acridiel wrote:
Why don´t you and other PvP enthusiasts do it?
I think that´s what the "PvP" thread is all about, isn´t it?
Does anyone know how to better "balance" PvP to make it a pastime involving more than just the highest level players?
I know it's not going to be a constructive post, but I will rant a bit (and throw in the mix an executive summary too

): let me add that we did it, and we (players) have been giving PvP feedback for ages. In my humble case and contribution, together with a few friends of mine that also used to be quite hardcore PvP players (diablos and the like). It was frustrating. We submitted tickets, wrote forums posts, spent hours tweaking and trying, discussing, etc. The PvP discussions started in FBT, with the first very preliminary duel mockups -- where you could even kill yourself using vamp - , and so on...
I used to like PvP (1-on-1 a lot) but I just forget it (I even goofed around with imho the most gifted PvP playes around, Sinful, Kye, Themac, etc. to name a few -- there are plenty more). But I always thought that PvP was added like an "afterthought" and never actually done well.
I could elaborate a bit, but (sorry to be pessimistic) the main conclusion -- at least for me -- is:
Ryzom PvP is bad "by design" (let me also be specific: basically 1-on-1 PvP, mass PvP is another thing) and to improve it would require a major overhaul affecting most, if not all, game mechanic aspects -- including PvE -- and a major rebalance due to the snow ball effect and inter-dependencies that could end up being a disaster (see also past experiences and hacks such as damage divided / 2 and so o) -- and in my humble opinion, the Ms. Mulligan "Nevrax PvP strike team" must have arrived to the same conclusion, given their outputs..... From a more optimistic point of view, "Ryzom PvP has been designed for mass-battles.
By design, given the automatic target and "the target and click" Ryzom approach, without considering things as movement, dynamic targetting and timing, distance of caster to the target, impact of distance of the target to the center of the AoE... The "pendulus" effect of resistances, the excessive importance of levels and gear (the most skilled PvPer cannot win against a slow monkey that has been trained to click on the '6' action if the skilled PvPer is like 20+ levels below). In summary, the uttermost lack of room for strategy, other than stanza tunning and right usage of "AfterDodge" and the like actions. The frustrating factor of randomness. The unbalanced effect of affliction spells (--> try 200 duels, it doesn't mind if you are 250 in OA and DA, you'd rather just nuke nuke nuke). It is almost so automated that a computer could just "play one player against each other" and have a deterministic result given all the inputs. The outcome of a PvP fight is reduced to "get the first click", all factors equal.
Any suggestions? Please write them down in the appropriate thread, for our new owners benefit. What´s so hard about that?
it's hard to write them again and again and again, and be systematically ignored (Reasonably ignored, I may add... due to the huge task it would be). New owners? yes, but old forums, tell the owners to use the "search" button, or to remove the dust from the IG tickets and suggestions -- although they may not be that new after all...--
A bit bitter, (** hugs Acri **, nothing agains you, of course my friend!

Ani