these changes look really good, however one thing I still have a concer about is the higher levels going for lower levels, I think re skulling for only 15 min isn't too long for someone 30 levels or highers killing a lower level, I think it should be more punishing for higher levels to attack really low levels, maybe 30 min timer?
As long as one player deals enough DPS, the PJ timer should prevent others to atk.
Problem: Clan vs solo player in single area combat is not really single combat
Scenario 1: Clan vs solo player
-If clan member does not fight back, another clan member cannot attack the solo player and vice versa
-If clan member barrages the solo player and stands under/behind obstacle:
....-If PJ timer < 20-25 seconds: another clan member attacks the solo player
....As we do not want this, then PJ timer = at least 25 seconds
....Is it the same as to let PJ timer be eg 5 seconds and let solo player tele or log in 4 sec?
....No, because this way, the solo player will not be able to fight with the opponent till the end, he will be able only to escape, as the clan member can barrage/blitz the solo player and eg walk under. At this point the solo player has only 2 choices: Try to tele or potentially fight a different opponent. And he might like the third option: keep fighting the same person.
Problem: Prevent/Remove boxing
Scenario 2: Player boxing with alt
-If neither the boxer or the boxed alt deals enough DPS, they can be PJed
20-Oct-2016 17:17:46
- Last edited on
20-Oct-2016 17:22:11
by
am7
* Remove xp loss on death (you kill someone you get items, you die you lose items + XP <- WHY?)
* make the entire non wilderness single combat
* add combat brackets simular to those of pvp worlds to the f2p area of the game
* dont be retarded and accept the fact that your vision of DMM doesnt keep people playing!
After a few deaths people like myself cant be bothered grinding up their stats again (on top of making gold to afford a new pk set) just to pk for one or several days before you die again!
these updates = enjoy a healthy playerbase on regular & seasonal dmm!
21-Oct-2016 08:32:47
- Last edited on
21-Oct-2016 08:41:58
by
Malewhale
Just allow trading for seasonal deadman mode as swapping really isn't the main issue in deadman mode. There are hardly any fishers in deadman mode anymore to kill and take their loot, making trading available will just encourage more people to play. Disabling it will take out players, people can play both ways. Trading or not trading. I personally prefer trading as the past deadman modes were successful and very fun. Disabling trading really did nothing in my opinion.
To make DMM GREAT again I believe we should remove all quests. Now idk if the rewards of those quests such as ancient's should be available to us. IMO ancients is OP and would love to see a season without it.
REMOVE XP LOSS LIKE WE GRIND AND WE GO PK AND ONCE YOU DIE YOU LOSE YOUR BANK FIRST OFF AND THEN YOU HAVE TO GET YOUR STATS BACK TOO? To even just GET to your PREVIOUS position would take grinding like crazy (most situations) and by that time the people ahead would be soo far ahead that you stand no chancentral if you run into them again. Losing bank - understandable... Losing XP - the reason people quit... REMOVE XP LOSS
a 5 min extension to your skull will not stop a lvl 98 killing a lvl 42
There needs to be more severe punishment.
Ex: You should be put into a confinement multi-combat arena with lvl 200 monsters and have to tank them for 5 minutes with your inventory supply. Then your thrown back into the pits of DMM, and your time is put to 30 minutes
Just a thought?
23-Oct-2016 17:39:03
- Last edited on
23-Oct-2016 17:42:50
by
Mr KO
*An innocent player shouldnt lose their exp. The loss of their precious bank bank is enough. *Maybe remove Multi-Combat zones completely as they promote clan activities.
*Removing Ancient Magicks might help as the requirered quests to get those Over Powered Spells are completely camped by clans too. if you cant remove them, then maybe make it so everyone has access to them without having to do the quest.