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-   -   Suicide 0.5 (https://www.graalians.com/forums/showthread.php?t=32787)

Colin 12-11-2015 07:23 PM

I'm not saying there is a disadvantage with the current system, I'm just pointing it out because of that system getting kills can be pretty easy so I don't see the need to try and make it even easier.

The current argument(correct me if I'm wrong) is that by performing suicide it some how makes towering easier, but it doesn't. They are still dying and needing to go and defend, out of the two PKing is easier than towering with the way things are and it seems like you think suicide should be taken away so it just makes it easier for you guys to get kills, which again, is already really easy.

If you really want PK's why don't you just go outside Graal City and PK the mobs there? A lot of people say they prefer towers for the challenge PKing gives, well here it is.

I don't get the last paragraph, the whole complaint here is that you are at these towers to PK and PK alone, if you're at the tower to tower then people using the suicide method shouldn't matter because it doesn't affect your ability to take the tower or not.

I see a lot of PK'ers take advantage of the suicide method as well, it's not just something that the defenders do.

If a towering guild attacks a tower because they actually want to tower and not just PK, then this does not affect them.

Distorted_P2P 12-11-2015 07:25 PM

Quote:

Posted by Colin (Post 644106)
Just because you aren't getting every single kill doesn't mean you need to stop, they obviously aren't AFKing if they are being reduced to 0.5 health and than killing them selves.

Use this time to push and reach the flag room and PK them there where they can't just go kill them selves, doesn't matter how many times they do it you can still stay there and keep PK'ing.

Part of the problem is the mind set a lot of PK'ers have, you're already getting really easy kills losing a few kills every now and then isn't the end of the world.

They also aren't getting the upper hand, killing them selves won't make you stop attacking so they still have to deal with it and it doesn't make it any easier for them unless the PK'er leaves - just be more persistent than them.

smfh

Nerdmaid 12-11-2015 07:26 PM

What I was trying to say is that it would be beneficial to introduce this system; I would agree with you, but I find 'mob pking' illegitimate: not trying to start a debate though. The challenge is that they will suicide if you don't kill them that life, or if you don't catch them? I thought it was because 10 people were aiming to kill you, not just a mob of randomly swinging players.

Papi 12-11-2015 07:27 PM

I've been see'ing pker's that run away and kill themselves when they get to .5 as well annoying

Yog 12-11-2015 07:27 PM

Quote:

Posted by Distorted_P2P (Post 644118)
smfh

He made a typo!!! Rofus ban him!!! Down with Colon!!!

Distorted_P2P 12-11-2015 07:28 PM

Quote:

Posted by Yogurt (Post 644121)
He made a typo!!! Rofus ban him!!! Down with Colon!!!

He was supposed to be better THAN that!

Areo 12-11-2015 07:38 PM

I never said that suiciding was wrong or unfair. I do it if someone is targeting/chasing hard when i reach 0.5(this applies to MoD only, since most other towers don't have multiple people pking.) what I did say, however, is that the lantern bit is unfair. SDing instantly isn't fair, the only way to stop it is to arrow to where their bomb is, and you'll be given the kill because of your explosive arrow. I don't mind and never will mind people bombing themselves without the lantern. Or sards spikes, seeing as I explained how you beat that really easily in my previous post. My solution would be to make the lantern not explode the bomb, but another much more passive and arguably better solution would be to make them drop their bombs like they do when they are killed by another player.

Zetectic 12-11-2015 07:47 PM

Quote:

Posted by Areo (Post 644087)
I often have goals like "200 kills today" or "300 kills today".

if u want kills pk in swamp mob. usually est after school time

Quote:

Posted by Dusty (Post 644088)
If anything can possibly make it where if someone kills themselves after being hit by another player within a certain time frame then the last attacker gets the kill.

This can be bypassed though, they'll just have friends kill them. And typically PvP related changes tend to go through Rufus.

i think it would be disastrous to implement time frame stuff and it won't make that much of difference.

Thallen 12-11-2015 07:52 PM

I don't really see it as a problem and never understood why people get bothered over it. It brings nothing negative to the game, it just denies PKers (someone who many people would want to dissuade) what they want. I'd pretty much tell all of my tower guilds to suicide at 0.5 to deny tower PKers kills, and it usually works. Either that, or it makes the PKers dumb mad and they spend 2 hours to get 100 kills.

If the argument is that it's annoying, then look at it from the perspective of the player who is suiciding. I never really see people suiciding in open PK areas like others have mentioned in this thread. It's practically always at towers in my experiences.

I wouldn't care if staff did change how it worked though, I just don't think it's worth getting bothered over. I'm not a PKer though.

Kosiris 12-11-2015 08:06 PM

I'm pretty sure most people who have posted in this thread done this, also IDK about anybody else but killing someone who runs at 0.5 gives me a sense of achievement

Yami 12-11-2015 08:10 PM

bombs

Aguzo 12-11-2015 08:12 PM

The suicides should count for the last person that hit them, which wasn't a tower member.
Also, kills by other members in the guild shouldn't count, as they also are used to not give the pker the kill.

The fact that people do this now is part of the meta for "Just gonna afk and get my hat", so they discourage people from pking.

I hate defending a tower, and no one is trying to take it, even if there are only 5-6 people... Why? Because the guilds usually holding those towers always suicide, or have teammates kill them. Then the pker leaves, because they are just wasting time.

So yeah, last hit by a non-teammate should get the kill.

Yami 12-11-2015 08:16 PM

Quote:

Posted by Aguzo (Post 644142)
So yeah, last hit by a non-teammate should get the kill.

no. just because they are in your guild doesn't mean they kill you to help.

@ alumni arrow war y2k15

also, that script would be awful in sards. js

Nerdmaid 12-11-2015 08:19 PM

Sadly, I think team-mates should still deserve the kill if they hit you at 0.5 / 1.0 and then they suicide, I don't have a problem with that. Just suiciding as an individual- It benefits nobody.

Aguzo 12-11-2015 08:28 PM

Quote:

Posted by Yami (Post 644145)
no. just because they are in your guild doesn't mean they kill you to help.

Arrowing teammates is to not let the pker get the kill, while also getting a kill yourself. It was made with that in mind, instead of dying by spikes. Same goes with bombs.

Why is MoD so popular? Because it's harder to suicide. You go to the flag, and no one really tries to escape to go to some spike. If anyone is that obsessed with not letting you get a kill, then they run away for someone else to get them, but that isn't really always the case in MoD compared to Sards.

Deadwood, MoD, Swamp, what used to be Snow: At flag = no suicides.

Castle, people will run out of flag room at 0.5-1 hp, go into house, kill with bomb.
Now they have full hp, and can continue to pk, without dying.

Sards, spikes.

York was the barrels.

None of these are good, even the pker can do it. Doesn't help anyone enjoy the game. "They do it, so I'll do it too." or "I don't want them to have fun, so I can afk and get my hat."


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