PvP Proposal
Posted: 09 May 2008, 11:06
I have read the current proposals for PvP systems in the 0.1 build and I actaully rather liked Crush's proposal. However I was surprised that one system had not already been proposed because it seems fairly obvious to me. Here's a rough outline:
There is simply a single option for players no matter where they are in the world, either for PvP to be switched on or off. This means that when they have PvP active they have the option to attack other players with PvP active and other players in turn have the ability to attack them.
An example of how this could be useful in practice: there is a town which belongs to a particular guild. An opposing guild decides to raid this town and kill all the NPC guards in order to take the town for themselves. They cannot kill any of the players in that town unless they have activated PvP, but then those players would be unable to defend the town unless they had PvP activated.
Addressing problems with this system: when a new player makes a character PvP will by default be inactive. PvP will be mentioned in the tutorial, and when the player goes to activate it they will be presented with a warning message about the risks of PvP. This message will pop up every time a player activates PvP, but there should be an option to switch it off. As for experienced players killing newbies who have accidentally switched on PvP, how about there being no benefits for it. For instance if there is a certain level gap between the players then they can't gain experience from killing them, or simply can't even attack them. As for party vs party PvP, this system could somehow be incorporated into Crush's guild war system. Perhaps you cannot attack a player who is attacking another player or monster unless the player they're attacking is in your party. As for backstabbing, perhaps you could incorporate a PvP blocking system. So you can block specific players from attacking you and you attacking them.
Feel free to criticise these ideas, they were mostly just me thinking aloud. Please discuss!
There is simply a single option for players no matter where they are in the world, either for PvP to be switched on or off. This means that when they have PvP active they have the option to attack other players with PvP active and other players in turn have the ability to attack them.
An example of how this could be useful in practice: there is a town which belongs to a particular guild. An opposing guild decides to raid this town and kill all the NPC guards in order to take the town for themselves. They cannot kill any of the players in that town unless they have activated PvP, but then those players would be unable to defend the town unless they had PvP activated.
Addressing problems with this system: when a new player makes a character PvP will by default be inactive. PvP will be mentioned in the tutorial, and when the player goes to activate it they will be presented with a warning message about the risks of PvP. This message will pop up every time a player activates PvP, but there should be an option to switch it off. As for experienced players killing newbies who have accidentally switched on PvP, how about there being no benefits for it. For instance if there is a certain level gap between the players then they can't gain experience from killing them, or simply can't even attack them. As for party vs party PvP, this system could somehow be incorporated into Crush's guild war system. Perhaps you cannot attack a player who is attacking another player or monster unless the player they're attacking is in your party. As for backstabbing, perhaps you could incorporate a PvP blocking system. So you can block specific players from attacking you and you attacking them.
Feel free to criticise these ideas, they were mostly just me thinking aloud. Please discuss!