Ganking and how it ruins the game.

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    • I'm going to address each point individually regardless of the fact that I think you are not a very smart individual and probably a roleplayer.

      1. Negative reputation should force a player to be flagged as full PvP
      all the time. If a player is seeking to run around killing players who
      are not flagged for PvP, then the fair consequence would be to make them
      always subject to the same.


      2. As negative reputation increases then market place tax should
      increase. This should be a dramatic increase. In the real world,
      thieves do not get full value for the items that they steal.


      3. Alliances and guilds should be able to set a threshold on their
      territories that causes players with negative reputation to be kill on
      site to the npc guards of those territories. This would allow
      organizations in the game to choose whether to promote ganking or not.


      4. As negative reputation increases your character should appear on the
      mini map. Not sure if its possible, but high levels of negative
      reputation could also cause you to be searchable.

      Point 1. I Actually like this one. I have no problem with always killing people.

      Point 2. Fine, I'll move my shit onto an alt with positive rep.

      Point 3. Why would an alliance or guild punish its members for playing the game?

      Point 4. Yes, bring me more people to kill. I'll have a party of low rep people flag up with me and I'll be the bait for my team.
      Discord: Redsaw#6002
    • Redsaw wrote:

      I'm going to address each point individually regardless of the fact that I think you are not a very smart individual and probably a roleplayer.

      1. Negative reputation should force a player to be flagged as full PvP
      all the time. If a player is seeking to run around killing players who
      are not flagged for PvP, then the fair consequence would be to make them
      always subject to the same.


      2. As negative reputation increases then market place tax should
      increase. This should be a dramatic increase. In the real world,
      thieves do not get full value for the items that they steal.


      3. Alliances and guilds should be able to set a threshold on their
      territories that causes players with negative reputation to be kill on
      site to the npc guards of those territories. This would allow
      organizations in the game to choose whether to promote ganking or not.


      4. As negative reputation increases your character should appear on the
      mini map. Not sure if its possible, but high levels of negative
      reputation could also cause you to be searchable.

      Point 1. I Actually like this one. I have no problem with always killing people.

      Point 2. Fine, I'll move my shit onto an alt with positive rep.

      Point 3. Why would an alliance or guild punish its members for playing the game?

      Point 4. Yes, bring me more people to kill. I'll have a party of low rep people flag up with me and I'll be the bait for my team.
      Actually, those suggestions, wouldn't be too bad if you wanted to put them in the Feedback & Suggestions area. The only thing I'd add is that if full-time criminal red was to be instantiated, as a trade-off, removing ciminal portal setting and blue map bans. In blue zones still no bubble and if you're red, you can't attack in blue zones but can be attacked (and mobbed/zerged) by the blues.(being red, naturally you'd drop full loot even in blue zones)
    • Dc1a0 wrote:

      Redsaw wrote:

      I'm going to address each point individually regardless of the fact that I think you are not a very smart individual and probably a roleplayer.

      1. Negative reputation should force a player to be flagged as full PvP
      all the time. If a player is seeking to run around killing players who
      are not flagged for PvP, then the fair consequence would be to make them
      always subject to the same.


      2. As negative reputation increases then market place tax should
      increase. This should be a dramatic increase. In the real world,
      thieves do not get full value for the items that they steal.


      3. Alliances and guilds should be able to set a threshold on their
      territories that causes players with negative reputation to be kill on
      site to the npc guards of those territories. This would allow
      organizations in the game to choose whether to promote ganking or not.


      4. As negative reputation increases your character should appear on the
      mini map. Not sure if its possible, but high levels of negative
      reputation could also cause you to be searchable.

      Point 1. I Actually like this one. I have no problem with always killing people.

      Point 2. Fine, I'll move my shit onto an alt with positive rep.

      Point 3. Why would an alliance or guild punish its members for playing the game?

      Point 4. Yes, bring me more people to kill. I'll have a party of low rep people flag up with me and I'll be the bait for my team.
      Actually, those suggestions, wouldn't be too bad if you wanted to put them in the Feedback & Suggestions area. The only thing I'd add is that if full-time criminal red was to be instantiated, as a trade-off, removing ciminal portal setting and blue map bans. In blue zones still no bubble and if you're red, you can't attack in blue zones but can be attacked (and mobbed/zerged) by the blues.(being red, naturally you'd drop full loot even in blue zones)
      Those comments are from the original poster and they were originally in the Feedback and Suggestion area until this giant arguement forced mods to move the thread to the banter section.