Hiero_Glyph wrote: »Make it require having to loot the slain player's body. That way if you are fighting a mob they still need to contend with it first. In group play you have to contend with the group before looting. You can't simply gank and run.
Also many people in the live's stream chat suggested to lower the amount of lost stones to 75%, rather than losing completely 100% of em.
I kinda like it.
CaptainObvious wrote: »Also make it where death by monster causes loss of TV stones. Why can't they loot your corpse as well?
Okay, so I really like what they have so far. However, this is indeed a really good idea. Not only does it solve a perceived issue but it adds another element of play to the game. Perhaps if your not quick enough in looting the players body, he/she could end up coming back and getting their stones before you can.
Hiero_Glyph wrote: »Also many people in the live's stream chat suggested to lower the amount of lost stones to 75%, rather than losing completely 100% of em.
I kinda like it.
A loot percentage reduction is a bandaid if you can still be ganked by a stealthed player or one that can simply bolt, mist, etc. away after killing you. The problem isn't losing TV stones, it's being ganked by a player that can simply run away without ever needing to expose themself. Having to loot the body solves this problem.
Hiero_Glyph wrote: »Also many people in the live's stream chat suggested to lower the amount of lost stones to 75%, rather than losing completely 100% of em.
I kinda like it.
A loot percentage reduction is a bandaid if you can still be ganked by a stealthed player or one that can simply bolt, mist, etc. away after killing you. The problem isn't losing TV stones, it's being ganked by a player that can simply run away without ever needing to expose themself. Having to loot the body solves this problem.
RavenSkylord wrote: »Hiero_Glyph wrote: »Also many people in the live's stream chat suggested to lower the amount of lost stones to 75%, rather than losing completely 100% of em.
I kinda like it.
A loot percentage reduction is a bandaid if you can still be ganked by a stealthed player or one that can simply bolt, mist, etc. away after killing you. The problem isn't losing TV stones, it's being ganked by a player that can simply run away without ever needing to expose themself. Having to loot the body solves this problem.
By phrasing it as looting the player, I am under the impression that they do have to interact with the body to aquire the tv stones. But looting is also pretty quick, perhaps making it a channeled loot of say 5 seconds where that player could be exposed as well. Also if the person that killed you can not loot because they in turn is killed then your lootable stones be voided. That would guarantee there is risk involved with the reward. A true battle for the prize would more likely have cleared the immediate area to cleanly loot. Of course with this kind of risk then all player kills would only be subject to one looting, rather then 5 seconds for every fallen foe on a battle field. Perhapd spawning a chest in the center radius of the kill zone to account for each combined. Once the battle is finished winning side would only loot opposing faction, if someone from winning side died during battle their stones would be safe.