-Wise Fox- wrote:
I think what you said is total bullshit if you give a person a safezone of some kind they will abuse it for example: a high level is running to you because you stole cash from him then you hide in the safezone where you can't be injured since you're a lower level it doesn't seem fair at all.
That is why DU took away safezones in the first place a lot of people were abusing the safezones to run from problems.
Also the game is PVP what do you expect also spam killing is very rare and permanently injured takes off after you died and you can learn how to unbind yourself after you get enough energy and skill points.
Like I said. A new player isn't going to like logging on and getting killed or spam killed which DOES happen in DU. Plus, you expect a new player to log on knowing how to do all this stuff in 5 minutes?
There is an easy fix to safe zone abuse, block new players from exploring lands and only allow them to go to said lands after ranking up or leveling up. OR you can put timers on drops so players can't go around stealing drops in the first place. DU's safe zone system actually did suck and was poorly thought-out if you really want to know. Personally I hate safe zone systems where high levels can run into them for protection, safe zones should only be for weak players. But anyway for the second system new players wouldn't be able to PVP until a certain level which means no attacking or dying by players but they can still be killed by mobs. That is NOTHING like the DU safe zone system of people running into safe zones when they are losing in PVP.
This was also only one way to implant a PVP protection system i've got tons of ideas to create protection for new players that can't be abused.
Also even if it is PVP it doesn't mean it's "Spam kill the newb time!" you can't expect not to lose players if they log on to being owned and taunted by players they couldn't hope to beat right? There has to be a system in place to help new players until they are at least able to protect themselves.
They will learn by dying. You can't make everything in life fair you know.
Like I said. A new player isn't going to like logging on and getting killed or spam killed which DOES happen in DU. Plus, you expect a new player to log on knowing how to do all this stuff in 5 minutes?
There is an easy fix to safe zone abuse, block new players from exploring lands and only allow them to go to said lands after ranking up or leveling up. OR you can put timers on drops so players can't go around stealing drops in the first place. DU's safe zone system actually did suck and was poorly thought-out if you really want to know. Personally I hate safe zone systems where high levels can run into them for protection, safe zones should only be for weak players. But anyway for the second system new players wouldn't be able to PVP until a certain level which means no attacking or dying by players but they can still be killed by mobs. That is NOTHING like the DU safe zone system of people running into safe zones when they are losing in PVP.
This was also only one way to implant a PVP protection system i've got tons of ideas to create protection for new players that can't be abused.
Also even if it is PVP it doesn't mean it's "Spam kill the newb time!" you can't expect not to lose players if they log on to being owned and taunted by players they couldn't hope to beat right? There has to be a system in place to help new players until they are at least able to protect themselves.