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Re: The Rules of the game
Posted: Tue Jan 25, 2005 7:09 pm
by lariva
With open pvp; there has to be a penalty for PK - otherwise some players (no names) will proclaim victory and shoot anything that moves around. I already get that from time to time. I say open the entire server to PVP, implement a count system - 5 kills within predefined timeperiod and the next death results in 10% stat loss (that is 20 levels for those that cant count)
Ultima online had it near-perfect; you could PK anyone you wanted, if you did it often enough, you'd go Red and can be attacked by anyone anywhere, and when you die if your short term count is higher then 5 - you loose something like 20% of your skill stats.
Were there PKs? Sure there were
Were those PKs annoying other people by killing them? Sure they did
Did those people kill PKs? all the time
Was it a problem for game play? not at all
When my character would get 4 murder counts, I would get very careful about what I do - going red was bad for my business. Going red and then normal 3 times - on the 4th time, you would become permemently red (very bad idea if you enjoy doing anything other then killing ppl)
Did i kill people just for a hell of it - no i didnt, i picked up a count or two when i needed to teach someone a lesson.
But then again, looting was allowed, so kill them, loot them naked and then throw out the stuff
mrshad wrote:There is a substantial difference in dealing with PVP in known PVP areas, and having a pathetic mek jockey see how many mobs he can train on you.
In the first case, I can fight back, and I elected to put myself in danger.
In the second, ther really isn't anything I can do.
If all of Atys were open PVP, things would be very different. Not neccisarily better, but different.
Re: The Rules of the game
Posted: Tue Jan 25, 2005 7:50 pm
by bodywand
What I want to see is the ability to declare war on a guild.. opening PvP for those guilds to all regions. Right now, PvP is in the game, but it isn't. You have to try very hard to find someone to kill in this game. I'm tempted to start killing harvesters (no big deal really since there is no penalty except having to return to the harvest spot.. no DP, nothing looted). It would at least cause them to retaliate or bring guards or something. The level grind is getting more and more boring as skill after skill pops over 150. I've even made a point of going afk in PvP zones with full armor and weapons equipped.. near portals or tps, and haven't been touched after hours of standing. I've been bowed to, waved at, talked to, but never attacked. Bleh.. people need to realize how much fun a guild war is.
Re: The Rules of the game
Posted: Tue Jan 25, 2005 8:15 pm
by raynes
bodywand wrote:What I want to see is the ability to declare war on a guild.. opening PvP for those guilds to all regions. Right now, PvP is in the game, but it isn't. You have to try very hard to find someone to kill in this game. I'm tempted to start killing harvesters (no big deal really since there is no penalty except having to return to the harvest spot.. no DP, nothing looted). It would at least cause them to retaliate or bring guards or something. The level grind is getting more and more boring as skill after skill pops over 150. I've even made a point of going afk in PvP zones with full armor and weapons equipped.. near portals or tps, and haven't been touched after hours of standing. I've been bowed to, waved at, talked to, but never attacked. Bleh.. people need to realize how much fun a guild war is.
The thing to keep in mind is that sort of thing is much more fun when lots people people are involved. Two weeks ago the game and it's players were in a state of limbo. No one did anything out of line, no one really went after other groups of players, everyone was in their comfy shoes. Now there are alliances being formed, enemies being found, players getting ready to take down other players. It's growing by the day too. Now is the time when we build up to the stuff you crave. Things are going to be much more thrilling if there is a overall feeling of war by most players.
On the other hand if you really want to start sturring things up, start attacking the people that you find in the roots. They will cry and moan that they don't want to be attacked, but hey they are in a pvp area. Just know that you might end up like me with many players thinking you are out to spoil their fun.
Re: The Rules of the game
Posted: Tue Jan 25, 2005 8:33 pm
by josephm
I totally agree with Fist. PvP is non-existant in this game. I come from a game where if you get pk'd it's your fault, and you can be fully looted. In fact if you die from mobs you better get back to your corpse before someone else loots it.
I'm not saying Ryzom should be the same, nor am I for inflicting the penalties that someone else suggested because this is neither the game I come from nor UO.
All of this applies to the rules as well. However I believe it is Nevrax's duty to respond to this in like manner. As an example of how rules could be different in two types of player areas: Animal Training
PvP areas there are no restrictions. Players have a right to defend themselves and can do it fairly easily.
Non-PvP areas should disallow mob training by making mobs non-agro vs riders. Problem solved.
That was just an example. It's not by any means an arguement.
Regarding Stats etc. A little clarification would be nice...less french more english on the US server etc. They're problably having difficulty getting all things translated much less writing explicit manuals. It's up to us to help them by sending in tickets for corrections.
