serius problem whith the current PVP thinking tread.

Discussion in 'Crafting & Gathering' started by wmidgard, Aug 5, 2014.

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  1. Bulveigh

    Bulveigh Avatar

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    1. IMHO we need a "battle sickness" system badly with this kind of PvP. When you die in pvp you shold be weak for at least 15 minutes. Did they mention such a system? It prevents "endless respawn wars" and gatherer which try over and over again without loosing anythign with value.

    2. I think everything from a PvP zone should be a 100% drop. So when you gather/loot some spezial "PvP zone stuff" it should drop when you die.

    So the rist for a crafter will be "the time".
     
  2. DavenRock

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    PvP Zones shouldn't be this by default. As much as I disagree with full loot, there is a compromise for pvp zones, a choice in percentage of risk. lose 25% of inventory and ransom it or 100% with ransom, etc.
     
  3. Bowen Bloodgood

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    I don't like the ransom system one tiny bit. In fact, the more I think about it the more I don't like it.

    There will always be items that are unlootable though and the devs have a goal of players feeling secure enough to use their "Good stuff". Hence my proposal I just posted awhile ago. Risk a monetary value worth of items based on level, PvP experience and other factors. Low level players and those with little or no PvP experience risk very little. High level regular PvPers risk more up to a certain point. No ransom.
     
  4. Bulveigh

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    It just think its not risk enough to have a 25% chance to lose one of your 20 worthless items a gatherer has on him...

    but.. hmm.. i dont know! maybe the stuff a gatherer needs for his work isnt wothless in SotA.
     
  5. Owain

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    Indeed. This is why advocates of full loot, like myself, consider that to be an option that is far less complicated, and far more logical. Depending on how death is handled, you could be cleaned out of far more than if you had just lost what you initially had on you, particularly in the case of a stealth gatherer looking for raw materials.

    Consider the following grief tactic. You kill someone, take what you can and run off. A confederate comes and resurrects the victim. "Thank goodness", he thinks, right before you kill him again. KA-CHING. Pretty soon, no one accepts res offers, so players incur an additional penalty, perhaps, for resing in town, or however that is handled.
     
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  6. Owain

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    Full Loot prevent endless respawn wars. You are out of the fight until you restock. No spares? No gold? You are out of the fight for the day, or longer, until you recover economically.
     
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  7. Bulveigh

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    I dont want to diskuss full loot here.. But you mentioned exactily the point why full loot(in my opinion) does not work here. I have the feeling that the most players dont want to be "out till they recover evonomically". I know, excitement is a part of FUN in a game, but you should balance risk/reward.

    But whatever! Everyone has a different opinion on that. Mine is: Full loot does not work today, and even back in the old days the greater part of the community didnt really like it.

    I hope the devs include it the way they like it the most, cause when u like somethign u do it right ;)
     
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  8. Owain

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    Which is why I propose full loot as an option, either in place of the ransom system for people who really don't like the ransom system, or in addition to it, for people who want the additional logistical challenge that comes with full loot.
     
  9. Floors

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    I mean, we're playing a game where when you die, you eventually come back to life. That's now how it works in the "real world" either.

    It's a game, and the game has to work. It has to encourage people to PvP. We'll see a lot less people risking and playing in selected PvP zones overall if we don't have a ransom system that eases

    peoples fears about getting ganked by teams of more experienced players.
     
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  10. Bowen Bloodgood

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    The solution I offered allows new PvPers to have low risk. Where as ransom could pretty much defeat the whole purpose of other features like body part trophies. They're trying to please too many people at the same time and I seriously doubt it's going to work the way people want to think it will. It's basically a feel good feature that provides low risk while at the same time it gets in the way of other features. Granted I'm not fond of those 'other features' but that's not the point. It's a contradiction in their design and that's not a good thing for them.
     
  11. King Dane

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    Is there anything meaningful that separates the ransom system from UO's insurance system?
     
  12. Ristra

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    So far it only looks like the only difference is the gold will go to the person looting.
     
