grep wrote:
The high buy-in time it takes to actually engage in the PVP sub-game and recover from any losses, particularly when dragged into it unawares, is an opportunity cost for roleplaying that we've already seen identified by many community members as a deal breaker for logging in. I think that qualifies as being messed up already, too.
If you aren't interested in PK or it bothers you so much that you stop logging in, SK is probably not the game for you. I am in favor of and have posted previously about adding a cool down on the quaff command, so that preparation is not the deciding factor in PK. It would have the added benefit of making the decision to quaff more tactical, too.
Do I quaff this heal potion so I can hang in the fight longer? Or do I hold off so I can quaff a recall potion, if I need to escape? Currently, the correct answer to every situation in PK is to quaff heal potions early and often - double heal potions, if possible.
A ten second quaff "cool down" would make preparation less important, recovering from defeat less time consuming, and make the decision of when and what potion to quaff more tactical.