The INRs themselves don't matter, it's just like 2% of exp. Big woop, who cares. The big deal is that it gives you a reason to gank them later when they aren't expecting it.
I'd rather see saferooms changed. So that rather than preventing hostile actions entirely, they prevent hostile actions toward your person, unless you still have either 1) A combat flag, or 2) Holding someone else's INR.
And possibly 3) Flagged as Lawless. Though you need to give people a reason to actually be lawless first. See IDEA 4106 for a start.
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And possibly 3) Flagged as Lawless. Though you need to give people a reason to actually be lawless first. See IDEA 4106 for a start.