Re: Level based OP battles
Posted: Wed Aug 01, 2007 3:59 pm
Hello all
first of all, it's not really true that low level players cannot participate to OP battles. I started doing OP battles at around lvl 100 healing. It's true tho that only healing is really usable at low levels.
About the possibile changes on the rules, i'm not sure changing the levels of players would be of any benefit, unless you say also to raise the lower players at the same time you lower the higher.
But, I want to speak about what I have seen in another game, where there is a similar concept of Outposts. In that case there are towers that can be built on land and defended/attacked by players. Similar to Outposts, they can be of different levels, depending on the land they are built.
Well, in that game the rule is different: there is a level range that limit the peeps (owners and attackers) that can participate. The level range is based on the tower level.
The main problem in ryzom for this such behaviour is that we didnt got a single overall level, but we can be any level, depending on the actual skill used.
This means that the mechanic would be a bit complicated, but still doable:
What I mean is:
1. Make an Outpost of, ie lvl 100, attackable/defendable only using skills between 80 and 120 (just as an example).
2. All the other skills would be disabled, weps unusable, etc...
In this way we can have:
Players of all levels can (and must) participate at OP battles.
High level players (in some skill), to defend a low level OP must use a low level skill.
This encourage the diversification on the skill leveling priority.
People too high in all the combat skills will be out of a battle for Outpost of low levels, and this seems logic to me as killing level 50 or level 100 guards is really easy with skills at 250. If you want to be 250 in every skill, be prepared to fight only for lvl 250 Outposts and leave the attack/defence of lower OP to lower peeps.
The main cons of this is that still higher level players take some advantage because of their stats still higher than the lower peeps.
The possible solution is that to attack/defend you must have your highest skill in the level range.
In this case, If any of you just wanna say that no one would battle for lvl 50 OP because there are no players in that range, I say that the lack of new players is not an argument. If you want to attack a lvl 50 OP you must recruit peeps to do the job, same if you want to defend one acquired before. The game don't get new people? It's not a problem regarding the OP battles mechanic, but a general problem of the game. A guild can't defend a previously acquired lvl 100 OP? It will lose the OP or must have some allies helping (already happens today).
Not sure this can work (it worked pretty well in that non mentioned game), but I think this is much easier to implement than changing 'on the fly' the actual skills of the players involved.
Just my 2 dappers.
first of all, it's not really true that low level players cannot participate to OP battles. I started doing OP battles at around lvl 100 healing. It's true tho that only healing is really usable at low levels.
About the possibile changes on the rules, i'm not sure changing the levels of players would be of any benefit, unless you say also to raise the lower players at the same time you lower the higher.
But, I want to speak about what I have seen in another game, where there is a similar concept of Outposts. In that case there are towers that can be built on land and defended/attacked by players. Similar to Outposts, they can be of different levels, depending on the land they are built.
Well, in that game the rule is different: there is a level range that limit the peeps (owners and attackers) that can participate. The level range is based on the tower level.
The main problem in ryzom for this such behaviour is that we didnt got a single overall level, but we can be any level, depending on the actual skill used.
This means that the mechanic would be a bit complicated, but still doable:
What I mean is:
1. Make an Outpost of, ie lvl 100, attackable/defendable only using skills between 80 and 120 (just as an example).
2. All the other skills would be disabled, weps unusable, etc...
In this way we can have:
Players of all levels can (and must) participate at OP battles.
High level players (in some skill), to defend a low level OP must use a low level skill.
This encourage the diversification on the skill leveling priority.
People too high in all the combat skills will be out of a battle for Outpost of low levels, and this seems logic to me as killing level 50 or level 100 guards is really easy with skills at 250. If you want to be 250 in every skill, be prepared to fight only for lvl 250 Outposts and leave the attack/defence of lower OP to lower peeps.
The main cons of this is that still higher level players take some advantage because of their stats still higher than the lower peeps.
The possible solution is that to attack/defend you must have your highest skill in the level range.
In this case, If any of you just wanna say that no one would battle for lvl 50 OP because there are no players in that range, I say that the lack of new players is not an argument. If you want to attack a lvl 50 OP you must recruit peeps to do the job, same if you want to defend one acquired before. The game don't get new people? It's not a problem regarding the OP battles mechanic, but a general problem of the game. A guild can't defend a previously acquired lvl 100 OP? It will lose the OP or must have some allies helping (already happens today).
Not sure this can work (it worked pretty well in that non mentioned game), but I think this is much easier to implement than changing 'on the fly' the actual skills of the players involved.
Just my 2 dappers.