It looks like you're new here. If you want to get involved, click one of these buttons!
It just seems odd, being a sandbox full loot open pvp game, reading their forums, it seems that 90% of the community (on the forums at least) are complete carebears.
I don't mean to bash the game at all as i'm interested in it, but it seems that the community leans towards the pve side of the game, through punishing pvpers/pkers.
So i'm just wondering if there's any active pvp/pking in this game at this point and if you people expect there to be at release.
Comments
Might I remind you that the vast majority of people in UO pre-trammel were so called "carebears" who enjoyed PvE?
If you would care to step outside of your inaccurate stereotypes for a moment please, you would soon realize there is next to no real difference between a "hardcore" and a carebear" and that 99% of both stereotypes are not the 1% extreme (Nerd without a life and Fearful mother screaming PvP protection for her children)
In fact, outside of a niche (or should I just say crappy) game like Darkfall the majority of "carebears" have, and always will make up the vast majority of PvPers.
Also, skill is in no way derived from "hardcore" or "carebear".
When I played UO, I probably did PvE 90% of the time. That doesn't mean I didn't absolutely LOVE PvP, chasing PK's, running away Murderers, annoying ppl as a thief, or participating in guild or faction wars and an endless amount of duels.
I honestly have been MMOing and PvPing for over 10 years, so I have the experience and game style of a "hardcore" but have been branded a "carebear" many many times for small statements in favor of or enjoyment in PvE.
And anytime someone calls me a carebear, the majority of the time I easily wipe the floor with them in PvP, despite how I spend most of my time in PvE. Humbling experience to get your ass handed to you by a "carebear" but unfortunately it happened in UO daily since, as I said, the majority of gamers are "carebears" including the ones who kill you.
Please do yourself a favor and never again stereotype anyone as "hardcore" or "carebear" and refrain from using those words. In doing this, you will immediately gain several points of Real Life Intelligence.
But if you persist on typing others as "carebear" for ANY reason, you'll only be scoffed at and passed by except by the other fools who use the same stereotyping, vauge blanket accusations.
What game? It's not even released yet.
Vault-Tec analysts have concluded that the odds of worldwide nuclear armaggeddon this decade are 17,143,762... to 1.
awww im sorry you can't gank lowbies without being punished to make yourself feel like a man ... poor you. get some real competition instead of playing typical PVP as in P*ssies vs players.
You are completely right. The majority of the community saw trammel as a good addition to UO. Its a sad state when people think that war decs should include stat loss unless someone agrees to it becuase "it worked in UO OMG stfu you carebare PvPer you just dont consquences" Its getting ridiculous. These people don't understand that territory control completely changes the nature of the game. I don't care for stat loss in general, but if you must have it don't have it affect territory control. It promotes Zerg warfare.
Games:
Currently playing:Nothing
Will play: Darkfall: Unholy Wars
Past games:
Guild Wars 2 - Xpiher Duminous
Xpiher's GW2
GW 1 - Xpiher Duminous
Darkfall - Xpiher Duminous (NA) retired
AoC - Xpiher (Tyranny) retired
Warhammer - Xpiher
Its impossible to take anyone who uses the term "carebear" seriously. It's become a joke. I love how something that used to be used to describe people who absolutely hated and avoided PvP at all costs and wanted it removed from games to something thats thrown around whenever people decide that a group isn't "HARDCOREZ!" enough which usually amounts to "doesn't want to randomly run around and gank in the latest FPS/RPG with full loot!" Don't even think of trying to discuss any kind of warfare besides "1on1 skillz only" or heaven forbid letting them know you enjoy PvE and PvP equally. Additionally, actually adding purpose to PvP rather than being an MMO deathmatch is apparently an abhorrent idea that burns their skin. Oh, and lets not forget RPer=Hates PvP, always, no exceptions.
I don't know where the hell this subset of the PvP community sprung up from, but they're like the Juggalos of gaming, a terrible caricature of what they claim to be defending.
Bans a perma, but so are sigs in necro posts.
EAT ME MMORPG.com!
There is a difference between FPS style sandbox PvP and RPG style sandbox PvP. Darkfall for example is the FPS style PvP game. Everything you do in game is about skilling up or gearing up for PvP. MO is more about the game world and being able to do what ever you want including PvP.
