why people hide in friends - to avoid the griefers!!!

Discussion in 'PvP Gameplay' started by liz_the_wiz, Aug 20, 2017.

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  1. Tiina Onir

    Tiina Onir Avatar

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    Really? What PvE zones are they in? (It's not that I don't believe you, I'd just like to know)
     
  2. Alley Oop

    Alley Oop Bug Hunter Bug Moderator

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    the rise.
     
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  3. Alleine Dragonfyre

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    They already exist. It's called friends-only mode. I mean, you have to flag yourself to be in PvP, so why do you have to go to friends only? When someone is provoking you, right? So why not just keep it the way it is. People picking on weaker players is an exception to the rule. Remember that.
     
  4. Curt

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    Studying http://sotawiki.net/sota/Scene_Difficulty/Tier_5_Scenes
    I see there are 47 scene at 5 skull and of them is 7 PvP only
    If you tries to enter them in friend or solo mode you is forced into multiplayer and thus into PvP

    7/47 = 15%

    So at 5 skulls is 85% of the world available for people that Don't want to PvP
    While 100% is available for people that wants to PvP
     
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  5. StrangerDiamond

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    We need to pin that somewhere up there :p
     
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  6. Stundorn

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    No i mean an additionally MP pvp online mode.
    Just like if you flag, but you then only see pvp people. A additionall PVP Flagged mode.
    And keep the FM and MP pve only.
     
    Last edited: Aug 23, 2017
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  7. StrangerDiamond

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    Oh no... you'd have to re-read the whole thread to know what I am suggesting, I'm just saying that as long as the pvp gear we'd get in champion spawn type scenes would give advantages that only apply to PvP fights, for PvE they would be sub-par. And vice-versa of course.
     
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  8. StrangerDiamond

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    Problem with this (I speak as a RPvPer) as you've stated earlier is that most players of our playstyle will not really enjoy the way our game is setup for many reasons. Social players won't necessarly care about making houses that fit the towns they are in, the economy would have to be completely separate and many more rules would need to be introduced to that the game is crafter centric, like UO was.

    Most pvp would occur over competition of ressources, protection of convoys, sending scouts before going on a guild hunt etc... the economy has to be focused on roleplay, so everyone has a role.

    That can hardly happen if I see houses and vendors from other players who sell gear they got in the protected PvE mode (oracle protection).

    To me such a mode could be viable, but it needs to be cut off, segregated yes from the other economy so that everyone starts with the same opportunities.

    Hardcore PvP types would probably not care either way, but when you roleplay you want everyone that participates in the economy to have similar risk, if they don't collaborate with others (say hire a scout to make sure your favorite mining spot is clear) then the risk would be much higher.

    I think some side systems are thus necessary to make sure those who DO take such huge risks are more rewarded, perhaps more ressources and XP.

    In such a chaotic wild mode of play, you don't need to incentivize collaboration, since grouping is its own advantage. You need to incentivize the bold, the fearless, the player who takes all risk for perhaps no reward.

    One player is the rogue who can lockpick, disarm traps, fetch hidden people, track... another is the protector, another is the mage who enchants everyone and dispels, the healer has an important role because of the skill cap you see alot more variation in roles. Some player could chose to become a kind of jack of all trades, but then he would have mediocre skill of each (like in UO).

    I'll do a simple example :

    In UO I had a dexxer that was yes good when purely a monkey, but was twice as good with less focus on parry and anatomy, instead of having a GM in each those skills, I had 80 with gave a substantial bonus, but left 40 points that I could put in magery which didn't allow me to cast from spellbook efficiently but to cast from scrolls, sure it was more expensive, but scrolls were much more guaranteed to work than spells from the book, thus I rarely fizzled a paralyze or even energy bolt.

    I think the game was genius that way, each skill was thought to have alternatives that could give you a small edge if you were skillful enough to think fast enough to really use all those abilities and potions to your advantage. Interrupting spells with inexpensive magic arrow was a must, having trapped pouches to save you from paralysis... thats why I had over 10 thousand fights and never got bored.

    That is replay value my friends, when people 15 years later still have tournaments that make people go WOW, what skill, what wonder stuff, so sugary, much galactical !

