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Improving PvP - collection of new ideas

Posted: Fri Jun 06, 2014 10:02 pm
by saab
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.

Re: Improving PvP - collection of new ideas

Posted: Fri Jun 06, 2014 10:08 pm
by MadMikael
Big thumbs up here!

Re: Improving PvP - collection of new ideas

Posted: Fri Jun 06, 2014 10:50 pm
by Arachnia
Some thoughts really worth while considering.
Thumbs up for the compilation!

Re: Improving PvP - collection of new ideas

Posted: Fri Jun 06, 2014 11:46 pm
by Leone
Firstly, thank you for raising this as it is such a huge issue. I think I asked this a while back but it is worth repeating: why is it that the 100+ level players are *almost* always archers or mages (ok - there are some exceptions but absolutely few and far between, particularly when you get to 200/300+)? Because melee players have absolutely no chance of matching them in pvp. Believe me - I know.

For the record (again) - my solution is for the melee player to have a throwing axe (or whatever) for pvp but not for pvm. Personally, I would be happy to see a rethink of charcter skills in order for this to happen so that melee classes don't become too powerful.

I believe that rule of revenge is a great idea for ANY class- you kill a mage and they have x amount of time to retaliate.

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.

The longer log-off time sounds sensible. The turning your back on a melee player sounds good as well, but then again ranged players are much faster so I'd never land a hit(I play a dwarf character so speak from this perspective).

All in all though, I'm pleased that you've brought this up again. It's a great opportunity for other melee players to have their say and offer suggestions that may not have been previously considered.

Re: Improving PvP - collection of new ideas

Posted: Sat Jun 07, 2014 1:00 am
by jimknight92
Like it all ;) i have a swordsman and i know the pain

Re: Improving PvP - collection of new ideas

Posted: Sat Jun 07, 2014 4:22 am
by joeylamcy
Leone, u probably should try using speed potions

Rule of revenge counted as kills or not?

Melee auto attack while running may help

Re: Improving PvP - collection of new ideas

Posted: Sat Jun 07, 2014 8:22 am
by Elia
saab wrote: 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.

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. :)

Re: Improving PvP - collection of new ideas

Posted: Sat Jun 07, 2014 8:46 am
by 3RayJ3
Since it seems my post brought on this revision of an older suggestion, I guess I should put in my 2 cents.
3RayJ3 wrote:My issue with PvP is different. Maybe even belongs under suggestions. I like the 3 lvl rule, but I think once someone attacks, they should be open to attack from anyone. Maybe the attacked has a friend nearby, that under the current rules can't be of help. Such a simple revision would change the whole PvP while you are red, bash a solo player thing that happens now.
That said, I am a new player. I have very little experience in this game, so my opinions should be taken in that light. I play 3 characters, archer, mage, dwarf. All 3 low lvl, highest being in the 60's right now.

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.

That option to retaliate should remain for 24 hours. You can't just log off/on and continue like nothing happened.

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.

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.

Re: Improving PvP - collection of new ideas

Posted: Sat Jun 07, 2014 4:53 pm
by Leone
joeylamcy wrote:Leone, u probably should try using speed potions

Rule of revenge counted as kills or not?

Melee auto attack while running may help
I do use the speed potions. The trouble is that they are temporary and (of course) you can only carry so many at once. I don't see them as anywhere close to a solution to this problem. Then again, I guess why we're debating this though!

Re: Improving PvP - collection of new ideas

Posted: Sat Jun 07, 2014 4:58 pm
by MadMikael
The problem I have with speed potions is that when using them its so hard to control enough to hit opponent, especially when using touchscreen vs joystick. This is why I support the auto follow idea.