that has collected 5 Player kills when dies looses 10% of his skills. Permanetly.

However each kill count wears off with time. I think it was 5 hours per kill.

So is you kill 20 players always respecting these 5 hours you iwll never be flagged as murderer so you will never loose skills when killed.

In exchange the griefers that start killing as soon as logged will quickly loose skills and become an easy pray for PKKs.

 

Also it is important to know that if two guilds are in war the killin between these two guilds are not punished.

 

 

Ouch. Permanently? So you will have to train again to catch up and stand a bigger chance to win a fight, I suppose.

Pretty harsh, to be honest. Though I can imagine a certain crowd not giving a damn about statloss and going for the kill no matter what sanction. But I reckon that group will be a lot smaller than what you see in DF, for instance.


 

It's only permanent if you never raise that skill again.. You can simply start training the skill after losing some it.. it's not a big deal.... Just dont die as a PK with a murder count...

 

 

  Balkin31

Apprentice Member

Joined: 6/14/06
Posts: 193

5/20/09 12:04:42 PM#10
Originally posted by adrala

 DarkPony pretty close but still untrue :)

 

The statloss system will most likely undergo some changes since the community was not happy with it.

They it was announced was:

Each player that has collected 5 Player kills when dies looses 10% of his skills. Permanetly.

However each kill count wears off with time. I think it was 5 hours per kill.

So is you kill 20 players always respecting these 5 hours you iwll never be flagged as murderer so you will never loose skills when killed.

In exchange the griefers that start killing as soon as logged will quickly loose skills and become an easy pray for PKKs.

 

Also it is important to know that if two guilds are in war the killin between these two guilds are not punished.

 


 

Adrala here is right, while this may be the system for now the devs have stated that this is going to be up for review during beta. So changes may be coming depending on how that all turns out!

 

 

  EricDanie

Tipster

Joined: 2/10/05
Posts: 2127

5/20/09 12:06:45 PM#11

Nice to know. You know, things like this make the difference between a true PK (which is an art in these games) and a sissy griefer that likes to repeatedly kill random people in lowbie areas and feel like their good. This way only true PKs will follow the path of being an outlaw, only a minority is supposed to take this path, otherwise you have a retarded gank grief fest.

  Vinterkrig

Advanced Member

Joined: 1/22/07
Posts: 1521

5/20/09 12:18:58 PM#12
Originally posted by EricDanie

Nice to know. You know, things like this make the difference between a true PK (which is an art in these games) and a sissy griefer that likes to repeatedly kill random people in lowbie areas and feel like their good. This way only true PKs will follow the path of being an outlaw, only a minority is supposed to take this path, otherwise you have a retarded gank grief fest.

 

there are no levels, so no lowbie area, maybe a nooby area... but 20 noobs should be able to kill 1 griefer ;P

 

but all n all, don't play full pvp games if you can't deal without being ganked, seriously

  DarkPony

Steed of Tardcore

Joined: 8/29/08
Posts: 5460

Confident, cocky, lazy, dead.

5/20/09 12:58:17 PM#13
Originally posted by Vinterkrig
Originally posted by EricDanie

Nice to know. You know, things like this make the difference between a true PK (which is an art in these games) and a sissy griefer that likes to repeatedly kill random people in lowbie areas and feel like their good. This way only true PKs will follow the path of being an outlaw, only a minority is supposed to take this path, otherwise you have a retarded gank grief fest.

 

there are no levels, so no lowbie area, maybe a nooby area... but 20 noobs should be able to kill 1 griefer ;P

 

but all n all, don't play full pvp games if you can't deal without being ganked, seriously

Sure, but though I love to gank myself, there have to be certain pennalties. A complete gankfest where nothing can be achieved without dying many times would limit the sandbox realism to this game.

Take a real life 'sandbox' like the midwest a few centuries ago; sure you had highwaymen and robbers but they weren't waiting for you behind every single friggin' bush. 

I agree that pvp should always be an option and that is how the MMO team thinks about it too, but they are rightly trying to keep the amount of it more realistic compared to games like DFO.

I think that is great :) It will mean a bigger division between those who choose to be lawfull and those who choose not too. It permits the evil bastards among us to wear their murderer badge with 'honor' :>

  kishe

Hard Core Member

Joined: 2/28/04
Posts: 1849

firefighter lvl90

 
5/20/09 3:27:47 PM#14
Originally posted by DarkPony
Originally posted by Vinterkrig
Originally posted by EricDanie

Nice to know. You know, things like this make the difference between a true PK (which is an art in these games) and a sissy griefer that likes to repeatedly kill random people in lowbie areas and feel like their good. This way only true PKs will follow the path of being an outlaw, only a minority is supposed to take this path, otherwise you have a retarded gank grief fest.

