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Topic subjectRE: new anti-ganging code
Topic URLhttps://forums.carrionfields.com/dcboard.php?az=show_topic&forum=3&topic_id=744&mesg_id=1186
1186, RE: new anti-ganging code
Posted by valrow22 on Wed 31-Dec-69 07:00 PM
Okay, so the anti-ganging code seems alright, but, and no offense, I have yet to see anything work all that well anyhow. Raviri, for example, was ganked a ton, and huge ganks, and I didn't see hardly any battle chaos or anything. Nevermind the fact that he even had ehren soul. I'm more concerned about how the things will actually play out than the concepts behind them. That being said, I don't really understand gang mentality, personally. Another issue I'd like to address is I just found out recently how the gank-o-meter works. I noticed that you said you were basing some changes on the gank-o-meter which do not seem relavent: If a group of 3 takes out another group of 3, that isn't really a gank, but the gank-o-meter says it is? How can you justify a change on something which keeps statistics in a faulty manner? I'd recommend revamping the gank-o-meter, re-evaluating the stats, then perhaps going from there. Seems absurd to repair a building with a screwed up foundation, again, no offense.

Lastly, I noted something along the lines of someone suggesting that gankers start hitting their own group, rather than the target they want to hit. Personally, I like that idea alot more, but in terms of role play and such, I can see some serious issues: Acolyte conjurer's angel tracking and killing a paladin being the first that pops to mind. It is a problem, and I do not pretend to have the answers. My personal problem has always been more with the gankers who full loot afterwards. I mean, it isn't bad enough that you ganked me 5v1, but you have to leave me naked on top of it? But then, I'd hate to see looting changed. So in short, do whatever the hell you want. I love the game, and it is far more fun to bitch than do anything about it. Thanks for all the work! I'm tired, going to bed. ;P