Pvp, some toughts, some ideas ..
Posted: Tue Jun 07, 2005 7:31 pm
First I wanne ask to keep the replies to this constructive, so please dont reply with "the pvp in game xxx was very good and I want it like this in Ryzom". Well, this is not game x, and Ryzom has huge differences if you compare it to both old and new mmo titles, thus the way pvp is handled in this game will need some new ideas and creativity to.
The recent article of JM got me thinking about pvp a bit. I'm currently not really interested in pvp, since the environment is already more then enough for me, but the interaction between the various systems in the game does trigger something in my head, thats why I'm writing this.
First I tried to set some goals, meaning what will make pvp good:
- pvp has to give each type of player a fair chance. A fighter and a mage of an equal level should both have a chance.
- both duels and massive pvp battles shouldn't take to long, but shouldn't be finished in a blink of an eye either
- pvp rules should not affect pve to much
Next I tried to identify some problems that could occur when changes are applied to the way pvp is handled.
- If the damage done in pvp by mages is reduced, the duels between players become more interesting, but in massive pvp battles the healing will compensate to much damage and they will last forever and will be boring as hell.
- If the amount healed is reduced, some big problems occur in pve, and we don't want the devs to rebalence every single thing since this can take months
- Pvp should not be based on luck, but on tactics and skill. If there is to much luck involved, pvp will loose interest.
So, basicly, we need a bit of both, so I tought why not implement something that reduces both healing and damage, but can be turned off to ... So then you find yourself with equipment.
At this point I went down the same road as Archimedes did, and yelled "eureka!!"
Here is what I came up with:
Why not add an extra stat that reduces the magic damage done. I'm not talking about the resistances, since they reduce the damage a bit but mainly reduces the chance a spell lands or not. Also, the current resistances don't affect heal at all and come with the levels gained.
I'm talking about one single stat (or maybe a few) that reduces all magic that affects you by a specific %. For example if your equimpent gives you a 50% damage reduction both the elemental damage recieved as the amount you get healed for is reduced by 50%.
I was thinking the class of the jewels would be something good to be a determining factor for this resistance. I even made up some numbers:
- Basic: 0%/jewel
- Fine: 1%
- Choice: 3%
- Excelent: 5%
- Supreme: 7%
So, wearing a full basic jewel set, will change nothing. You'll be fully healed, but you'll recieve full elemental damage to (so you can use this for pve). If you wear a full supreme jewel set, the damage recieved will be reduced by 70% (so max elemental damage recieved will be something like 900 damage, but the heals recieved will be very limited .. this is good for duels and solo fighting). In big pvp battles you'll need to make a choice, probly based on the way the teams are made up.
Adding to this, it could be a good protection for harvesters and something good to balance solo fighting (this stat could affect the special attack from the mobs to, so a solo fighter still is able to stand a chance).
Thats it, feel free to comment!
The recent article of JM got me thinking about pvp a bit. I'm currently not really interested in pvp, since the environment is already more then enough for me, but the interaction between the various systems in the game does trigger something in my head, thats why I'm writing this.
First I tried to set some goals, meaning what will make pvp good:
- pvp has to give each type of player a fair chance. A fighter and a mage of an equal level should both have a chance.
- both duels and massive pvp battles shouldn't take to long, but shouldn't be finished in a blink of an eye either
- pvp rules should not affect pve to much
Next I tried to identify some problems that could occur when changes are applied to the way pvp is handled.
- If the damage done in pvp by mages is reduced, the duels between players become more interesting, but in massive pvp battles the healing will compensate to much damage and they will last forever and will be boring as hell.
- If the amount healed is reduced, some big problems occur in pve, and we don't want the devs to rebalence every single thing since this can take months
- Pvp should not be based on luck, but on tactics and skill. If there is to much luck involved, pvp will loose interest.
So, basicly, we need a bit of both, so I tought why not implement something that reduces both healing and damage, but can be turned off to ... So then you find yourself with equipment.
At this point I went down the same road as Archimedes did, and yelled "eureka!!"
Here is what I came up with:
Why not add an extra stat that reduces the magic damage done. I'm not talking about the resistances, since they reduce the damage a bit but mainly reduces the chance a spell lands or not. Also, the current resistances don't affect heal at all and come with the levels gained.
I'm talking about one single stat (or maybe a few) that reduces all magic that affects you by a specific %. For example if your equimpent gives you a 50% damage reduction both the elemental damage recieved as the amount you get healed for is reduced by 50%.
I was thinking the class of the jewels would be something good to be a determining factor for this resistance. I even made up some numbers:
- Basic: 0%/jewel
- Fine: 1%
- Choice: 3%
- Excelent: 5%
- Supreme: 7%
So, wearing a full basic jewel set, will change nothing. You'll be fully healed, but you'll recieve full elemental damage to (so you can use this for pve). If you wear a full supreme jewel set, the damage recieved will be reduced by 70% (so max elemental damage recieved will be something like 900 damage, but the heals recieved will be very limited .. this is good for duels and solo fighting). In big pvp battles you'll need to make a choice, probly based on the way the teams are made up.
Adding to this, it could be a good protection for harvesters and something good to balance solo fighting (this stat could affect the special attack from the mobs to, so a solo fighter still is able to stand a chance).
Thats it, feel free to comment!