If this is implemented on ALL worlds, it would make the wildy more dangerous. I beleive that a tele would be too risky, as the players should be able to camp the areas that would have players, and I mean non-pkers like ppl on clues and such, a chance to risk getting killed. As the idea of risking items to go into the wildy, as a player who dosn't PK but would like other reasources, is to have risk for PKers. This should help populate teh wildy, and have it spread out on every world, and help stop some people from sitting around and gathering valuble resources in the wildy.
However, if the wilderness becomes TOO risky, those reasources' price will become unbalanced. And, although time consuming, some pkers can camp a resourcefula rea, and mabey even hop worlds.
Idea 1:
I beleive that there should be some kind of cap for when PK'ers get a target. A cap like, after a certain amount of time, the hunted spends in the wildy, would be odd for people going into the abyssal, and for world hoppers. But they wouldn't spend so much time in the wildy afterall, so PK'ers can't fight them. There should be some kind of way of making less targets than a bunch of targets to devalue prices. Mabye a chance of getting a target or it missing finding one (pssible with decreased time to find one). This dosn't have to be a time limit until tehy get the target, or possible tehy have to kill, but can also be whatever to decrease the amount of targets assigned, than thepossibility of instant for EVERY player who enter's the wildy, but still have active targets for those who want to PK. Ideas?
Idea 2:
Mabey a teleport for if someone isn't going to spend much time in the wildy, but how would we find that. But if someone is walking around doing something in the wildy, it would be rather easy to find them. Perhaps, the teleport could only be able for the hunter to use, before it's target logs out.
31-Jul-2014 12:48:04
- Last edited on
31-Jul-2014 12:48:30
by
Sugarfiend