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		<title>Krule: Created page with &quot;Originally Posted : Thu Oct 25 04:03:18 2012&lt;br&gt;Posted by : Misery&lt;br&gt;Title : PK update&lt;br&gt;&lt;br&gt;I've rolled the ongoing changes that have currently been in the 'pksim' &lt;br&gt;comm...&quot;</title>
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				<updated>2020-01-25T19:46:40Z</updated>
		
		<summary type="html">&lt;p&gt;Created page with &amp;quot;Originally Posted : Thu Oct 25 04:03:18 2012&amp;lt;br&amp;gt;Posted by : Misery&amp;lt;br&amp;gt;Title : PK update&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I&amp;#039;ve rolled the ongoing changes that have currently been in the &amp;#039;pksim&amp;#039; &amp;lt;br&amp;gt;comm...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Originally Posted : Thu Oct 25 04:03:18 2012&amp;lt;br&amp;gt;Posted by : Misery&amp;lt;br&amp;gt;Title : PK update&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I've rolled the ongoing changes that have currently been in the 'pksim' &amp;lt;br&amp;gt;command into the live version of the PK system. The details will follow &amp;lt;br&amp;gt;further down the post, but I want to make a few related points abundantly &amp;lt;br&amp;gt;clear, instead of leaving these for the end:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;1. I see this update as a step in the evolution of the current PK system, &amp;lt;br&amp;gt;not as a fixed/finished product. The goal is to end up with a system that &amp;lt;br&amp;gt;is comfortable both for those who don't really care about PK, and those &amp;lt;br&amp;gt;who enjoy pking. If you have feedback about how well it achieves that &amp;lt;br&amp;gt;goal, hit me up.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;2. The fine poins of both the formulas and mechanics are highly liable to &amp;lt;br&amp;gt;change, so let me know what you think about them. I will do my best to &amp;lt;br&amp;gt;involve myself in PVP as well, so I'm more aware of how it works out on &amp;lt;br&amp;gt;the ground.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;--------------------------------------&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;With that said, I want to explain the reasoning behind the changes at &amp;lt;br&amp;gt;greater length to give you some context for the specific changes. Over the &amp;lt;br&amp;gt;time I've been on Tsunami myself, one of the primary concerns and refrains &amp;lt;br&amp;gt;of each iteration of the PK system has been that losses/gains need to &amp;lt;br&amp;gt;balance (i.e., the system should be more or less a zero-sum game). In my &amp;lt;br&amp;gt;experience as a player, however, pk and war were engines that encourage &amp;lt;br&amp;gt;player activity--social interaction, PvP interaction, and PvM activity to &amp;lt;br&amp;gt;enable better performance in the PvP interaction part. As such, one of my &amp;lt;br&amp;gt;guiding lights is the idea that encouraging more player activity in &amp;lt;br&amp;gt;aggregate is the primary goal of the PK sstem. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Over these years there have been primarily three competing &amp;lt;br&amp;gt;viewpoints--that of the abstainer, that of the casual PKer, and that of &amp;lt;br&amp;gt;the dedicated PKer. The current system has done a good job of allowing &amp;lt;br&amp;gt;abstainers to more or less ignore PK activity, and while I have in some &amp;lt;br&amp;gt;ways augmented that ability, I've also structured the system to encourage &amp;lt;br&amp;gt;players to enter into the fray, and to provide a deep reward/challenge &amp;lt;br&amp;gt;curve for more dedicated PKers to progress along.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;--------------------------------------&amp;lt;br&amp;gt;Now for the nuts and bolts:&amp;lt;br&amp;gt;1. 'Rank' is now only a product of the quantity of blood points you have. &amp;lt;br&amp;gt;Previously, players directly traded 'rank' and calculations were all based &amp;lt;br&amp;gt;on relative player ranks. While this system was elegant in some respects, &amp;lt;br&amp;gt;it was predicated on 'rank' being a scarce, desirable commodity--a reality &amp;lt;br&amp;gt;that never developed.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;2. Blood points are awarded/lost for kills based on the level of your &amp;lt;br&amp;gt;taget, and your level relative to that of your target.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;There are two entirely new concepts, 'risk', and 'tier'. I'll explain them &amp;lt;br&amp;gt;in points 3 and 4 here:&amp;lt;br&amp;gt;3. 