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Cash Rewards For Pvp Worlds


Fellfrosch6

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Hi All.

 

 

 

I've tried out the new PvP worlds these past couple of days. It is a decent update but it does have some issues with the way the game rewards the players.

 

 

 

I don't seem to understand why a fighter wearing millions in armour and weapons should only earn 5k to 10k in items after killing another fighter wearing a similar inventory.

 

I fought on a F2P world with a fellow player of similar level. (Me lvl 83, Him lvl 80). I killed him and spent almost all of my food and pots in the process, not to mention, risking over 200k in equipment and inventory. My reward? A measly Steel dagger! -.-

 

 

 

I feel that players willing to risk their items and money should be rewarded in kind.

 

 

 

SUGGESTION

 

 

 

After every kill, the rewards should include a cash reward. (See NOTE below for restrictions)

 

 

 

This will be 10% of the total monetary value of both fighters (armor and inventory). This 10% will be totaled as 5% from each player.

 

 

 

 

 

Example 1 (Rich fighters)

 

 

 

-Pk'er 1 is worth 1 million.

 

-Pk'er 2 is worth 2 million.

 

 

 

The winner of this fight will earn 5% of 1 million and 5% of 2 million. Therefore, 50k + 100k = 150k gp

 

 

 

Example 2 (Poor Fighters)

 

 

 

-Pk'er 1 is worth 70k (ranger)

 

-Pk'er 2 is worth 220k (melee)

 

 

 

In this case, if the ranger pulls off a miraculous win against his richer opponent, they will still earn 5% of their 70k and 5% of their opponent's 220k = 14500 gp

 

 

 

 

 

NOTE

 

 

 

-This is only applicable if BOTH FIGHTERS are wearing/carrying a minimum of 50k gp on F2P worlds and a minimum of 150k gp on P2P worlds. This will result in a minimum cash reward of 5k gp on F2P worlds and 15k gp on P2P worlds (In addition to the item rewards that already exist).

 

 

 

-The dropping of cash rewards occurs like the trade limit. A player can only earn ONE Cash reward every 20 minutes.

 

 

 

-If a cash reward is dropped and the winner does not pick it up, then the cash will disappear after 20 minutes after the cash is dropped. It will NOT be visible to others and therefore, cannot be picked up by other players.

 

 

 

This System:

 

 

 

-Effectively rewards fighters for their skill and "impressiveness" in their fight. (Prime example: Poor ranger killing Rich melee fighter. See Example 2)

 

-Adds an extra, instantaneous reward for risking items/money and time spent in earning the items/money.

 

-Urges One-Item fighters to don on their best equipment and fight, rather than running away.

 

-Gives Skillers and Merchants a Richer Market to sell their items to. (If Pk'ers earn more money through their fights, they'll have more to spend on items offered by skillers and merchants)

 

-Money rewards aren't so outrageous to the point that it can spark Real World Trading. The Cash drop limit also acts to hinder RWT.

 

 

 

 

 

What do you guys think? Good Idea? Bad Idea?

 

Post your thoughts! :D

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hey you i have 200m i want to sell, want to go to my website and buy it for $5 a million. here is how it goes down i wear 76k in items and you wear 50m in items ill let you kill me over and over and you get a bit over 2.5m every time you kill me! isnt that super!

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I was thinking that this would be a good idea, until Great_One supplied good reason to not be in support, via their extreme sarcasm. :( ... Maybe there needs to be some kind of cap limit or something? :-s

 

 

 

~D. V. "You still need to think things out." Devnull

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(Warning: This user can be VERY confusing to some people... And talks in 3rd person for the timebeing due to how insane they are... Sometimes even to themself.)

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2 guys get together, one guy is "risking" 10m, the other is "risking" , say, 200k. Just say the first guy keep spam killing the second. Boom. RWT exists.

 

 

 

Plus all that money isn't very good inflation-wise.

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I read through Great_One's post as well and I can't believe I missed that simple exception! :lol:

 

 

 

I was thinking though.

 

If this system existed but the cash rewards were RANDOM, that would make it workable wouldn't it?

 

That way, there is still the chance of earning a cash reward but it is unpredictable therefore, making it tough to RWT.

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hey you i have 200m i want to sell, want to go to my website and buy it for $5 a million. here is how it goes down i wear 76k in items and you wear 50m in items ill let you kill me over and over and you get a bit over 2.5m every time you kill me! isnt that super!

 

 

 

Great_one, I did the math, and it would take over 2.5 hours just waiting for the time to come so you could get another cash drop. I support!

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hey you i have 200m i want to sell, want to go to my website and buy it for $5 a million. here is how it goes down i wear 76k in items and you wear 50m in items ill let you kill me over and over and you get a bit over 2.5m every time you kill me! isnt that super!

 

 

 

Great_one, I did the math, and it would take over 2.5 hours just waiting for the time to come so you could get another cash drop. I support!

 

 

 

 

 

How does 20 minutes turn into 2.5 hours? Was your math perhaps magical math?

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