Basically, I don't think the avenger system in its current form is very good at all, and I talked with a few friends to come up with some ideas for ways I think it could be approved!
- Defending yourself when you're attacked in non-org enemy territory (ie, hunting kephera or illithoid) shouldn't give suspect status if you kill your attacker, or clear your attacker's suspect status if they recently killed you elsewhere on prime.
- Killing beasts on prime should give suspect/avenger. (Currently you can just kill beasts and run off with no mechanical consequences.)
- if you've been recently killed by someone and choose to attack them back, your suspect status shouldn't go away on the first attack - it should last until you actually get a kill.
-I think coupled with the above, you should be able to choose an assassin to kill the person who killed you for you, if you're not a skilled combatant and would rather take immediate action instead of sitting on suspect status.
- Would also be neat if antagonistic/griefy actions like chopping trees/destroying statues in enemy org territory, killing players outside of conflict events (except in defense of your own org's territory), killing org-loyal denizens, etc would reduce the time on your suspect statuses, so that the more often someone raids or jumps people, the more often they can be freely killed on prime.
I'd love to know what people think, and if they had any other ideas as to how the clunky avenger system could be fixed up!
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Czixi, the Welkin murmurs, "Fight on, My Effervescent Sylph. I will be with you as you do."
Aian Lerit'r, Lead Schematicist exclaims to you, "A *paperwork* emergency, Chairman!
Also with the inner sea quests, there's a handful of them. They're tied in with the Mag and Celest epics, and they do generate conflict - questing based conflict, not pk conflict. Adding on a layer of people nosing around looking for justifiable pk opportunities would not be an enjoyable addition to an already frustrating and tedious part of the game.
At least 13 quest areas are "unsafe" currently to anyone who is enemied to all 3 IHC orgs. Theoretically this could switch around or the balance could shift and this would still be unfun.
Notable, the people who'd kill me would kill literally anyone else if they could get away with it, and have done so.
Secondly point three makes no sense.
Point five is okay, but seems pretty whatever. I'm the primary agent of chaos in the world and nobody has suspect on me, I have suspect on x people. All the reductions in my suspect time wouldn't change anything.
Only the party defending the natural territory can be PK DEFENDED. Anyone else enemied to the territory but attacking the defender is declaring as per usual.
For disambiguation:
A is enemied to Kethera. B goes to gank A in the hives. C, regardless of whether or not they are enemied to Kethera cannot defend A. They must declare B. (This is how the game currently operates, don't change this).
Death to either party with the above rules in mind should not produce a PK suspect and should immediately dissolve a PK suspect on aggressive action on their respective parts. Hitting someone in enemied territory, even NPC, should disregard existing statuses and dissolve them on retaliation hits as per current functionality.
Tl;dr:
Basically same rules but neither side gets suspect.
The third point may not have been that well thought out, but the original intent was to discourage the person who was attacked in retaliation from being able to vamoose after the first attack, and lose their suspect status.
Edit: Maybe as an alternative, a sort of 'challenge' command which can be used with suspect status, which would keep either player from leaving the immediate area until one of them is dead, or a certain amount of time has passed.
I'm generally opposed to any system that allows someone to troll others without repercussions, which the Avenger does. I like that, comparatively, Lusternia has less restrictive rules for pk than Aetolia, but there's still people who will sit on prime and taunt you for being unable to attack them. Yes, one could snub them, but that's an ooc solution for what should be an ic conflict(unless it becomes harassment, of course). Worse when they're doing it in an area that should be a legitimate conflict area, depending on the circumstances(various conflict quests).
I don't know if there really should be "conflict areas" in that way. Quests should be a back and forth thing, not... Sit on a mob and kill anyone who tries to quest at it. There are things like paranoia influencing for that, which is underused and exists purely to troll people who want to quest.
And... Really, in response to Keegan... Personally, I don't mind if the attacking person DOESN'T get Avenger, but someone defending another who's been attacked and the person being attacked should definitely not be treated as aggressors by Avenger.
To put the absurdity of how this works into context...
Say you're Mangagoran, and you, for some reason, have found yourself an enemy of Hallifax. You go to a place to quest happily with one of your allies. You even get amnesty for the area because you want to join in. Then...? Someone, a ten man gank squad from Gaudiguch comes in and just puts you down. Now, Gaudiguch are an enemy of Hallifax, but enemy territory doesn't care ONE BIT about this. In fact, they'll even kill your Hallifaxian friend too, despite literally being in his territory, because he tried to defend you. Your amnesty? Doesn't matter at all.
Welcome to this absurd system and this absurd example, which, while unlikely, is entirely possible. Or, well, it be if Crux had players like that.