The delay should be a universal action timer for everyone. Treated the same as double clicking any other usable item. The effect of this would be minimal. -- The game already cancels any actions that you prepare before you come through a gate or teleporter, whether you cancel them yourself by double clicking the gate (thus removing any targetter) or by walking into the gate (in which case the game itself cancels the targeter. A two second delay would NOT stop anyone from macro targetting immediately after using a gate/recall, as targetting is not considered an action by the game, but just as gating/recall won't allow you to magically travel with a readied spell, a two second delay WOULD/SHOULD stop people from immediately issuing orders to pets, as well as delay any attack action by two seconds (but again, not the targetting itself.) So basically, you could ready all your attacks and begin positioning, and then everything would be as normal two seconds after gating/recalling in somewhere. This would not effect a red/blue being attacked anywhere/anytime, because the game automatically targets AND attacks anyone (PvP or PvM) as soon as any type of combat starts. This would also in no way effect pets that are set to guard, as they would simply retaliate if their charge was attacked. it also should not stop anyone from casting a spell, as spells already have their own timers, plus the delay of crossing the screen before they take effect. (And you can't gate or recall with one redied beforehand anyway.) Explicitly, this change would stop tamers from immediately auto attacking with a horde. And it would stop the immediate initiation of an attack, but not retaliation against one, or any movement. -- This is complicated, I'm leaving out a bunch of mechanics here in the hopes that people understand the difference between being a standing target and an engaged target. ... There is no crim timer on making a gate after performing a criminal act. You, however, may not recall or use wild moongates for 3 minutes. -- Although this 3 minute timer has seemed inconsistent at best, but I did just test it twice with no difference in the crim decay. I've suggested that the crim timer for performing a negative act is one thing, but that the crim timer for actually killing someone should be around 10-15 minutes. I've also suggested that gates be barred to any criminal just as recall and wild gates are. I have also suggested that reds should be considered criminals for the duration of their status as a marked red. ... The thread I found on counts was arguing to have the decays further reduced, not increased. I will take another stroll around, and see if I can find one that is arguing otherwise. ... I was also arguing about bounties at one point, and Idk who pointed out that bounties would likely simply be cashed in by alt chars, but I stopped vouching for that because it seemed rather likely that this would happen. I also heard suggestion that reds should have to pay off their own bounties, as this would negate any abuse of the system -- I currently agree with that standpoint. Perhaps if guards did not attack GREYS in town, the bounty system could be revised to allow REDS to pay their way to GREY upon res. Thus allowing these players into the cities until they decide to become marked red again. Thus, they could do anything they wanted, as long as they were out of the sight of guards. (IThis may be a very bad suggestion, I've heard it told that guards can see quite a few tiles off screen, through walls, and etc.)
Nope the effect would be monumental, my guy how are you not comprehending the arrogance of your statements? This game has been around for 20 years, do you not think that all of this shit has been tried, trialled and scrapped already by hundreds of shard developers? What makes you think that you're the first person to come up with this idea and that we are allllllllll wrong for not wanting it? Question for you my guy, say I'm in a faction, say my homeboy gates to a faction pvp hotspot, we all jump through the gate and come out facing an equal amount of opposing busters, with your idea we now can't do anything for two seconds? Any decent squad can sync up an explo gank squad and land it in those two seconds. were now all dead, because of you, and captain planet and the planteers are now raggo with you guy. Another example of how butt this idea is, say your a tamer with two dragons about to gate to elder gazers, two PK's are there, they see your gate, they dispel your gate and load explo, before you can get your guys to attack you gotta pause for two seconds. You're gonna get ate. Say your a thief, a legit play class thats massively nerfed already say you catch a stack of plat coins from a guy farming and don't fancy sticking around to make out with him or his dragons, with your idea they can't cast gate and deposit the loot in their drop box and gotta run around for a bit before they can handle biz. Say your a Red, out doing your thing, you kill someone in a 1v1 at 10 people roll deep on you, you can't cast a gate to escape? Where do you think these gates go to anyway my guy? Theres no safe spot that reds go to, no one gates into there fucking CY, they gate to outside there house, they still gotta get in. Snap dragon showed you how to fuck with them and handle that situation. This place is never ever going to cater to any sort of trammel delusions. This place has a fel ruleset, this place is definitely angled towards PVM with a sprinkling of PVP perks, you are asking for a HUGE element of peoples game play to be changed. It is never going to happen or be entertained. This thread is 8 pages long now, seen any interaction from staff? No? Get a god damn clue. Listen to the PAGES of solid ass advice. Practice escaping efficiently, Stop talking shit, Stop making stuff up, stop asking for shit to be changed to cater to yours and only yours inability to play this game. I promise you homeboy, in a few months you're going to be embarrassed that you made this thread. I aint even mad, I just think your ideas are so insanely stupid that I have to call you out on them for your own god damn benefit. I still got that ring fo sale though..... And to show you that, legit, no beef, if you ever want to practice some Escape tactics or some basic survival shit, PM me and I will give you pointers.
