Post by Ludullu on 2023-01-19 18:54:03
This came up in a nearby thread.
We know that right now a flagged player will stay flagged for 90 seconds after their last pvp interaction. And we know that players of any lvl can just attack flagged players of any other lvl.
But what if the length of your flag depended on the difference between your lvl and the lvl of the player who had the biggest difference in lvl with yours during your pvp interaction? You'd still be free to attack any flagged player, but if you, as a lvl50, attacked a lvl20 player - you'd stay flagged for, say, 4 minutes.
This would mainly address any potential problems that could rise up from people of widely ranging lvls existing in the same location (due to how nodes will work). With adventure lvls being separated from the artisan ones, there's a chance that a low lvl gatherer might have some super valuable resources on them. The corruption already addresses the higher reward (and the power difference) of killing such a lowbie as a high lvl player, but I think that varying flag times could address the "bait them to flag with another lowbie and then kill them with a high lvl char" problem too.
So what do yall think? Do you think this is too carebear-friendly? Do you not even consider this an issue? Do you have another solution for this issue (if you see it as one)?
We know that right now a flagged player will stay flagged for 90 seconds after their last pvp interaction. And we know that players of any lvl can just attack flagged players of any other lvl.
But what if the length of your flag depended on the difference between your lvl and the lvl of the player who had the biggest difference in lvl with yours during your pvp interaction? You'd still be free to attack any flagged player, but if you, as a lvl50, attacked a lvl20 player - you'd stay flagged for, say, 4 minutes.
This would mainly address any potential problems that could rise up from people of widely ranging lvls existing in the same location (due to how nodes will work). With adventure lvls being separated from the artisan ones, there's a chance that a low lvl gatherer might have some super valuable resources on them. The corruption already addresses the higher reward (and the power difference) of killing such a lowbie as a high lvl player, but I think that varying flag times could address the "bait them to flag with another lowbie and then kill them with a high lvl char" problem too.
So what do yall think? Do you think this is too carebear-friendly? Do you not even consider this an issue? Do you have another solution for this issue (if you see it as one)?