As far as punishing PvPers/pkers. Real PvPers will not be punished. Only players praying on crafters/harvesters who are not intersted in PvP 24/7. Anyone else will be fair game. With GvG war declaration, there will be no chance of getting murder counts for guild warfare. Any player that is a combat PvEer will fight in PvP fights from time to time. If they ever hit anyone else 1st, they will be a hidden criminal and not able to hand out murder counts. True pkers will not worry about being red and murder counts and will have no problems. Even if there are blue PK hunter groups killing reds, the reds can kill them without getting murder counts. Ofc this all depends on the flagging system being implemented as it is in the pdf.
PvE in a RPG sandbox game is important. A true sandbox game is a world where you can do anything as a player. Laws in a world helps create structure to the world. Breaking the law brings consequences. That should make the game better for everyone. PvP is a big part of any sandbox game, but so is the PvE. In a FPS game, PvE is meaningless. This will not be a FPS MMO. I like that is will give players a choice in sandbox style games on the market when MO gets launched. FPS style will be DFO. RPG style will be MO.
How many people long for that "past, simpler, and better world," I wonder, without ever recognizing the truth that perhaps it was they who were simpler and better, and not the world about them?
R.A.Salvatore
As far as punishing PvPers/pkers. Real PvPers will not be punished. Only players praying on crafters/harvesters who are not intersted in PvP 24/7. Anyone else will be fair game. With GvG war declaration, there will be no chance of getting murder counts for guild warfare.
Under the current war dec system, you are wrong. Anyone who goes after territory control will subject to stat loss because no one will accept war decs to make fighting their enemies easier. The people who get city spots first won't get stat loss and everyone else who has to take them in order to get their benfit will. They need to change their war dec system.
Games:
Currently playing:Nothing
Will play: Darkfall: Unholy Wars
Past games:
Guild Wars 2 - Xpiher Duminous
Xpiher's GW2
GW 1 - Xpiher Duminous
Darkfall - Xpiher Duminous (NA) retired
AoC - Xpiher (Tyranny) retired
Warhammer - Xpiher
As far as punishing PvPers/pkers. Real PvPers will not be punished. Only players praying on crafters/harvesters who are not intersted in PvP 24/7. Anyone else will be fair game. With GvG war declaration, there will be no chance of getting murder counts for guild warfare.
Under the current war dec system, you are wrong. Anyone who goes after territory control will subject to stat loss because no one will accept war decs to make fighting their enemies easier. The people who get city spots first won't get stat loss and everyone else who has to take them in order to get their benfit will. They need to change their war dec system.
Depends on how much space in the total world when launched will alow houses to be built and guilds to form. Guild fights will probably be more about resourse spots than just taking a guild city. Sense murder counts and statloss counts have a timer, it won't be that big of a deal. Anyone loosing stats will be able to skill up quickly and get anything they need from thier guild. If the stat gain is anything like it is now in the beta. Increasing your 10% loss will take no time at all. It will just prevent you from getting right back into the action after death. That makes death mean more in MO. This will be a very different game than DFO. I don't see it being that big of a deal, but we will have to see.
Bottom line is that there is nothing carebare about the flagging system and having laws in a sandbox game. Players just adapt to the structure of the game. There will be pkers and reds. It is the nature of the sandbox PvP game. But MO will not be a FPS style combat game. Players will have to plan thier attacks.
How many people long for that "past, simpler, and better world," I wonder, without ever recognizing the truth that perhaps it was they who were simpler and better, and not the world about them?
R.A.Salvatore
I belive murdering in real life has consequenses.. if you just wanna go around pk ppl all day, and kill their hard work with no reward. DFO is more the game you seek.. Or any of the FPS games out there..
They want to make RED a challenge, a rush. Not just a 13 year olds way to grief all day at no costs.. As it is right now, its no better than what DFO had.. a little group of ppl. mindlessly pking all day, at no risk for them self. Only rewards..
The true carebears are those who are afraid of loosing something for beeing criminal.
As for xpiher the troll..
They are trying to FORCE ppl to accept the war decs.. Or it will cost greatly (opens up for alot of griefing)
So i guess if you cant pay your deny bill.. you gonna have your war.
I belive murdering in real life has consequenses.. if you just wanna go around pk ppl all day, and kill their hard work with no reward. DFO is more the game you seek.. Or any of the FPS games out there..
They want to make RED a challenge, a rush. Not just a 13 year olds way to grief all day at no costs.. As it is right now, its no better than what DFO had.. a little group of ppl. mindlessly pking all day, at no risk for them self. Only rewards..