 

there are no levels, so no lowbie area, maybe a nooby area... but 20 noobs should be able to kill 1 griefer ;P

 

but all n all, don't play full pvp games if you can't deal without being ganked, seriously

Sure, but though I love to gank myself, there have to be certain pennalties. A complete gankfest where nothing can be achieved without dying many times would limit the sandbox realism to this game.

Take a real life 'sandbox' like the midwest a few centuries ago; sure you had highwaymen and robbers but they weren't waiting for you behind every single friggin' bush. 

I agree that pvp should always be an option and that is how the MMO team thinks about it too, but they are rightly trying to keep the amount of it more realistic compared to games like DFO.

I think that is great :) It will mean a bigger division between those who choose to be lawfull and those who choose not too. It permits the evil bastards among us to wear their murderer badge with 'honor' :>

 

in midwest few centuries ago highwaymen and robbers had all permadeath turned on..MO doesnt have that so they have to balance it in other ways, hehehe

 

 

  Rohn

Elite Member

Joined: 7/02/08
Posts: 2871

5/21/09 3:37:29 AM#15
Originally posted by Vinterkrig
Originally posted by EricDanie

Nice to know. You know, things like this make the difference between a true PK (which is an art in these games) and a sissy griefer that likes to repeatedly kill random people in lowbie areas and feel like their good. This way only true PKs will follow the path of being an outlaw, only a minority is supposed to take this path, otherwise you have a retarded gank grief fest.

 

there are no levels, so no lowbie area, maybe a nooby area... but 20 noobs should be able to kill 1 griefer ;P

 

but all n all, don't play full pvp games if you can't deal without being ganked, seriously


 

An FFA PvP game doesn't necessarily have to be a land of psychotic anarchy.  There can and should still be some sort of social contract that is observed and enforced by the game.  Otherwise, you have Darkfall... and no one wants that.

But you sound like a tough guy.  So, if you're tough enough, I guess you should be able to handle the consequences of your griefing, right?

Hell hath no fury like an MMORPG player scorned.

  DarkPony

Steed of Tardcore

Joined: 8/29/08
Posts: 5460

Confident, cocky, lazy, dead.

5/21/09 3:41:46 AM#16
Originally posted by kishe

 

in midwest few centuries ago highwaymen and robbers had all permadeath turned on..MO doesnt have that so they have to balance it in other ways, hehehe

 

 

Exactly :>

  Zyllos

Apprentice Member

Joined: 9/11/05
Posts: 487

"You do not get old and stop playing, you stop playing then get old." -- Benjamin Franklin

5/21/09 3:54:17 AM#17

As a member of the community over there, what Darkpony has said it the basic jist of it. Some of the developers played UO, pre-trammel (of which I have no idea, never played UO) and explained that when you murder people, you become a red. The reds basically gives the players an indication that, "Hey, this character is an evil doer in some form or fashion." which allows players to react accordingly. The stat penality is there to help alliveate the endless ganking of people because lots of people do not want to take the risk of losing stats. There will be those who will want to stay red and that is completely viable.

The only issue with the mechanic is that some people will want to only gank those who are either weak or knowingly less skilled so that they have the least amount of risk. How the mechanic is set up, it enables such actions. A lot of people are afraid the mechanic will not hurt those who are wanting to gank people with low hp or just starting anew. This may not be an issue if the game is truely player skill based and even the newbie can own a veteran if that newbie can play well.

MMOs Played: I can no longer list them all in the 500 character limit.

  Spoonpott

Novice Member

Joined: 1/11/09
Posts: 183

5/21/09 12:08:36 PM#18

As long as they balance it so that:

-Murderers are a minority of the playerbase.

-Murderers are actually good PVP'er and not just eve-like gatecampers.

-The stat loss can be fully recovered - in the long run.

-Good risk/reward for being a murderer.

Then the system should avoid mindless gankfests.

The rules of Debate are really simple; once you have to stoop to insults instead of facts, logic, or reason to try and win your argument, you've lost.

  MindTrigger

Elite Member

Joined: 12/19/07
Posts: 1142

5/21/09 12:13:07 PM#19
Originally posted by Vinterkrig

yes, there are a ton of carebear roleplayers on the MO forums pulling for lots of garbage to be added into a what seems to be awesome game

 

Even though this is a PvP focused game, it is also a seriously robust sandbox game, so if you are worried about "carebears", go play something else, kid.

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  Rohn

Elite Member

Joined: 7/02/08
Posts: 2871

5/21/09 3:41:10 PM#20
Originally posted by MindTrigger
Originally posted by Vinterkrig

yes, there are a ton of carebear roleplayers on the MO forums pulling for lots of garbage to be added into a what seems to be awesome game

 

Even though this is a PvP focused game, it is also a seriously robust sandbox game, so if you are worried about "carebears", go play something else, kid.


 

Exactly!

Hey, this game isn't for everybody, as they say.  In this case, that might mean it's not for mindless griefers, so they should probably look elsewhere.

For griefing and shallow gameplay, DF is ===> way....

Hell hath no fury like an MMORPG player scorned.

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