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pvp

Posted: Mon Jul 07, 2008 3:35 pm
by arfindel
As we have time and probably here we have only die hard players who know the game to the very deep. I think it would be nice to create discussions on speciffic topics that need to be addressed in game. Without the hope to see them fixed tomorrow! Not even thinking about seeing them fixed next time the game reopens. But usable for future reference when the devs will loook to make some priorities lists.

I've started the pvp thread because I belive pvp, once properly implemented, evolves on itself creating content constantly.

I rememeber three annoying things that should be fixed: team flags, change from OP to PR pvp flag, and portal behaviour (which led to never ending arguments). What do you think?

Re: pvp

Posted: Mon Jul 07, 2008 4:00 pm
by squire20
there was that team bug if a team member was to heal a player out of the team it would kick that team member out! witch was soo! annoying! witch made players go back to diggin! instead of PvP lovin!

ohh! and make it so we can get honor from tagged and OP PvP! wots the point in kami and kara gear! if no one gets the chance to own it!..... i know it was meant for events! but still a nice add! to the game!

i dont think there take much notice of this! atm as the game dosnt even work! haha!

but we can only dream!

Re: pvp

Posted: Mon Jul 07, 2008 4:04 pm
by sidusar
What's there to discuss? :confused: They were annoyances and have to be fixed, I don't think anyone would disagree on that.

Healing a flagged teammate should flag you, but bomb heals shouldn't effect flagged teammates if you're not flagged. And people should be able to heal eachother as long as both are in the safe zone, but not if one is outside the safe zone. Though I guess the overlapping of different PvP flags is just a flaw inherent to the system, if Kami-flagged OP-attack-flagged player A attacks Kara-flagged OP-defense-flagged player B in the PR, there's just no way for the game to know which PvP-mode to use...

Now the question of how to properly implement PvP in Ryzom, that's worth of lot of discussion. :)

Re: pvp

Posted: Mon Jul 07, 2008 4:11 pm
by iphdrunk
sidusar wrote:bomb heals shouldn't effect flagged teammates if you're not flagged.
I always thought that, for the sake of realism, bomb heals and bomb nukes should affect every living entity within the AoE. Taking that to the extreme, Spells (or any other combat action for what matters) -- between tagged players -- should not depend on faction to be effective. In other words: between consenting players, learn to deal with misstargets. I also think that would bring a new oportunity for strategy (no back-healers bombing nukers in front of the line without healing attackers).

Just opinion, of course, there are many arguments against and for.

Ani

Re: pvp

Posted: Mon Jul 07, 2008 4:36 pm
by komissar
A nice suggestion Ani.

And i also believe we need the Honor point system back in place. Most of all as an easy and logical supply of cats.
+ the spires. Then at least it will be a logically finished structure ;)

Re: pvp

Posted: Mon Jul 07, 2008 4:40 pm
by ajsuk
[OP/PR PvP issue] Disable PR TP tickets & PR Portal use for those with OP Tags? (Not gunna work so well if PR OPs ever happen but thats the devs problem. :p )

[Respawn camping issue] Could have some fun with this one. > :)
How about a second "PvP safe zone" on spawn points which is one-way only (away).

Clicky!

The blue is just your average spawn, works like normal for non PvP engaged players.

The yellow is the one-way PvP safe zone which comes in to effect during PvP. It has a large radius so that people spawning don't get nuked/shot until they move further towards the zone's outer-edge.

Now, should anyone PvP engaged try to enter the yellow zone from outside they and (for **** and giggles lets say,) everyone in their team is insta-killed. :P
Kidding of course(ish)

This should prove a good incentive for:
a) Campers to go away and get a life.
b) Traitors running for safety at the spawn point to think twice, hold their ground and die with honor.
and c) Reminding people to buy a TP ticket.

Re: pvp

Posted: Mon Jul 07, 2008 4:45 pm
by sidusar
sidusar wrote:I don't think anyone would disagree on that.
Thank you for proving me wrong right away Ani :p

I fully agree with you, actually. :) My suggestion there was meant to fit in our current PvP system. Your suggestion would be much better, but would take an entirely different PvP system than we currently have... one that doesn't automaticly think that any offensive action on a Kami makes you Karavan. :rolleyes:

Would solve all the overlap problems too; without the compulsive need to keep exact track of who you're allowed to attack and who you aren't allowed to attack, there's no reason for different kinds of PvP tags anymore. Consent to PvP in any way, be it outpost or faction or PR, and you can attack, and be attacked by, anyone else who consented to PvP in any way.

Re: pvp

Posted: Mon Jul 07, 2008 4:48 pm
by zarozina
Not entirely related I know, but I would LOVE to see some of the PR OPs opened. I have a real soft spot for the one by the EF kami tp (LoP Resaerch Centre) :)

Re: pvp

Posted: Mon Jul 07, 2008 4:53 pm
by dakhound
as far as I remember the heal bug got fixed right near the end.

OP/faction PvP tags should be seperate entities as a whole, would lead to some oddball situations like atys ghosts being nukeable by the kami side despite being on the same side in an op fight etc.

safe spot should be strictly 1 way @ spawns, once you leave you cant re-enter to safe up. otherwise I have no problems with them. spawn camping really is an OP problem rather than a small scale PvP problem as a player who has been killed in PvP could de-tag without a time after re-spawn.
The OP one is unavoidable sometimes but I thought generally the community worked admirably to stop it happening large scale.

I would love an incentive for people to tag up (faction points etc) but could see how it could harm the community + the downside it would be an easily exploitable way to get cats and gear (i.e create enemy alt, farm away)

btw non tagged player could not heal tagged players who had participated in combat, nor did bomb heals circumvent that rule.

Re: pvp

Posted: Mon Jul 07, 2008 4:53 pm
by gcaldani
Tha's my opinion:

ffa-pvp (faction flagged players):
they should not be able to team with non-flagged players. To do so, he should unflag first, or the whole team should be flagged.
Flagged players should be able to use the teleport tickets, with the teleport timer doubled.
Flagged players should always consider they can be ganked without reason, because, showing a faction alignment to the opposite faction, is already a reason itself.

GvG-pvp (GvG regions):
this case should have a political behavior, just any player going in that region knows that can be the possibility to meet other people that eventually want to gank you. It's a strictly personal choice how to act in this cases. In any case, I don't think it can be considered 'unfair'. If you want to dig in that regions, you have to go there well guarded if you don't want troubles. Resources are needed by everyone, and it will be normal for a faction try to get them at the expense of the other faction. I'm always speaking of 'game mechanics' and *never* by personal considerations.

OP-pvp (Outposts flag):
Make the flag-unflag instant at the border and you will solve all the portal camping issues. Yes, with that rule you need to make different strategies, but to avoid exploits, just make the border of the OP area 'enough' far from the middle of OP (where there will be the real war).

Other pvp related questions:

aggro-dragging: in my opinion, it should be considered a 'legal strategy' only in case of OP war. I never did it, but i never considered it so badly. If there is a way to drag animals, then do it (if you are skilled enough to do it successfully). Animals will not differentiate from you and the enemies, so it's just another thing to take care when thinking of strategies.
Outside of OP wars, aggro-dragging should always been considered harrassment.

About the 'player banning' and 'guild banning', i think the 'guild banning' should be removed, leaving only the 'player banning'. In that case, if a people is not enough experienced (or was just too tired) to do the correct choice, it will be a good lesson for the next time.

That's all for now, or at least, for what I remember :p

EDIT: yes, the OP-flag should instantly cancel the faction flag, when you choose something other than 'neutral'