The true carebears are those who are afraid of loosing something for beeing criminal.
As for xpiher the troll..
They are trying to FORCE ppl to accept the war decs.. Or it will cost greatly (opens up for alot of griefing)
So i guess if you cant pay your deny bill.. you gonna have your war.
I'm not a troll, just becuase I see a flaw in their war dec system doesn't make me troll.
Accepting war decs is silly and it will ensure, since there is stat loss, people won't accpet them. Why? Because it will be considerably easier to fight people who recieve murder count for legitmate conflict. Not only is there stat loss, but you also have to go to one of the rare red rezers to get back into the fight. Makes a lot of sense o0
But aside from that, its ok to have a cost to deny war decs, but its not ok to let war decs be unilateral but cost a crap load of gold to sustain them for more than a day with a high inital cost to prevent it from being abused?That what people are saying on the official forums and its a bit hypocritical. What people are basically asking for is a way to avoid PvP completely in an FFA PvP game.
Games:
Currently playing:Nothing
Will play: Darkfall: Unholy Wars
Past games:
Guild Wars 2 - Xpiher Duminous
Xpiher's GW2
GW 1 - Xpiher Duminous
Darkfall - Xpiher Duminous (NA) retired
AoC - Xpiher (Tyranny) retired
Warhammer - Xpiher
I belive murdering in real life has consequenses.. if you just wanna go around pk ppl all day, and kill their hard work with no reward. DFO is more the game you seek.. Or any of the FPS games out there..
They want to make RED a challenge, a rush. Not just a 13 year olds way to grief all day at no costs.. As it is right now, its no better than what DFO had.. a little group of ppl. mindlessly pking all day, at no risk for them self. Only rewards..
The true carebears are those who are afraid of loosing something for beeing criminal.
As for xpiher the troll..
They are trying to FORCE ppl to accept the war decs.. Or it will cost greatly (opens up for alot of griefing)
So i guess if you cant pay your deny bill.. you gonna have your war.
I'm not a troll, just becuase I see a flaw in their war dec system doesn't make me troll.
Accepting war decs is silly and it will ensure, since there is stat loss, people won't accpet them. Why? Because it will be considerably easier to fight people who recieve murder count for legitmate conflict. Not only is there stat loss, but you also have to go to one of the rare red rezers to get back into the fight. Makes a lot of sense o0
But aside from that, its ok to have a cost to deny war decs, but its not ok to let war decs be unilateral but cost a crap load of gold to sustain them for more than a day with a high inital cost to prevent it from being abused?That what people are saying on the official forums and its a bit hypocritical. What people are basically asking for is a way to avoid PvP completely in an FFA PvP game.
You have no dea how war dec system will work.
There has been not released any official info on it.
You are basing your views on the current very basic guild system in beta.
I belive murdering in real life has consequenses.. if you just wanna go around pk ppl all day, and kill their hard work with no reward. DFO is more the game you seek.. Or any of the FPS games out there..
They want to make RED a challenge, a rush. Not just a 13 year olds way to grief all day at no costs.. As it is right now, its no better than what DFO had.. a little group of ppl. mindlessly pking all day, at no risk for them self. Only rewards..
The true carebears are those who are afraid of loosing something for beeing criminal.
As for xpiher the troll..
They are trying to FORCE ppl to accept the war decs.. Or it will cost greatly (opens up for alot of griefing)
So i guess if you cant pay your deny bill.. you gonna have your war.
I'm not a troll, just becuase I see a flaw in their war dec system doesn't make me troll.
Accepting war decs is silly and it will ensure, since there is stat loss, people won't accpet them. Why? Because it will be considerably easier to fight people who recieve murder count for legitmate conflict. Not only is there stat loss, but you also have to go to one of the rare red rezers to get back into the fight. Makes a lot of sense o0
But aside from that, its ok to have a cost to deny war decs, but its not ok to let war decs be unilateral but cost a crap load of gold to sustain them for more than a day with a high inital cost to prevent it from being abused?That what people are saying on the official forums and its a bit hypocritical. What people are basically asking for is a way to avoid PvP completely in an FFA PvP game.
You have no dea how war dec system will work.
There has been not released any official info on it.
You are basing your views on the current very basic guild system in beta.
1) That argument is against the current system
2) That argument is against anyone who thinks the current system is perfect becuase it worked in UO.
3) Its based on the fact that the devs believe stat loss is the best way to curb "bad" PvP behavior. Its not in beta yet so who knows. If they use some other system, then who cares how the war system works. Going red won't imbalance combat.