    When you join a freeshard and you find a 10 player tournament that brings over 300 spectators, you know your combat system is not only good, its genius.
     
  9. Stundorn

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    agree completely and it again shows clearly - the skill system and also economy is not yet set up well for PvP and it takes way too long to make a contribution. And sorry if i say it again and some are annoyed - the gap between players is way to big.
    Some skillfull midlevels should allways be able to seriously harass a highlevel, no mater what super uber skills and gear he has.
    just my 2cents to it.
     
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  10. StrangerDiamond

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    Yup.. thats is why I still enjoy UO... even just seeing some screenshots on an old website wakes me up like a good bold coffee does, my imagination sparkles and I'm a kid again (SOTA should also do this for me, as its presented in the intro video, and I'm sure portalarium CAN do it).

    Back in early UO... I did all manners of tournaments, and I had 0 skills at GM, my magery was like 88 on my mage, fencing 92 on my dexxer, most players I competed against were 7x GM capped players, but I always ended up in second or third position.

    Sure I never won the first prize, but I beat TONS of players who grinded thousand hours more than me (not exaggerating, the grind was mind numbing in classic UO).

    And each time the players I beat didn't complain, because the combat system was so well made that after a fight they knew the errors they made, they knew that theoretically their higher skills gave them an advantage (the tournaments had you disclose skills and snooped you for prohibited items) but they couldn't use it because they lacked the proper reflexes or vision (predictive ability).

    Each time after a fight, the 7x gm player would come bow to me and say, wow, you sure know how to fight. Both players "won", cause they learned each fight something that didn't work and this was worth more than their skill % or math min max ability.

    Everyone was happy, sure at first there was some periods where crossbows or other weapons/skills for example was overpowered, but I had options if I saw a player equip a crossbow, things I could do completely differently, taunts, fake casts and different tactics to confuse or distract. Some fights would go on for minutes before any player had even landed a single hit ! and people in the audience were on the edge of their seat !

    SotA does try to achieve the same results, but since the system is much more complex from the get go (tons of independent skills instead of skill multi-functionality and inter-dependency) its much harder to balance.
     
  11. Ravicus Domdred

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    Man I long for UO again.....I was in a RP/PvP guild on europa. BOC at Cove. We did training exercises, we did escort quests. Our main foes where yew and trinsic. We had delegations that would go and discuss terms of ransom of a princess, or a caravan, or would we team up with them and attack another rp/pvp guild. Oh damn, was so fun. We had structured tourneys. We could only use gm armor and no magic enhanced items. Son of a ***** I am gonna have to fire up my old account now....
     
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  12. StrangerDiamond

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    It's changed alot... exept siege :) but the way items and skills have evolved since AoS and SE makes it more like SotA than UO IMO. Still its well made, I still had fun building a new character a few years ago, but the replay value was less for me because uber artifacts kind of stole the show.

    But I'm pretty sure you would have a bigger blast on one of those popular enhanced T2A era freeshards :)
     
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  13. Ravicus Domdred

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    I might have to do that. I mentioned the guild war system to Chris a couple times and it was like he had no idea what I was talking about. Pretty sure he thinks I am batguanna crazy.
     
  14. StrangerDiamond

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    hahaha, you mean the system on the guildstone that had both guildmasters agree to open pvp ?
     
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  15. Ravicus Domdred

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    yes, but you are not flagged open pvp, just to the guilds/alliances that you are warring.
     
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  16. Dreadnought

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    Good ol townie fights, this game needs blood on the streets.

    This would actually solve alot of the flagging complaints I have for this current system. Gives the opportunity to gank and pvp anywhere at anytime..

    Major thumbs up
     
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  17. Ravicus Domdred

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    yes indeed!
     
  18. Dreadnought

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    You need to make a post on this explaining it to people that don't understand, then us pvprs can back it,.. Show it's importance.
     
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  19. StrangerDiamond

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    Yes of course that would be amazing because then guildmasters can set some "rules" that aren't or can't be programmed. Anyone break the rules ? Kick them from the guild, simple :)

    It would allow many of us to PvP anywhere without being ganked into town by some strangers looking for an easy kill.
     
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  20. Ravicus Domdred

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    exactly! But so far I am just friggn nuts for suggesting it. I have made posts on this only to be shot down. :(
     
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