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Re: Idea for dynamic PvP zone.

Posted: Tue Nov 08, 2005 12:17 am
by boinged
This is a great idea!

Gives the fighters something to do that the noone can complain about (in-faction bickering being a big turnoff right now). Gives the non-pvp diggers a place to participate (sadly too few people in this event due to some not liking being ganked). The risky-diggers can still dig in the PVP zone and accept the occasional dirtnap (more honour for digging here?). The PVE fighters can protect the safe-diggers from MOBs (with honour points please).

Everyone wins, especially Nevrax when we actually encourage people to come and join the fun.

TBH even making a start with an immobile-non-PVP zone would help a lot. I think everyone would be happier if more people were in this event which they certainly would be if there were safe harvest zones. It seems to me that Nevrax has tried this with the central high-level mats that are so fiercely fought over but has underestimated how much people get upset at being nuked when concentrating on source life bars :p

So one more vote to try and get this to critical thumbs-up mass.

Re: Idea for dynamic PvP zone.

Posted: Tue Nov 08, 2005 5:56 am
by asyne
This is a pretty cool idea; almost like UT2k4's Onslaught, but in a more controled manner. Like a mini-Outpost, if you will.

But it does bring a few questions to mind.
  • Can you harvest in a enemy-occupied zone?
  • Do you attack the towers at the borders of the current tower-land, or only the one that it is linked to?
  • Are the enemy-occupied zones completely PvP free, or just throw out a load of penalties if an anti-player action is done (KT for fighters, I guess)?
  • Do you need to do *something* to the towers to 'switch' them to your side (time, heal, attack it) or is it instant once to guards are down?

I'd say that if this could pull a little bit of inspiration from Onslaught, so you would need to 'destroy' the tower to switch it to your side, but since it comes over to your side damaged (from your attack), you would need to heal it back to full health to make it more resistant to an enemy counterattack, creating a nice niche for healers, since an attacking/defending force would not be required but much better off with healers.

Re: Idea for dynamic PvP zone.

Posted: Tue Nov 08, 2005 11:58 am
by aylwyne
asyne wrote:
  • Are the enemy-occupied zones completely PvP free, or just throw out a load of penalties if an anti-player action is done (KT for fighters, I guess)?
I believe the occupied zones would need to be completely PvP free. Making them PvP areas just defeats the purpose of the entire proposal of allowing PvP and non-PvP players to coexist. No matter how "safe" you make a PvP area with guards and such, it opens the door to getting attacked out of the blue when you're not wanting to PvP and that's just unacceptable to a lot of people.
asyne wrote:
  • Can you harvest in a enemy-occupied zone?
I could go either way on this. I don't see that it has a huge impact on the scenario either way because it'd be really dangerous to harvest in the other zone (you'd probably be wiped by the guards pretty quick). You might be able to dodge guards just like any MOB, I guess. If that were the case, it'd be cool if players had the ability to call the guards if they see a player from the other side digging in their zone.

However, being limited to your zone and the PvP zone in the middle would work fine too, I think.
asyne wrote:
  • Do you attack the towers at the borders of the current tower-land, or only the one that it is linked to?
I'm not sure I really understand the question. In my mind, I see two parallel rows of towers (not necessarily in a straight line). These rows could be 200m apart or something, defining the PvP area. You could attack any tower on the opposing side. If successful, that tower converts to your side and another tower appears (is built, is summoned by the kami/karavan, whatever). The new tower would be the same distance behind the one you just captured, thus pushing the line further into the enemy territory at that point.
asyne wrote:
  • Do you need to do *something* to the towers to 'switch' them to your side (time, heal, attack it) or is it instant once to guards are down?
Again, I could go either way on this one. I think it'd be fine to have it instantly convert and have a new enemy tower appear the set distance from the one you took (and have the old one for your side disappear). It could definitely add some interesting elements if you had to do something like have crafters "repair" the tower, but I don't really think that's a core necessity for the system to be successful.

Re: Idea for dynamic PvP zone.

Posted: Tue Nov 08, 2005 3:26 pm
by riveit
I think this a fabulous idea that would keep nearly the entire playerbase happy with this sort of event.