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Improvements for DMM


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  I like many of the mechanics that Deadman introduced to the game, but I think a game that is pvp based should not punish pker's as much as it does.  The game will not succeed if people are not inclined to skull. Why should the person who is skulling lose more experience than someone who is not? I am already putting my self at a great disadvantage by eliminating all the safe zones from my escapes, and no to mention after getting a kill, I have to hide for thirty minutes or tank my penalty with noted items. There are things that can make solo skulling and skulling in general a more viable decision.

One of the ways is by actually making use of blood money or a currency similar to it, but for the sake of making things easier, I will just call this currency blood money. Perhaps you could use the blood money on an npc with a store that you can use blood money only. If blood money was only dropped by another player when you are skulled and kill them. and then that blood money could used for item imbues and other things. Maybe there would be an item like instant unskull that you can purchase, or instant teleport? I havent fully thought out what this store would carry, but those are just a couple of ideas that I think could help the game.

You can stop people from abusing the system to get blood money by killing low levels with the amount of blood money being dropped determined by a few different factors:

1. killing the same person in under an hour will yield no blood money after the first kill

2. The amount of blood money dropped will be determined also by level difference

3.?????

4. profit

I think that this would add a whole new layer to deadman mode and make skulling something people want to do

Thanks for reading

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