Improving PvP - collection of new ideas

If you have ideas to improve this great game, post them here!

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Leone
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Re: Improving PvP - collection of new ideas

Post by Leone »

3RayJ3 wrote: I feel that if you open PvP on anybody, even a bandit(blacked) character, you should be open to attack by anybody on the attacked's friends list or in his clan. You gave up your 3 lvl protection by initiating this PvP.
Regardless if you are not in a clan.


I think the auto following is a good idea. As is the penalty for turning your back to run. I also think some attack penalty should be applied to ranged characters in melee situations. But if both the turning and melee penalties are applied, they should be small. I'm not advocating castrating ranged characters.
Love your comments...keep em coming. The first suggestion really is what clans wars are about. You offer a different dimensions to this though. Like it!

Second comment - auto following cannot work when you're slower than those you're chasing, or when the potions are temporary.

BUT ... as I said. Love your thinking. New ideas are good ideas so let's hear them :)
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saab
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Re: Improving PvP - collection of new ideas

Post by saab »

First of all, thanks a lot for everyone's contribution! Please continue, express your oppinion here!
Leone wrote: I'm not entirely sure that the auto follow would help. You'd end up chasing a ranged character around and around but they are faster and so you could never land a hit on them.
As I know, the walking speed is equalized during PvP, however, I'm not sure if it's actually implemented or just planned yet. I agree that auto-follow would not solve all the problems of PvP, but would at least made hit'n run tactics of low-lvl ranged chars vs. high lvl meelee players more risky.

Also, I can imagine something like meelee chars be able to hit during movement, but ranged chars only after some rest (see my other suggestion).
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joeylamcy
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Re: Improving PvP - collection of new ideas

Post by joeylamcy »

saab wrote:Also, I can imagine something like meelee chars be able to hit during movement, but ranged chars only after some rest (see my other suggestion).
That's what i'm thinking :mrgreen:
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saab
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Re: Improving PvP - collection of new ideas

Post by saab »

3RayJ3 wrote: Coming from someone that has terrible wifi, I don't like an extended time left to be attacked after a log out because sometimes it is not just an evasion, but a drop. I do support being still accountable, still open to attack once logging back on.
Yes, I agree. I also was killed in PvP more than one time because of connection problems, even with the present 7-sec delay rule. I think that it's important to make difference between the offender and the defender. If someone initiates attack, tey should really trust their connection, and must have an even longer delay than the present 7 sec one.

The creator and Gandalf expressed recently in another topic that PvP is fundamental part of this game, so no complete opt-out from PvP will be implemented. Maybe a shorter delay after log out for the defender can be an acceptable trade-off for them and for those players who really don't like PvP.

I understand that those who absolutely don't want to get involved in PvP can use the offline game instead. But I can imagine that there are many players who prefer the MMORPG over the offline game because of the company, and because many other reasons, but who really don't like PvP. I'm one of them. I would be happy to see some more protection for us.
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saab
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Re: Improving PvP - collection of new ideas

Post by saab »

And now, today's topic: how to differentiate between offender and defender?

And the related problem: outlaw count.

It's a delicate problem, I understand. Unless I'm mistaken, it was Blitzcraig who suggested not long ago that outlaw count should be increased not upon kill, but already upon targetting someone as offender. I agree that more severe rules are necessary to discourage attacking unsuspecting players, but targetting can happen accidentally in crowded areas. Even 1-2 hits might be landed accidentally. So maybe causing significant damage (some 10-20% of full HP) as offender is a better criterion for increasing outlaw count.

Also, it is important to differentiate between offender and defender. If friends and clan mates can join the battle to help, it should be allowed only on the side of the defender. But how do you tell who is the offender, if you only realise at some point that two players are PvPing nearby? Can you help your friend out? Maybe a system message could be shown during battle for all the nearby friends of the defender, that a friend is in trouble. Similarly to the message of clan building being under attack.

Furthermore, it is important to not allow untargetting after some significant damage was made, so the battle continues until one fighter dies or logs out (with the modified log-out delays). This way, the offender remains the offender all the time. Of course, only the offender's outlaw count should be increased.

But what if two players decide to PvP deliberately? This can lead to misunderstanding, if done in the presence of other players. Some might join the batlle on one side to help out someone unwanted. A possible solution: if someone targets someone else, the red crosshair appears, as usually. But this player doesn't attack yet. Then the other deliberate participant targets the first one, and the crosshairs turn to green on both players screen indicating intentional PvP fight. Such battles should end when any of the players untarget the other one, and in this case, the outlaw count should not be increased. Also, no other players should be allowed to join this battle, showing instead some message about the situation.

An alternative solution is designated areas for PvP (arenas), where anyone can go deliberately, and fight against others, preferably without most of the adverse effects of dieing, like drop, XP loss.
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saab
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Re: Improving PvP - collection of new ideas

Post by saab »

Elia wrote:Not a bad idea but how about restriction of PvP for low levels when you have 60 or 70% hp remaining? Message can be popped up:" PvP restricted the character is in low health". When there is restriction for a higher level player, there can be a restriction for the low levels whereby imposing restriction upon PvP when the character being sought to attack is not healthy. If possible to implement, you will feel more secure, as sometimes you find yourself grinding alone, swarmed by mobs. Moreover, if you are AFK, and in yellow or red hp, still you will be able to enjoy pvp protection. :)
Yes, it's a good idea. Maybe if some of the other suggestions will be realised, like outlaw count increase after significant damage, even without kill, this limit can be lowered. But I agree that below some 40-50% HP none should be able to be attacked. Also, friends should not join an ongoing fight on one side if the other player is red or something.
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blitzcraig
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Re: Improving PvP - collection of new ideas

Post by blitzcraig »

The "friends" idea aside for now (good idea, just more difficult to explain than I want to try before coffee ; ) ... there's some really good stuff here ... I agree that targeting shouldn't count because it's too easy to happen by accident... but a single attack should trigger the outlaw count (I've never done this by accident ever... certainly not five times)

Also, no untargetting unless you kill, die, or one of you logs off

Lastly (for now) if you want to PvP without an outlaw count, and without interference, join a clan and go to the colosseum arena ;)

This gave me an idea though.... I'm wondering if it's possible to set the colosseum map to ignore level restrictions on PvP and not count for outlaw....
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Tauron
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Re: Improving PvP - collection of new ideas

Post by Tauron »

In PvP it should be honourable fight.For instance ranged character attacks melee at dungeons and there is wall between them so the melee can't fight back.Then one player attacks you and you hit back which brings the attacker's friend to attack you as well it really should be 1vs 1.One more example is when you are surrounded by monsters and the other uses that to his advantage to get easy kill.PvP should be strict rules of when you can attack and not hit someone who is allready red or surrounded or cannot fight back. :)
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