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Re: What would make PvP more interesting for you?

Posted: Tue Nov 15, 2005 2:43 pm
by sprite
aylwyne wrote:Does that actually happen now? It's been a while since I tried it because when I did, it basically just stunned the person.
Lol no. Fear is basically stun still.

I was just joking that if people did start running when feared, they'd have to fix the "always runs east" thing too ;)

Re: What would make PvP more interesting for you?

Posted: Tue Nov 15, 2005 3:38 pm
by hugedan
only thing i would suggest would be as said before to remove the radar the most unrealistic part of it.. maybe dodging ele spells but thats what resists are for

Re: What would make PvP more interesting for you?

Posted: Tue Nov 15, 2005 3:56 pm
by thosholm
What would make PvP more interesting for me?

If I could completely and utterly opt out of it and still play at least the game I had before Ep. 2.

Re: What would make PvP more interesting for you?

Posted: Tue Nov 15, 2005 5:33 pm
by sydius21
I would like the abolishment of radar as well.

Re: What would make PvP more interesting for you?

Posted: Tue Nov 15, 2005 5:48 pm
by jared96
thosholm wrote:What would make PvP more interesting for me?

If I could completely and utterly opt out of it and still play at least the game I had before Ep. 2.

You and me both.....and just about all the peeps and guilds who have already left.

The proposed fame canges are a huge disadvanatge to neutrals especially in the PvP arena.

Why allow neutrals to be killed w/o penalty ? Put a honor point penalty and wanton destruction of helpless peeps is discouraged.

Re: What would make PvP more interesting for you?

Posted: Tue Nov 15, 2005 5:54 pm
by aylwyne
hugedan wrote:only thing i would suggest would be as said before to remove the radar the most unrealistic part of it
I don't think the idea of a radar is unrealistic, although perhaps the current implementation is. If you were really standing there in the woods, you'd have some level of situational awareness of what's going on around you. A big part of this comes from being able to quickly look around you by turning your head. In a game, it's hard to accomplish the same thing without making it more of a twitch game. I think the idea of a radar is a good way to provide that situational awareness without forcing everyone to become masters at camera control.

I think pinpointing everything up to 250m is the unrealistic part, not the general concept itself.

Re: What would make PvP more interesting for you?

Posted: Tue Nov 15, 2005 6:19 pm
by XoloX
Answering only for Atys and in response to the thread title (and to throw in some other thoughts as well :p ):
  • Courteousness and balance.
One is entirely dev driven and doesn't support Ryzom atm (pvp being more like a convention of elementalists, dragging their personal assistants, the healers, around with 'em ;) ), the other entirely comm driven and, sadly, never seems to be applicable to all who participate (and, of course, will spoil the whole crop - even more without a given ruleset).

Re: What would make PvP more interesting for you?

Posted: Wed Nov 16, 2005 4:33 am
by mtsmith
First, I would like to see realistic speeds. Simple. :) When fighting bare handed, I should be able to punch the snot out of my enemies and there should be a good chance of a stunning blow or a critical strike. The same goes for other types of weapons. Daggers seem fast in Ryzom time, but in comparison to real-life, we're talking geriatric speeds.

I would like to see a pike attack that looks and kills like the real thing. Reduce the damage, sure, but there should be a good chance of a critical wound. The same would apply to every other type of weapon, to include magical and ranged ones. If I shot somebody in the head with a high-speed wooden projectile, there is a very good possibility that they might die in a single shot.

Second, I would like to see dodge/parry modifiers have an effect on the likelyhood of being hit by a magical attack. Let's face it, Ryzom like most MMO's puts a lot of stock in casters. In all honesty, it makes perfect sense. Spells dish out more damage and take more from the caster. I completely agree that magic should be stronger than melee and that comes from a fellow who appreciates both types of combat. The problem is that there is currently no way to dodge or parry a magical attack. Give me a break! You mean there is no possibility that I might just side-step a focused ball of flaming goo and have it hit the person behind me? What about a shield? Doesn't it seem possible that the right shield might deflect or even absorb some of the damage caused by a glorified water balloon?

Last, I believe that all weapons should have special racial attributes that actually have an effect on the person being hit. If I hit somebody with a green poison dripping dagger, doesn't it stand to reason that they might just die a little faster? I would really like to see the effect of a clubbing blow from an electrice mace! Imagine being slowed, stunned, and electricuted all at once. :) Mmmmmm, fried Frah.. er Fyros!

Re: What would make PvP more interesting for you?

Posted: Wed Nov 16, 2005 4:53 am
by roninpvp
mtsmith wrote:Daggers seem fast in Ryzom time, but in comparison to real-life, we're talking geriatric speeds.

Daggers can hit 60 Hpm thats 1 hit per second. Somehow when I have less weight in my hands and go barehanded I suddenly get slowed down and get about 20hpm (IIRC). Explain that one :eek:

Re: What would make PvP more interesting for you?

Posted: Thu Nov 17, 2005 1:10 pm
by alyssah
Well - quite a few interesting responses. Let's note a few for the devs:

1) The ability to play without having your game restricted by PvP.

2) Radar - In PvP either none or maybe until you are targeted or target someone.

3) Good point about fists & daggers but might be balanced by slowing daggers.

4) Thankfully range got a few mentions. Especially for PvP or FvF/outposts. It is abject cruelty to allow Homins to level in range and then find out that the good stuff is too bulky for practicality.

5) Dodging & taking cover from ele etc. How difficult is it to make an object 'solid' or a strike (ele or melee) go to where it was originally aimed?

6) The idea that lower levels should be able to hit even though the damage was reduced. I found this really frustrating in PvE.

7) The effect of spells in PvP should be same as PvE.

8) I agree that there should be more opportunity for strategy/placement etc but not totally convinced about reducing power. I would like to see a lower fight cap (100 or 125) while other skills (forage/craft) continued.

9) Cannons mmmhhh!!! Iwould like to fight alongside the mercenaries in defense of my outpost, using cover and outside ambush points in direct confrontation with my assailants. This idea of having mercs go to get slaughtered at intervals is like using bumper cars (dodgems) to complete GTE.

So Jessica, despite me leaving on the 25th inst, I have left you with some suggestions to see if you are really listening and adapting as your interview reported. If you are and if range gets a boost I'm sure I'm not the only one who would resubscribe but while you keep your mouth tight shut about detailed future developmemt then I and others must wave bye bye.

I really hope SoR has a very happy French Christmas present, and the gamers start getting listened to. I leave with regrets but don't really regret leaving.

Good luck all.