@Earsnot said most of what I was going to talk about. Additionally, 3min timer? I'm blue and able to recall on my thief at 2min. Its quite consistent. Guards attack greys in town? This surely must be a reference to the 15 seconds or so after a theft. Outside of that, calling guards does absolutely nothing. You do play on UOR right? Wouldn't be the first time someone posted in the wrong forums
@Skydancer PM me, let me know your IRC, meet up with me in game I will show you my secret farming spots (50k an hour spots) and my dope death defying tricks. I have yet to die to a PK here that I haven't chosen to engage my guy, so I must be doing something right, right? And the price stands on the ring, I'm not a charity.
I was testing with a char who attacked another char, not with thievery. The crimtimer on razor went to 180 both times. And guards will attack a grey if they are grey because they attacked another character. (At least, they will in front of Britain Bank, i tried training a character there during my first week here.) But, I was wondering if a red was able to pay their own bounties in town at resurrect, and in return went grey. They would then technically be allowed in town, although it would be a risky business, but not because of guards. This may be dumb, I have no idea if the Counts system could even handle this and I have no idea how perma-grey works here or if it is even a thing.
Ok. So in short and my last word on this, please, research the mechanics here before starting up a thread regarding mechanics changes. Also dont attack people in towns, guards don't like it
This whole thread is a ruse devised by a shady rogue whose only objective is to have you show them your secret farming spots. Brilliant.
In all honesty, this thread transported me back to the pre-Ren days where people moaned and complained in the same way as the OP. This is why Tram happened and the game was ruined.
What exactly do you mean pay their bounties? Say a red kills me and I put up a 10k bounty. Does that mean they have to pay 10k to rez? And to whom? Is there a limit? I'm confused by your suggestion.
Meh, honestly if this is the OPs first older school shard I can see why it would seem the penalities for reds aren't harsh enough. OSI Pre-tram most people had a single account and if their red got killed from a long term that red would be dead until they were able to afk that count. On private servers you afk on that one account and jump on one of your other two...it's hardly a penalty when you actually get caught. Unfortunately I don't really think there is another answer as the murderers here have their panties in a bunch they can't enter town
Not really we ressed whit 1000+ shorts and macroed main mage skills back to 90, no full time pkes played whit 7*gm chars. Only the blue pks had that
Nobody will ever go for this, but to mimic this "mechanic" from the Era, you could tie the macroing off of Short Term counts to all of a specific player's accounts. For Example: Short Terms do not decay unless the other accounts are logged out or logged in with a character with Zero Murder Counts. Then it would push people to do as Ravn said, and just re-skill the characters, or take a timeout from PK'ing rampantly. Might start to see a bit more O/C or Factions as a result. But yeah, no one will go for this and I personally don't think it needs to be done at all. From an era accuracy point of view, though, it would get back to mimicking what the typical murderer would have dealt with back then.
This assumes everyone has linked accounts. As well as, it runs the risk of encouraging VPNing / additional accounts. Which we've already had a problem with here. I dont hate the idea, but it can't be done in this way.