'risk' is a direct measure of how much EXP you stand to lose if you are &amp;lt;br&amp;gt;killed. It is also a measure of how much you stand to gain for killing a &amp;lt;br&amp;gt;player (if you, too, have a tangible risk.) The primary caveat here is &amp;lt;br&amp;gt;that risk is partially filtered for heros.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;4. 'tier' is a flexible measure based both on the total activity in the &amp;lt;br&amp;gt;system, and on your own level. There are 3 tiers. The third tier is the &amp;lt;br&amp;gt;default tier, and those who abstain from or only infrequently PK will &amp;lt;br&amp;gt;spend all or most of their time in this tier. Players in this tier will &amp;lt;br&amp;gt;not lose EXP in PK, nor will they (generally) gain it. All players in the &amp;lt;br&amp;gt;second tier have some amount of 'risk' based on their level, and their &amp;lt;br&amp;gt;position between the bottom and the top of the tier. Players in the first &amp;lt;br&amp;gt;tier have significantly moe risk, which scales up as their blood-point &amp;lt;br&amp;gt;total continues to grow. As players progress from tier 2 to 1, they will &amp;lt;br&amp;gt;also begin to earn bonus exp from each PK, as well as a bonus based on &amp;lt;br&amp;gt;their rank.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;5. Formerly, players lost 1 blood point a day, and regained some if the &amp;lt;br&amp;gt;loss caused them to rank down. Now, players lose blood points based on &amp;lt;br&amp;gt;their total number of blood points. The daily decay is more aggressive for &amp;lt;br&amp;gt;higher ranked pkers--staying in the upper tiers will take regular pking.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;6. Victims who lose no exp will have their corpse (minus any stolen &amp;lt;br&amp;gt;items!) retrieved for them by Torgoch and kept safe until they have been &amp;lt;br&amp;gt;resurrected.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;7. If EXP is exchanged, the death will have a chance to spawn an equipment &amp;lt;br&amp;gt;drop (with higher chances of something nice dropping than in a PvM drop.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;8. If EXP is exchanged, the value of the exp lost will be tithed to the &amp;lt;br&amp;gt;killer's faction.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;9. Victims who lose no exp will also receive a shield' which will save &amp;lt;br&amp;gt;them from *1* death to their assailant, restoring them to a moderate hp/sp &amp;lt;br&amp;gt;(more or less how a resurrect amulet behaves in war, with the exception &amp;lt;br&amp;gt;that it *only* works against their killer) to encourage them to fight &amp;lt;br&amp;gt;back.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;10. If eligible for a miracle, the killer's faction will receive one. The &amp;lt;br&amp;gt;same applies for vengeance against the victim's faction.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;11. All PKs increase a global per-boot modifier. EXP-loss PKs do so at a &amp;lt;br&amp;gt;higher rate than non-exp loss pks. The global modifier currently has the &amp;lt;br&amp;gt;following effects: it provides a global exp bonus, it globally reduces the &amp;lt;br&amp;gt;cost of death, and it globally increases the chance of favorable loot &amp;lt;br&amp;gt;drops. This benefit is for all players for the duration of the boot.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;12. Torgoch will occasionally assign a 'bounty' to logged in players who &amp;lt;br&amp;gt;are valid targets of each other. The reward for these bounties is &amp;lt;br&amp;gt;significant, and will be granted regardless of the tiers of eithr player. &amp;lt;br&amp;gt;Players will *not* go aggressive when attempting to kill a bounty &amp;lt;br&amp;gt;assignment. Should the bounty's victim die, they will receive a free rez &amp;lt;br&amp;gt;from Torgoch. Should the hunter die, they will receive a fraction of the &amp;lt;br&amp;gt;bounty exp for trying. You may want to use 'color bounty' to color these &amp;lt;br&amp;gt;messages.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I'll close with some final notes: this isn't the end of my change list, &amp;lt;br&amp;gt;and that there will inevitably be some bugs to work out--let me know if &amp;lt;br&amp;gt;you see anything that doesn't look right.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Category:Changes_Board]]&lt;/div&gt;</summary>
		<author><name>Krule</name></author>	</entry>

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