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Friendly-fire should not be considered a valid reason to raise your PK Stats. If they arrow or bomb someone on 0.5 (the person will indeed die BUT it won't count as a kill).
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Not a fan of the killing guildmates either...idk seems cheap. I can definitely see why you do it though. I don't think people holding sards should be able to kill themselves on spikes though. I think bows/bombs could be disabled in towers and that could be a reasonable solution instead of 'last person to hit gets the kill' if this ever happened. I know some people will say this is part of strategy .etc, but I doubt it would change too much from happening/changing tower wise tbh.
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Hmm... Would be useful... But, I do like taunting people that run away at 0.5 in Swamp Tower...
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Also keep in mind that having someone sit off-tag to collect kills is against Graal's TOS and will result in a ban. Quote:
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There's no need to make that tower unbalanced again Also, as for suicides and TKing being annoying, I don't see the issue. You realize that pkers are annoying the towering guilds in the first place by pking them? They pose no real threat to the flag, yet the guilds are still forced to deal with them. They have every right to try to get them to leave. |
Just gonna boost 0.5 kills at tower, after the attackers put in 5 hits.
Who cares if it's ultimately making less people pk at them? The easier the 1k, the better. |
Classic: selling suicide vests! 100 gralats each! Kill yourself at .5 health with the click of a button!
Go kamikaze on everyone. |
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If the other player disconnects at 0.5 in a spar match, should you get the win?
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so much on this game creates the same "antisocial" environment. Stealing Gralats is antisocial, yet people aren't searching for a fix(yet). Quote:
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But for a real argument, this update is mostly for the newbies who can't get suiciders easily. Do you realize that they do suck at Sards, so that indeed will be a problem for them? Noobs could and would get in death spirals at Sards because of this. All I see this doing is making Pking more annoying at certain places. |
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You can still run all your strats.
Just that the pker gets the kill, not you, your guildmates, or spikes. What is so hard to understand, that you can suicide, but the kill goes to the pker who registered the last hit. Bombs are worth 15g... if you are a farmer, you should have enough money to buy more. Why make excuses, when there is no need? Pker should get the kill. People mostly suicide, at least against me, just so I won't pk them 24/7. |
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My other concern is still the how quickly you would rack up deaths at destiny and sards, since getting killed by the spikes is still relatively easy. |
I feel like someone managing to kill himself at 0.5 is a skill part of pking i wouldnt remove or try to fix it personally.
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it's not even a big deal...
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Id only say remove teammates getting the kill on you with arrows or bombs so it's only used as a tower technique to make sure your members are always on full hp. You shouldn't be given the kill for something you didn't even do.
When I pk (barely) it's usually towards a goal, if someone suicides then it just backfires onto them since I'll just be pking longer until I get my goal. Pkers should have that mindset coming into a tower to pk, or just plain and simple - get good? |
I think bombs and arrows should hit teammates... Otherwise they could just arrow a side of the flag where attackers and defenders are hitting it, and it will knock all the attackers off, while leaving their teammates there to continue hitting it. I don't see the problem with suiciding... I mean people get hundreds of PKs each day, is 1 person suiciding really a big deal? If you can't get them when it counts, you shouldn't get the kill.
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Arrows that are able to affect your enemies, including other players, baddies but not your own team mates? What are they made of pure steel?
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I never said they won't hit your teammates....I just said you wouldn't get the kill for it
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Because friendly-fire is a valid reason to boost my PK stats. |
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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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1 pker attacks. I get 1 kill. I have 15 members on 0.5, I get 15 kills. |
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. |
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. |
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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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... |
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. |
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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At castle, I would use the pots to heal. Then they added ap. I would spam bombs to heal, then they added bomb drops. http://i.imgur.com/Dues5Bz.gif 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. |
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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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. |
They still get a death for dying.
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"Suicide is never the answer."
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Anybody that has raged in-game knows that when you rage you become an easier player to beat. Quote:
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What if team killing or killing yourself spawned/warped you outside of the tower? It could possibly discourage players from doing it more often (a tiny bit) since it wouldn't be as beneficial to them for doing it like it is now.
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Zeroos is pretty good tho
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People were running their strategies, so I decided to start recording.
Total Suicides in 1 hour at Sards: 19 (Didn't count the team kills, and the deaths that I wasn't there to witness) Note: It isn't always that low. Just letting people know that it happens, and sometimes guilds as a whole will run away and deny any kill. David Suicide Count: 9 Spoiler
Extra People, Few Suicides Count: 10 Spoiler
Aguzo Suicide Count: 4 (2 by accident, but I'll count them) Spoiler
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lol dont tower. if u wanna pk, go to swamp pond.
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Good strat to annoy pkers to get them to rage and stop pking
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