Copy of my Board post, modified a little.
I vote for poison being removed and this thread moved to the forum,
I hate having to press enter to read the board, someone clean it up
Poison was too much hassle in the first place, poison 3 and 4 items
are timered and a pain in the ass to go get everytime.
Poison 1 and 2 are not really fight-friendly, takes time a lot of time
for the opponent player or mob to feel the handicap, unless the fight is very long
they're useless. Mostly is just harassing PKers that after killing you
have to cure the poison quickly so their mv/mana don't get affected too much
by your evil poisoned dagger, and curse you over the open channels all day
long, and you can't really argue about that since they're actually right.
One stupid fight with you and now they're forced to spend an hour sleeping
in the 4D Inn to regain their stats. Would that lead somehow players to enjoy
more the PK feature? I exponentially disagree.
I'd also change the way PK works, no more possibility of corpse looting
so anybody could go enjoy fighting without the sensation that they are
at RISK.
Would be nice if Anubis could re-concept PK.
Suggestions would be:
-No PK death, the defeated opponent remains in the room he's been defeated into with 10HP,
a message appears like a kind of brag that isn't a brag ex.: [Lionheart] has been defeated in combat by [Emma]
-Once a player has died in PK combat, he can't be PKed again for 30min, to avoid harassment. But he can go PK back the player that PKed him initially or someone else.
-Make PK points system WORK, so I can finally build a shop where you can buy items and gear usgin PK points.
-Both players must be level 100 to earn/lose PK points
-All players that reach level 100 are forced by the code into PK
-Players below level 100 can still register for the flag if they want
to fiddle in the PK world sooner but they won't earn PK points in fights.
-PK points retribution (Loser: -1p - Winner: +3p) to encourage players.
-PK shops item minimum cost = 20 PK-points. You actually have to PK a bit
to be able to buy even the worst item available.
I believe that if we want people to interact more with eachother and enjoy
all the aspects of the game even the PK feature, we have to reconcept it.
I understand that builders would prefer players that go out questing more and exploring the content they have so hardly created and don't appreciate much the aspect of PK.
But if you really think about it; why do people go quest? Everybody you'll ask would nobly say "to enjoy the awesome content 4D has to offer", but the truth is that 90% of the good questers do it for the gear. Most of the best geared players are PK, know why? So they can prove their strength and aim at the honor of saying: I'm the strongest player around. There are some players who quest for just the fun of it, they care not about gear or prizes and got nothing to prove - but this kind of players are rare, and they usually end up achieving small or quitting.
What I've realized is that PK is linked to zone exploration and questing. If we actually make players ENJOY PKing, we also motivate them to leave recall and quest so they can stand a better chance when you meet another player in the open.
For the game to be fun and challenging and revive people's interest great content and quests must be valued as much as PK challenging code and features.
These two aspects should be concatenated, once can't live without the other and vice-versa.
Gosh, just realized that I ended up being off-topic for half the post, sorry :-P