PVP compromise idea

Discussion in 'PvP Gameplay' started by tiggis2006, Apr 16, 2014.

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  1. baronandy

    baronandy Avatar

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    what compromis i would like already posted this in an extra thread

    i tested gloria victis and the loot system is impressive

    when you die u are 30 sec dead after u spawn in your hometown
    everything what not have been looted in this time will be in your bagpack

    when you die to pve or disconnect to a mob you still have all things left in your corpse when nobody loot it or guard it for 30 sec
    when u die in pvp there should be full loot but a murder should be punished
    (maybe add soft hp like in life is feudal) that you not get a murdercount when you hit someone ko. u may only loot one item when he is ko.
    now you can decide execute him, take all loot for a mudercount or let him alife and he stands up in the next minute with his loot.
    some murder just wanna have a fight and win not all want to loot the crap stuff from a new player.

    with this system also noobs not get so much punished when they get murdered which pk want to have crap armor and noob weapon they might let the noob his stuff and he will spawn in town with his whole gear maybe except resorces he gathered.

    also depending on how big the map will be it could be like in planetside http://1.bp.blogspot.com/-07s4gbscp...AEQ/s1600/PlanetSide2 Map Interface Indar.png

    2-3 faction at the edges of the terretory there will be the hotspot for pvp (it will blink on the map), non stop fights for terretory, the other areas will be more quiet where the people can farm. it should only be possible to travel over the overview map in the areas which are controlled by the faction to prevent to much enemys going in the ssave farming zones owned by a faction. because they first have to go through the pvp hotspot manually to reach enemy terretory
     
  2. Bodhbh Dearg

    Bodhbh Dearg Avatar

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    I'd consider that a great looting solution for those that have opted in to PvP... :)
     
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  3. Silent Strider

    Silent Strider Avatar

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    If I understood the official post about its looting system correctly:

    - If one simply defeats another player, he can only take small items from the defeated player's bag; no equipment looting in this case.
    - If one executes the player after defeating him he can loot items, but is flagged as a murderer. This holds true even if the defeated player is flagged as a murderer himself.
    - If a player with a "murderer" flag is defeated the winner can send him to jail (causing the murderer to respawn locked inside jail instead of his current respawn point), and gains a reward for doing so.
    - There is a small amount of time available to loot items, and the looting times are tuned in such a way that, if the winner starts looting immediately after defeating the enemy, he can get only one to three pieces of gear, or a larger number of less valuable items from the player's backpack.
    - The game does not show the item's stats, quality, durability, value, etc; the looter only sees the kind of item (ring, sword, etc) and how long it will take to loot it. He has no way of knowing if what he is getting is an epic sword or a broken rusted sword, if he is getting a brass ring or a diamond ring.
    - Only the player that effectively defeated the other one can loot him. Players defeated by monsters can't be looted, in order to prevent training mobs towards a player in order to kill and loot him.
    - There are systems in place to prevent repeatedly killing and looting an AFK player.
     
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  4. baronandy

    baronandy Avatar

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    yeah exactly you even added the idea with jail . awesome ive been told in age of winlu you can also free murders out of the prison XD so the murder will need help to get free again after a fixed ammount of time he have to sit in jail.
     
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