Maybe you should read the official forums.
http://www.mortalonline.com/forums/27313-war-dec-system-3.html#post612463
Games:
Currently playing:Nothing
Will play: Darkfall: Unholy Wars
Past games:
Guild Wars 2 - Xpiher Duminous
Xpiher's GW2
GW 1 - Xpiher Duminous
Darkfall - Xpiher Duminous (NA) retired
AoC - Xpiher (Tyranny) retired
Warhammer - Xpiher
Quick question: when you kill a PC in MO do you automatically get red flagged regardless of location, or do you have to be w/in LOS of a NPC guard?
if the person gives you a murder token you will get the flag.
Games:
Currently playing:Nothing
Will play: Darkfall: Unholy Wars
Past games:
Guild Wars 2 - Xpiher Duminous
Xpiher's GW2
GW 1 - Xpiher Duminous
Darkfall - Xpiher Duminous (NA) retired
AoC - Xpiher (Tyranny) retired
Warhammer - Xpiher
Ok, can you explain how that works? Forgive my ignorance, but do you purchase murder tokens and carry them around so your killer gets one when he grabs your loot? Or, do you just select the option somewhere to carry a "murder token" so PCs get flagged if they kill you outside of a duel/ war dec? Briefly, how does it work? Thanks. . .
Ok, can you explain how that works? Forgive my ignorance, but do you purchase murder tokens and carry them around so your killer gets one when he grabs your loot? Or, do you just select the option somewhere to carry a "murder token" so PCs get flagged if they kill you outside of a duel/ war dec? Briefly, how does it work? Thanks. . .
If someone kills you, you can give them and anyone who helped them kill you, a murder token. Murder tokens are just the mechanic used to determine the serverity of the flag. It basically like "do you forgive this person" no = no murder token yes = murder token.
Games:
Currently playing:Nothing
Will play: Darkfall: Unholy Wars
Past games:
Guild Wars 2 - Xpiher Duminous
Xpiher's GW2
GW 1 - Xpiher Duminous
Darkfall - Xpiher Duminous (NA) retired
AoC - Xpiher (Tyranny) retired
Warhammer - Xpiher
Got it. . . thanks.
Basic morality of killing people just in a coin form.
When did you start playing "old school" MMO's. World Of Warcraft?
You only get red flagged if you have 5 murdercounts. Ity takes 20 hours in game time for a murder count to fade, and at some point the wil allow you to work off a murdercount in the etherworld (when you are dead).
You dont get a murder count for killing a grey or red player, or killing a clanmate. SO you have to be actively killing innocent players to become red. You also dont get a murder count for fighting in a mutual war.
--------------------------------------------------------------------------------------------------------------
To people complaining about the war dec system, deal with it. Right now its in its first iteration and needs work. Also nothing is stopping you from attacking your enemies if they dont accept your declaration. If you are dead-set on attacking them for any reason then YOU should be willing to face the consequences. If they decide to attack you then they will have to face those same consequences. The idea is that the attacking clan are invaders and no one agrees to be invaded. If they decide to take a more agressive stance towards there attackers then to prevent statloss they have the choice of accepting your war dec.
If they add non-mutual war decs then it will result in clans that dont want war becoming free kills to the attacking clan. This will completely negate the whole point of having a flagging system if you can just make a clan and war dec anyone you dont like with no consequences. If the add some sort of wager system where you refuse to accept and have to pay, then the attacking clans can manipulate mechanics to drain clans out of money.
Thats basically saying " let us attack you without penalty and if you refuse pay us to not be able to attack you without penalty"
Also MO isnt a wargame, its not DF, its not a pvp-only game.
My sig is just as logical as your posts are
Do they allow multiple characters per account in MO or just 1?
Basically here is how it will work, you have alt characters to spread out the killing so it takes longer to get red. If they don't allow you to have multiple characters per account people will still have a couple accounts.
You just leave characters logged in with a macro when your not playing so you burn off their time so you can kill more people without penalty. You also have an alt character/account in case one does go red to play while the other is red then log the red guy in when you're done playing to burn off his time again. Add in the standard auto log when an unknown player comes too close to your guys for added protection. Assuming there is a standard log out timer plus canceled on attack, you'd use two accounts with the non red as a look out for the red guy to start the log out earlier.
