Improving PvP - collection of new ideas
Posted: Fri Jun 06, 2014 10:02 pm
I open this topic to be a place to collect our ideas about how to improve and balance PvP. As I know, now that a lot of new content have been added, the developers are working on sorting out PvP issues. Therefore, this is the appropriate time to come up with these ideas, and to express your support toward suggestions raised by others.
I already collected my own suggestions back in April, but that list is burried in another topic, thus I copy them here. Original appearance:
viewtopic.php?f=8&t=3179#p23448
Feel free to criticize, improve and extend this list.
- Turning your back to a melee player should be extremely dangerous: you just don't do that. Anyone running away from a meelee player shoud receive 1-2 critical hits before getting out of hit range. I can also imagine a chance of about ~20% of immediate death in such a situation, regardless of the level of the characters. However this feature could also be abused, so the idea of the immediate death might require further sophistication.
- Friends for the rescue: Imagine that you are just hanging around on a map with friends nearby when you're attacked by someone. This should be more dangerous for the offender, because he or she cannot know who are willing to help you in the fight. So if you are attacked (the other player initiated the fight - its important!), your friends should also be able to fight the offender back without level limitations, and should also be able to continue the fight after the offender stopped the attack. It doesn't seem to be difficult to implement in the game.
- longer time in game after logoff for the offender: maybe twice as much as now: 14s for the one who initiated the fight. Also to make an attack on a high-lvl character more risky. Cowardry should not be supported. Very easy to implement.
- Auto following the enemy: its simply impossible to move up next to an archer or mage enemy using the touchscreen on my tablet to be able to hit them at least one single time. Auto following is implemented in the offline game, so it should be easy to put the same into the MMORPG.
- Delay before and after ranged attack: it obviously requires time of concentration before attacking by bow or spell, thus, a 2-3 s delay before the first hit should be required. Probably a delay after the last hit and befor the running could also be required, as bows/scrolls should be packed before movement. It's also easy to implement and makes hit'n run tactics less effective.
- Rule of revenge (see one of my previous posts) or enemy list (see a previous post of blitzcraig): The most annoying is that you keep being attacked by low-level chars who most probably cannot kill you within any reasonable time, but as soon as they stop attacking you, you cannot fight back. It should be changed. If you were attacked by someone and you received a considerable amount of damage, you should be able to fight back for some time after the attack ended. The time span for the revenge can be a matter of consideration but 1 hr to several days seems to be correct. Could also depend on the fraction of damage compared to your full HP.
I already collected my own suggestions back in April, but that list is burried in another topic, thus I copy them here. Original appearance:
viewtopic.php?f=8&t=3179#p23448
Feel free to criticize, improve and extend this list.
- Turning your back to a melee player should be extremely dangerous: you just don't do that. Anyone running away from a meelee player shoud receive 1-2 critical hits before getting out of hit range. I can also imagine a chance of about ~20% of immediate death in such a situation, regardless of the level of the characters. However this feature could also be abused, so the idea of the immediate death might require further sophistication.
- Friends for the rescue: Imagine that you are just hanging around on a map with friends nearby when you're attacked by someone. This should be more dangerous for the offender, because he or she cannot know who are willing to help you in the fight. So if you are attacked (the other player initiated the fight - its important!), your friends should also be able to fight the offender back without level limitations, and should also be able to continue the fight after the offender stopped the attack. It doesn't seem to be difficult to implement in the game.
- longer time in game after logoff for the offender: maybe twice as much as now: 14s for the one who initiated the fight. Also to make an attack on a high-lvl character more risky. Cowardry should not be supported. Very easy to implement.
- Auto following the enemy: its simply impossible to move up next to an archer or mage enemy using the touchscreen on my tablet to be able to hit them at least one single time. Auto following is implemented in the offline game, so it should be easy to put the same into the MMORPG.
- Delay before and after ranged attack: it obviously requires time of concentration before attacking by bow or spell, thus, a 2-3 s delay before the first hit should be required. Probably a delay after the last hit and befor the running could also be required, as bows/scrolls should be packed before movement. It's also easy to implement and makes hit'n run tactics less effective.
- Rule of revenge (see one of my previous posts) or enemy list (see a previous post of blitzcraig): The most annoying is that you keep being attacked by low-level chars who most probably cannot kill you within any reasonable time, but as soon as they stop attacking you, you cannot fight back. It should be changed. If you were attacked by someone and you received a considerable amount of damage, you should be able to fight back for some time after the attack ended. The time span for the revenge can be a matter of consideration but 1 hr to several days seems to be correct. Could also depend on the fraction of damage compared to your full HP.