phatfinger5
Glowing Redstone
- Joined
- Sep 25, 2013
Well the second guy had fireballs... The first has been trying to kill me.... And wondering if you like my idea?
You could always take my idea into account if you're trying to go more RPG and less PVP you can make it so that you need a valid Roleplay reason to attack/kill someone.. I've seen it done in many RPG servers and those servers are great.We are working to deter this behavior. We may outright just stop giving exp on pvp kills. I'm not certain.
Your idea about the crafterlike class sounds like a factions mod (Factions mod isn't too badif you put restrictions and rules on it) and the highwayman just sounds like a person you can be in RP.Well the second guy had fireballs... The first has been trying to kill me.... And wondering if you like my idea?
I just realized that does sound like factions for the crafter thing, but you can level up and get buffs for it so you can get attacked in it less, or the do less damage in it, but can still break stuff etc.Your idea about the crafterlike class sounds like a factions mod (Factions mod isn't too badif you put restrictions and rules on it) and the highwayman just sounds like a person you can be in RP.
You could hide it under obsidion as they would need a diamond pickaxe to mine it and replace it, and they can't use dia picks right away so they would be greifing. Then again you can't use it right away either... Just realized that and now feel dumbYou can remove blocks to look for chests (as long as you replace them)
I'm not really into pvp, but maybe making XP proportionate to the level of your opponent is worth considering. So basically if a lvl 12 kills a lvl 10 he gets decent XP, but if a lvl 20 kills a lvl 10 then next to nothing. Just a thought.We are working to deter this behavior. We may outright just stop giving exp on pvp kills. I'm not certain.
I have a suggestion that I think would deter this behavior as well as eliminating GY camping, as well as some other PvP balancing issues. Not quite sure how you would code it but I think its doable. Imagine a system where, when a player Kills another player within 2 levels of themselves They are awarded 40 exp. Exp then scales up or down based on level to level comparison between the players. For the first 20 levels it scales by 4 exp if killing up and 2 exp if killing down, from then on it scales by 8 or 4 respectively. Say for instance a level 32 Ranger kills a Level 34 Beguiler 40 exp is awarded. That same 32 ranger Kills a lvl 42 Dragoon they receive 80 exp. A lvl 32 Ranger kills a lvl 54 paladin they receive 120 exp, a lvl 64 wizard they receive 200 exp. On the flip side if the 32 ranger kills a lvl 20 ranger they receive only 20 exp, a level 10 ranger 0 exp. If they kill a lvl 10 lost soul they lose 120 exp.We are working to deter this behavior. We may outright just stop giving exp on pvp kills. I'm not certain.