That is all a system like this will accomplish. Now if they made it so the only way to get unred was to work it off with quests or tasks and those tasks took many hours to get enouch accomplished then it would be more punishing. But as it is most people will just keep the guy logged in while not playing to burn off time so when he does play he isn't penalized.
--------------------------------------------------------------------------------------------------------------
To people complaining about the war dec system, deal with it. Right now its in its first iteration and needs work. Also nothing is stopping you from attacking your enemies if they dont accept your declaration. If you are dead-set on attacking them for any reason then YOU should be willing to face the consequences. If they decide to attack you then they will have to face those same consequences. The idea is that the attacking clan are invaders and no one agrees to be invaded. If they decide to take a more agressive stance towards there attackers then to prevent statloss they have the choice of accepting your war dec.
If they add non-mutual war decs then it will result in clans that dont want war becoming free kills to the attacking clan. This will completely negate the whole point of having a flagging system if you can just make a clan and war dec anyone you dont like with no consequences. If the add some sort of wager system where you refuse to accept and have to pay, then the attacking clans can manipulate mechanics to drain clans out of money.
Thats basically saying " let us attack you without penalty and if you refuse pay us to not be able to attack you without penalty"
Also MO isnt a wargame, its not DF, its not a pvp-only game.
Doesn't matter if its a PvP only game or not. No one will accept war decs because it make you enemy weaker for not doing it. Since players are already gray in your own territory then you can kill them without consequences but if they kill you you will be given a murder token. Its imbalancing plain and simple. We aren';t asking for them to make a mechanics that is used to easily circumvent the stat loss, we want a way to circumvent stat loss in order to have real politics, real territory control, and real wars. They can accomplish that using unilateral war dec system that has a high cost to upkeep agressive wars. There are good ideas on the official forums on how to accomplish that go read them.
Games:
Currently playing:Nothing
Will play: Darkfall: Unholy Wars
Past games:
Guild Wars 2 - Xpiher Duminous
Xpiher's GW2
GW 1 - Xpiher Duminous
Darkfall - Xpiher Duminous (NA) retired
AoC - Xpiher (Tyranny) retired
Warhammer - Xpiher
There are 3 character slots currently, not sure if this will be lowered, but there will always be more than 1 character.
Murdercounts take 20 hours each in-game time to fade. at 5 murdercounts you are red, at 3 murdercounts you can kill 1 person every 20 in-game hours without going red.
Every time you kill someone it resets your timer to 20 hours. So at most you can participate in killing 4 people. You get a murdercount if you are on the victims assault list when he dies, you dont have to land the killing blow. So you would have to be very careful, especially when in a group to not go red fi you are out pking.
its up to you if you want to kill 4 people, play 80 hours, kill 4 people play 80 hours in order to avoid going red. if you do that then you are not part of the group the flagging system is set up to deal with. Even if you work off your murder count after every kill, you still arent par of that group.
if you spread your killings out you have the same issue x3. You will honestly kill 4 people on 3 different characters, then procede to work off 3 different characters @ 80 hours each to reset your count back to 0 so you can kill 4 more people one ach account? Thats alot of murdercount grinding and if you are the type to do that then the system is working as intended, preventing people who dont want to be red from becoming a nuisance. Making the red Pk playstyle more exclusive.
If you buy a second account to do this you are only doign this x6, at that point you might as well go red. Skilling up 6 characters all just to get around the flagging system and paying for 2 accounts to do it.
My sig is just as logical as your posts are
--------------------------------------------------------------------------------------------------------------
To people complaining about the war dec system, deal with it. Right now its in its first iteration and needs work. Also nothing is stopping you from attacking your enemies if they dont accept your declaration. If you are dead-set on attacking them for any reason then YOU should be willing to face the consequences. If they decide to attack you then they will have to face those same consequences. The idea is that the attacking clan are invaders and no one agrees to be invaded. If they decide to take a more agressive stance towards there attackers then to prevent statloss they have the choice of accepting your war dec.
If they add non-mutual war decs then it will result in clans that dont want war becoming free kills to the attacking clan. This will completely negate the whole point of having a flagging system if you can just make a clan and war dec anyone you dont like with no consequences. If the add some sort of wager system where you refuse to accept and have to pay, then the attacking clans can manipulate mechanics to drain clans out of money.
Thats basically saying " let us attack you without penalty and if you refuse pay us to not be able to attack you without penalty"
Also MO isnt a wargame, its not DF, its not a pvp-only game.