I myself am guilty of this. I click 'unmount' on my mektoub and never send in a ticket that it should be 'dismount'. I think that other people have problably sent it in...then I wonder if everyone else thinks that to.
Re: The Rules of the game
Posted: Tue Jan 25, 2005 8:44 pm
by sathla
the most PvP i've seen was the gladiator event, and the first CP guild meeting i attended. we need to steal more people from other MMO's and get some real good fights going on.
Re: The Rules of the game
Posted: Tue Jan 25, 2005 9:06 pm
by lariva
Unmount is fine, illiterate, but fine - how about all that french text? I have 0 desire to learn french....
As for guild wars - they should exist, i do, however, think that the real wars will be across lands (fyros vs mats vs zori vs tryker) and not withn the same land. Mostly (judging from experience) people within the same land all know each other - and i personally have very few matis based characters I'd like to shoot up.
The other component of the pvp is near-requirement for teleportation into a free area. If I know exactly where a person will pop up (there are only so many teleporters within reasonable distance). I'll just stand and wait, there is no way for the entire party to go trough at once, there is no way to teleport back if there is danger, and any character is defensless for the first 10-15 seconds after the teleport. I need to see what is around me before i can act, not to mention i need to be able to target, cast etc... and all of that, is in addition to character poping up before graphics finish loading.
One last point, non-agro vs rider is a bad idea;- with that logic i can hop on and ride anywhere i want without any (however slim) chance of dying.
I think mobs should have 2 modes - run and walk, start walking for 2 seconds, then start running. Walking is current speed. Running is 2x of that. Along wit that - allow casting /fighting/shooting from the mount.
josephm wrote:I totally agree with Fist. PvP is non-existant in this game. I come from a game where if you get pk'd it's your fault, and you can be fully looted. In fact if you die from mobs you better get back to your corpse before someone else loots it.
I'm not saying Ryzom should be the same, nor am I for inflicting the penalties that someone else suggested because this is neither the game I come from nor UO.
All of this applies to the rules as well. However I believe it is Nevrax's duty to respond to this in like manner. As an example of how rules could be different in two types of player areas: Animal Training
PvP areas there are no restrictions. Players have a right to defend themselves and can do it fairly easily.
Non-PvP areas should disallow mob training by making mobs non-agro vs riders. Problem solved.
That was just an example. It's not by any means an arguement.
Regarding Stats etc. A little clarification would be nice...less french more english on the US server etc. They're problably having difficulty getting all things translated much less writing explicit manuals. It's up to us to help them by sending in tickets for corrections.
I myself am guilty of this. I click 'unmount' on my mektoub and never send in a ticket that it should be 'dismount'. I think that other people have problably sent it in...then I wonder if everyone else thinks that to.
Re: The Rules of the game
Posted: Tue Jan 25, 2005 10:36 pm
by perrako
Just posting here to point something out:
http://www.ryzom.com/forum/showthread.php?t=8574
Seriously folks! Use the guide forum before whining!
Re: The Rules of the game
Posted: Tue Jan 25, 2005 10:43 pm
by xenofur
yes and our point is, this should be in the damn manual instead of having us guess wtf is going on รดรด
Re: The Rules of the game
Posted: Tue Jan 25, 2005 11:31 pm
by predzz
From past experience its pretty obvious Nevrax wants people to communicate, ask eachother questions. Discover things on their own, etc.
They pretty much give you the basics how to play the game. All the tricks however you gotta learn yourself. It makes the game a bit more challenging, seeing as they give you a lot of freedom. You can become anything you want, do almost everything you want, no restrictions.
This is perfectly fine with me. I don't expect them to tell me all the missions that give rites, which bonuses they give, what mobs give the best XP, should i use dodge or parry, what resists does that mob have, which mobs are aggro, what is the best way to lvl skill x, where all the best mats are located, etc...
Sometimes you need to learn game mechanisms using the trial and error method, its encouraging you to try out new stuff.
I could go on and on, i think you get the point, but...
Why ask other people if its in the manual anyway?
(btw, parry can be higher than dodge...)
Re: The Rules of the game
Posted: Tue Jan 25, 2005 11:47 pm
by josephm
Lariva I was making a point of how different types of player environments should be treated differently if Ryzom chooses not to chase down every person who breaks a 'supposed' rule. In other words, I voted the storyline (though I took it more as game play environment) should dictate the rules. This saves the GMs a lot of time to take care of real issues like bugs, french text, etc.
Game mechanics such as what Perrako was about to figure out about dodge/parry I believe should be hidden and not in the manual. Especially when it comes to rite given stanzas. #1 they need to be secret till earned. #2 the maximized output of skills should be attained as you use it.
So I guess I kinda vote all three depending on what type of information people want.