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PVP & Death: Current Thinking Megapost

Discussion in 'Announcements' started by DarkStarr, Mar 6, 2014.

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  1. docdoom77

    docdoom77 Avatar

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    I really like this post! Thanks a bunch! It is certainly less troublesome than the video I just watched; though I'm concerned that the scenario presented there (travel at night opens you to PvP... yuck) wasn't addressed here.

    If it goes anything like the above proposals, I feel pretty good about the whole thing!
     
  2. Miracle Dragon

    Miracle Dragon Legend of the Hearth

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    As the system stands, you'd have to knowingly flag yourself PvP to go into a PvP zone to get those resources, at which point getting killed by another player is legitimate behavior. It sounds to me like they are avoiding a complex justice system by making 'unconsented PK' impossible. That resource gatherer signed away the risks and will only find justice through PvP. (by my reading and understanding of this system).
     
  3. Trok00

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    Except in town, then the guards won't like you much.
     
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  4. sammakonkorvat

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    One more idea/question came to mind about this and ransoms: Would a monster in this scenario get the ransom money if you chose to pay it. This could create fun situations for players, when they defeat a tough monster, that had slain many people before them.
     
  5. Drocis the Devious

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    @DarkStarr: Where do we stand on stealing from other players?
     
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  6. G Din

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    What about difference in levels? Will there be a bolster system for lower level characters to participate in PvP ? or don't go till you are max level ?>
     
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  7. Aartemis

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    And the fact that those same resources are available in other areas of the game. Perhaps its the bottom of a dungeon or inside a bandit stronghold. PvE Danger or PvP Danger, you take a risk either way. The choice is up to you.
     
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  8. Miracle Dragon

    Miracle Dragon Legend of the Hearth

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    DarkStarr has shown interest in this, but it is more of a secondary system, so I believe it will have to wait to be fleshed out later in development.
     
  9. jondavis

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    Sounds like I'm back to the UO days where reds and blues kill you.
    No way to tell anyone apart.
     
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  10. Phredicon

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    Wouldn't this be dealt with by the selective multiplayer mechanic that determines who to 'group' people with in each hex?
     
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  11. E n v y

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    I'm happy with the majority.

    The random looting of 1 item/items is very poor.

    The killer should be the only one able to loot. The player should not be able to trade until the corpse has been reclaimed/decayed. The amount the player can loot should be based upon weight/space......it should be unlikely that a player is able to be dry-looted.

    The only players who this will really effect are those who choose to PvP.
     
  12. Miracle Dragon

    Miracle Dragon Legend of the Hearth

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    They've said over and over that they are designing a level system that decreases the disparity between levels, so higher levels shouldn't necessarily overpower lower levels. (having a few more skills in your arsenal won't necessarily give you a clear advantage)
     
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  13. Abydos

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    An idea for ransom.
    • To avoid having a game too easy.
    • To meet people who do not want to lose their equipment and those who want to lose their equipment.
    • To give importance to the gear and not too mush imporance to the gear.
    • To promote a dynamic economy without making it fall.
    • To create the fear of loss and create trust in the loss.
    I propose that the ransoms are linked to predefined objects. A soulbound like with a RP side.
    The player could protect 1, 2 or 3 items with the ransom system. (Maybe a quest could give the right to use the Ransoms.)

    It would allow us to use our best weapons without fear to lose them.
    It would allow us not to live a system too focused on the Gear.

    Again, PvE players would not risk anything into the PvP. Its a consensual.
    And PvPlayers could live a good dose of adrenaline. Its a consensual.

    Protect our object with we have a particularly intense relationship is important thing for a lot of people. (not for me, I am looking for a reasonable solution).

    I would like to have the point of Chris on this proposal.
     
  14. Umbrae

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  15. E n v y

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    Sorry I hate it.

    No risk and no real reward. Open loot with weight restrictions is the way to go. Nobody should be able to protect/insure items in PvP.
     
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  16. Abydos

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    A World Full Loot is in my opinion much more interesting.
    I am looking for a reasonable solution.


    I am extremely disappointed with the proposal on the loot.
     
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  17. Drocis the Devious

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    I know that Miracle Dragon. I was asking DarkStarr. I'll edit my post to make that more clear.
     
  18. Myoryn_Craysley

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    I don't agree with full loot, but then I do think there should be more risk than what is currently being proposed. Say maybe a random 50% of items carried should be at risk on death.
     
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  19. jondavis

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    It sounds like they want us to PVE and by losing our stuff we won't be able to PVE at the right level.
    That to me sounds like most other games out there.
    I liked the open world of UO where we could attempt to fight any level of creatures we want.
     
  20. Umbrae

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    A looting idea I posted on Dev+ was to have drop-able being a property that is tied to certain crafting materials or properties. Any item with a drop-able property, regardless of PVP/PVE, will have a chance to drop based on its value or some other item ranking. Multiple items could drop, but it would also be possible none would drop. Basic types of equipment without the drop-able property would not drop and players could choose to use these instead. Although they would not risk dropping these items they would break on death and require repairing.

    This is playstyle neutral as both PVE and PVP players would drop items. In PVP, other PVP players could loot the items, but in PVE it could stay where it dropped or included into the loot table for the AI Opponents in the area. For ransom I would rather players have a mechanism to work that out, so a person could decide to hold something for a ransom. Or leave it or return it per their virtue.
     
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