Doesn't matter if its a PvP only game or not. No one will accept war decs because it make you enemy weaker for not doing it. Since players are already gray in your own territory then you can kill them without consequences but if they kill you you will be given a murder token. Its imbalancing plain and simple. We aren';t asking for them to make a mechanics that is used to easily circumvent the stat loss, we want a way to circumvent stat loss in order to have real politics, real territory control, and real wars. They can accomplish that using unilateral war dec system that has a high cost to upkeep agressive wars. There are good ideas on the official forums on how to accomplish that go read them.
Getting a murdercount for attacking a clan full of innocents makes sense. If you are the attacker then you knew what you are getting in to. If you attack them in there territory then you shouldnt have the advantage of being able to walk in with no consequenses. Statloss is the highest price you can pay and if you are invading you should be prepared to pay that cost.
In my opinion having statloss as a potential risk for goignt o war with an unwilling clan makes you weigh the pros and cons of war. The wars will be real because you are puttng your characters on the line to further your cause, if you end up going red and have to take time retraining and working off your murdercounts then you will have to consider if the territory is worth it. This all adds to the politics of the game.
They shouldnt add any system that magically takes money to have a war. The costs of war will be enough, you have statloss, paying to re-equip and time. The wars will be more gritty and will be more realistic and not just "wargames online".
If anythng they just need to expand the diplomatic options so you have more ways to interact during wartime.
My sig is just as logical as your posts are
As much as I agree that there should be consequences for going to war with a clan full of innocents, I don't agree that the consequence should be statloss. It would make much more sense that the game itself ( npcs ) shuns the clan.
- No access to all npc priests
- No access to citys ( guards KOS )
- Place a " blood debuff " on players so aggresive animals can find them in the wild.
- Increase paranormal activity in and around their territory.
Or any other game mechanic that the devs could come up with that makes sense.
Clans should not be able to decline a war dec. I think a better implementation would be to simply throw a 2 - 5 day wait period for the war dec to take effect, since the whole point of a war dec is to inform everyone else that you and said clan are enemies. If the clan that has the war dec against them doesn't want to fight they have time to gather their friends and come to some sort of arrangement against them.
There are 3 character slots currently, not sure if this will be lowered, but there will always be more than 1 character.
Murdercounts take 20 hours each in-game time to fade. at 5 murdercounts you are red, at 3 murdercounts you can kill 1 person every 20 in-game hours without going red.
Every time you kill someone it resets your timer to 20 hours. So at most you can participate in killing 4 people. You get a murdercount if you are on the victims assault list when he dies, you dont have to land the killing blow. So you would have to be very careful, especially when in a group to not go red fi you are out pking.
its up to you if you want to kill 4 people, play 80 hours, kill 4 people play 80 hours in order to avoid going red. if you do that then you are not part of the group the flagging system is set up to deal with. Even if you work off your murder count after every kill, you still arent par of that group.
if you spread your killings out you have the same issue x3. You will honestly kill 4 people on 3 different characters, then procede to work off 3 different characters @ 80 hours each to reset your count back to 0 so you can kill 4 more people one ach account? Thats alot of murdercount grinding and if you are the type to do that then the system is working as intended, preventing people who dont want to be red from becoming a nuisance. Making the red Pk playstyle more exclusive.
If you buy a second account to do this you are only doign this x6, at that point you might as well go red. Skilling up 6 characters all just to get around the flagging system and paying for 2 accounts to do it.
The majority of players in MMOs log on during the weekends (highest server population counts) and a lot of people work during the week with little time to actually play. It's not tough to setup macros to keep a character logged in through out the week so that your timers go away and then you can have fun killing people on the weekend. Usually people come up with dual logging programs for games so that on one machine you can log in two accounts. Which means you can macro off both timers at the same time, now you have 10 kills to do over the weekend. If you are good enough at macroing down the time you can have your other characters logged in and get to do 15 or 20 kills over the weekend and then when monday hits start the process over again.
Most people who would be willing to spend the time to bypass the system like that would also be into gaming enough to power level their characters up early on to get a bunch of high level characters before starting it. I've never had a game that I couldn't grind up to a high level fairly quickly, and I doubt they are going to make this the grindiest game ever so I don't think it would be an issue.
I'm just pointing out how flawed the system is, it will punish the casual player (who is probably also casual enough to not be able to work off the time from murder and get fed up and quit), but it will do nothing to the hardcore gamer who can invest the time and is willing to have his computer run while he's at work/school and burn off his timers.