  13. wmidgard

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    1:we got batte sickness.
    When a player dies in SotA, they immediately become a ghost at the location of their corpse. As a ghost, players can no longer speak normally, but instead can only speak in ghost speak (or possibly runic). We are also considering a “speak with dead” type skill in the life or moon magic tree to expand on communication with ghosts. Ghosts will be able to see and speak with each other however. Ghosts appear to players as a shimmering point of light, and ghosts can not interact with any physical items in the world.

    As soon as a player becomes a ghost, the player’s view of the game becomes monochrome, slowly starts to become blurred and darken, and other players and creatures appear as shimmering points of light to limit spying. After several minutes of darkening, if the player has not been revived, their spirit and corpse will both be ripped back to the nearest point of connection to the other side and rebound together as one. Most scenes have one or more of these “weak spots” in reality that let the player’s outlander spirit reconnect with the world of New Britannia. This might be a graveyard, a church, or a travelling spirit. Leaving the scene will always force the spirit to reconnect, as will disconnecting.

    Reconnecting without rebinding will cause the most damage to the player upon rejoining the spirit to the body. Penalties include damage to all worn gear, experience debt, possible loss of an item to other players or creatures, and brief spirit rebinding sickness.

    The penalties for death in PVP and death in PVE are nearly the same. The only major difference is that for PVP death, the experience debt is primarily against PVP experience and PVE death is primarily against PVE experience.

    2: dont really care that much about the exact number of stuff you are abel to loot from my dead corps .
    if i enter a pvp zone i know that wat i have on my toon is in danger of getting lootid or dammidged .
    but the stuff i put safely away in the bank shoud be safe.(otherwise wats the point of a bank )

    another thing i olso dont like is the whole idee of PVP experience.
    now thy will gank everyone even those that cant fight back on the same level becous it will not be griefing but thy are just gathering pvp experience.
     
  14. Ned888

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    I agree with this. Full loot is possible, but in no way necessary for the game to function. It is starting to sound to me like all PVP is going to amount to is a gear grab... I was under the impression that gear was not the be all, end all in SotA.

    Also, please don't forget that experience debt also needs to be included in the equation on death.

    The ransom system is in place to make sure the loser loses and the winner wins. It's not meant to ruin the game for a player or to take them out while they farm for new gear. Forcing players out of play or restricting their ability to play is just a no go these days. That's a formula for disaster.

    People may want to PVP, they may not though if it becomes a gear grab.
     
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  15. Duke William of Serenite

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    Simple solution keep all your gold in an alt account and use your crafter to go out and mine in shrabs and use unlootable equipment.

    I am sure there will be bone armor sets or something similar.
     
  16. Duke William of Serenite

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    For the record armed escorts will be available through Order of Vengeance the anti PK guild.
     
  17. Ristra

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    You would go into debt and not be able to flag for PvP until you are paid up.
     
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  18. Mishri

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    Yep, that's what happened in UO with full loot, couldn't ever get ahead because as soon as I left town I was killed. Played on pacific starting in '99. Even after I had a friend give me a bunch of gold so I could get my skills (macroing magery/eval int/meditation in brittania) up I didn't know how to pvp so people still beat me. I don't really have any fond memories of pvp in UO. I enjoyed pvp in other games, league of legends, counterstrike, starcraft/warcraft, wow, warhammer: online, swtor.
     
  19. Beaumaris

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    These are probably some of the reasons that PVP was implemented differently in games like Warhammer and SWTOR that came later. Sure you could respawn, with a little waiting period, but the PVP had an objective and was fun. It wasn't about someone else's loot. It was about PVP combat. It sounds like the OP's point here was that, given the combat system it looks like we are getting, that battle sickness would be that form of downtime, instead of gear loss. It does seem fair that some time of downtime occur, as in some of the other games we play.
     
  20. Rampage202

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    Personally I don't fear or dislike the ransom system at all. :p
    Theoretically the random nature of the system should balance against held items well enough that gear wouldn't become a common drop from people unless they intend to go for a high risk duration just to try to collect rarer resource spawns efficiently, and that would only last for as long as it takes to harvest the resource POI, but again at that point you just become a bigger high risk target for pvp.

    ...yeah that all sounds about right. Defending your gear against the ransom system just means filling up your bags with junk to hand out to anyone who gets the jump on you. Just try to make enough money to defend your spoils and gear if you're really into gathering AND PvP.
     
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