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Pvp or no pvp balanced questions

Posted: Wed Dec 01, 2004 2:38 pm
by jackmor
Pvp or no pvp


Pros:
Gives reason for guild alliances.
Gulids able to hold prime forage sites.
Gives reason for guild warfair.
War can break out unexpectedly.
Bullies beware.

Cons.
Makes roots unsafe for forage solo.
Makes bullies.
Makes it unsafe for travel in roots solo or otherwise.
Not fair if you like the roots and dont like pvp.

Re: Pvp or no pvp balanced questions

Posted: Wed Dec 01, 2004 3:15 pm
by trosky
I think some people might have post patch 1 flash back and this is affecting how they fear patch 2 :P jk

Ive got a question :

Im i right that there wont be any DP nor item loss from getting PKed ?


I think Arenas might be better to please everyone. However i wouldnt be against all out faction PvP.

Re: Pvp or no pvp balanced questions

Posted: Wed Dec 01, 2004 3:15 pm
by jackmor
Im not in favor of all out open pvp. However, the idea that there is a place that you may or maynot use for travel or other purposes being a high risk area of pvp danger is a good one. Especially since you have no idea what level the other players are

Re: Pvp or no pvp balanced questions

Posted: Wed Dec 01, 2004 4:08 pm
by oddie
we not ready for PvP
period...
wait a while

Re: Pvp or no pvp balanced questions

Posted: Wed Dec 01, 2004 4:15 pm
by zumwalt
I am sticking with the original poll.
You are still missing the, we will leave game option.
I don't play ryzom to have to deal with forced battle on open grounds.
I am fine with outposts and GvG in choice scenarios, not forced on a full area.

The entire point is that alot of guilds work together in alot of areas, including the roots, to take out large creatures.

IF this is implimented by the design, each guild would be in danger of killing other guild members on large movements.

Take Vx3, OOC and PF for instance, we do alot of joint efforts, but in the PvP defintions as to how there architecturing it, we would all be killing each other during the movement do to bomb attacks, spray attacks, etc.

Re: Pvp or no pvp balanced questions

Posted: Wed Dec 01, 2004 4:33 pm
by borg9
zumwalt wrote: Take Vx3, OOC and PF for instance, we do alot of joint efforts, but in the PvP defintions as to how there architecturing it, we would all be killing each other during the movement do to bomb attacks, spray attacks, etc.
Good point....


PvP - my thoughts ....

Two sides to every coin.

I initial saw the PvP in roots with the following reaction, 'OMG that's not good, I am going to get PK'd while harvesting those lovely supreme black and white mats!'

Then I read a load of the post for and against PvP and PvP areas.

Then I had a good think about it......

My thoughts so far:

PvP areas

Problem:

I am a harvester that wants to harvest in the roots, an open PvP area. I get a 250m warning about approaching players. I can see who is in my region using /who. My fear is that I will be killed before I can react.

Solution:

Option 1: Speed + Invulnerability

As used for opening many a portal, unknown blue dot and a name you don't recognise. Hit these two and drag a handy group of PR mobs onto this 'enemy'.

Option 2: Speed + Magic protection aura

You will at least have some extra time to equip.

Option 3: Teleport out

If they can hit you in 15 secs you lose, otherwise you survive.

Option 4: Guild call

Make sure your guild fighters/magic users have the same teleport tickets that you as a harvester have. Now they don't need to hang around, they can hunt anywhere in Ayts and are 15 secs away at any time.

Send a call out on the guild channel and give the Pker a suprise.


I think what I am trying to say is that should Open PvP be implemented in any area, there are solutions.

When patrols and gate keepers were implemented there was an initial uproar about it, but I see as many people harvesting the roots as before if not even more. We defeated this challenge, we have defeated the attempts to stop inter-land travel.

Cons

Lone harvesters have an increased chance of death in the roots.
Potential 'gankers' and 'Pkers' who intend only on spoiling other peoples fun.

Pros

Guilds MUST get more organised and protective.
A new mob type will have been added that is scarier than the Patrols.

Yet again the world of Atys will become more dangerous.

Interest issues.

Two people, with high fame with a tribe, attack each other. Does the tribe try to defend the victim?
Can enemy players be seen on the radar as enemies? Enemies list a bit like the friends list that effect to dot colour of the radar.
PvP attacks and spells need to be very balanced.
What will the rules on greifing be in PvP areas? Will there be any rules? Will trailing mobs be a tactic or abuse?
Is this what the majority of players want for the game? Or are you planning on having your player base change to different type of game and attract a new player base?

Just some thoughts.

Re: Pvp or no pvp balanced questions

Posted: Wed Dec 01, 2004 4:43 pm
by balsalt
good thought process borg..looking for positive methods of dealing with a situation. A lot of what you mention is in some form or another already at use in other games.

Re: Pvp or no pvp balanced questions

Posted: Wed Dec 01, 2004 4:59 pm
by uncus
Ok if it is only in select areas [near outposts], leaving the rest of the PR non-PvP

Re: Pvp or no pvp balanced questions

Posted: Wed Dec 01, 2004 5:05 pm
by borg9
balsalt wrote:good thought process borg..looking for positive methods of dealing with a situation. A lot of what you mention is in some form or another already at use in other games.
Played PlanetSide for 12 months - Effectively full Open PvP 24/7. (except sancs)

So we had to learn to deal with spawn camping (Standing in front of where the player re joins the game) and kill you as you spawned.

It was possible to break any 'trap' set, with good tactis.

Untill the 'balanced' the game so the NC had instant kill weapons and decided to add weapons/vehicles that could kill groups in second with 1 hit!!

At this point tactics when out of the window and my sub got cancelled.

The only problem is a high magic user can deal spells of 2500+ and even more with double spells ... basically its going to make it very hard for 'casual' gamers like myself to enjoy playing against a 10hr+/day player who has levelled both fight and magic. At lvl 59 fight I find it hard to hit some of the players that ASK me to kill them because of 'dodging' .... but if we dumb down the player defences and attacks we are a unbalanced against the mobs...... catch 22.... a numbers game is the answer.

Re: Pvp or no pvp balanced questions

Posted: Wed Dec 01, 2004 5:10 pm
by xcomvic
OMFG... HOW MANY MORE STUPID PvP threads are we going to start?