
Poll question reguarding PVP - - please leave feedback.
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- Peon
- Posts: 15
- Joined: 18 Jun 2006, 00:37
- Location: Philippines, Asia
No matter in what way PvP will be restricted, the items a monster drops should be temporary labled with the player-id that killed it, so you can attack somebody stealing for a minute or so anywhere, even in pvp-safe zones.
In my oppinion, it should be allowed anywhere on agreement such as the trade dialogue, as mentioned several times. Else I am rather undecided, though city as safe zones sound good to me...
I think the winner should get experience (level times 10?) and no items, especialy none they can choose since there are quite a few one-time-items such as the short sword...
Though experience from such a battle would lead to friends pushing their level, so maybee a tenth of the gold of the person is probably a better idea, and doesnt hurt as much as items or exp.
In my oppinion, it should be allowed anywhere on agreement such as the trade dialogue, as mentioned several times. Else I am rather undecided, though city as safe zones sound good to me...
I think the winner should get experience (level times 10?) and no items, especialy none they can choose since there are quite a few one-time-items such as the short sword...
Though experience from such a battle would lead to friends pushing their level, so maybee a tenth of the gold of the person is probably a better idea, and doesnt hurt as much as items or exp.
-Have a nice day!
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- Novice
- Posts: 87
- Joined: 26 Jun 2006, 15:54
- Location: Germany
I agree with you, Schorhr.
There are a lot of thieves out there and there's no way you can stopp them yet. They are acting without any permission
. Giving the items a player-id for a minute or so would be enough to solve this problem.
I like the protected zone inside the towns, 'cause it's like having inside guards protecting the peace in town and outside the rough life, without any laws (it reminds me of the wild west, i think)
There are a lot of thieves out there and there's no way you can stopp them yet. They are acting without any permission

I like the protected zone inside the towns, 'cause it's like having inside guards protecting the peace in town and outside the rough life, without any laws (it reminds me of the wild west, i think)

hohoho
the PvP are can be like RAGNAROk, have a npc asking ur lvl , 40~50 51~60 and let it go, and pay 5k to go to PvP Area, and nedd PvP Rank too
, and the Monster Arena, kill some powerful monster and get points to trade for exp or Red Box(use the box and a item appear), this is my oppinion

D2ARCHER
7X Lvl Archer And Counting
D2MAXIMOS
XX Lvl AK Hibrid Stopped at moment ^^
7X Lvl Archer And Counting
D2MAXIMOS
XX Lvl AK Hibrid Stopped at moment ^^
ok.... after playing Silk Road Online for some time, I think that the ppl at Joymax may have got the best solution for this.
Safe Zones:
-First off, there are multiple cities (obviously planned for TMW) and inside the cities is a safe zone.
-Second, if you are below level 20, you cannot PvP.
-Third, it is difficult to "ACCIDENTALY" PK some one. You must hold the "Alt" key in order to initiate a PK attack.
-PvP on SRO can be initiated by puting on a "Cap" which allows the players wearing the cap to "Cap fight" without any penalties.
-There is also a trading system in SRO that has 3 different classes: Hunter, Theif, Trader. The trader makes trades from town to town buying and selling to NPC for a profit. Thieves try to take the stuff from the Traders to make a profit that way, while Hunters can be hired for help. Killing a player with a Job Suit on gives you xp for the job that you are currently holding. Jobs Suits can be taken off, and then after 10 minutes, a different suit can be put on, making it so that no one is stuck in a single job.
-When a player over level 20 PKs while NOT wearing a Cap, they get a Murderer status. During the Murderer status, ANY ONE can kill the murderer without any penalty (including players below level 20). At the same time, the murder looses 2x experience as well as drops inventory items when they die.
This system keeps the game fun for the noobs, and interesting for the rest of the folks.
Safe Zones:
-First off, there are multiple cities (obviously planned for TMW) and inside the cities is a safe zone.
-Second, if you are below level 20, you cannot PvP.
-Third, it is difficult to "ACCIDENTALY" PK some one. You must hold the "Alt" key in order to initiate a PK attack.
-PvP on SRO can be initiated by puting on a "Cap" which allows the players wearing the cap to "Cap fight" without any penalties.
-There is also a trading system in SRO that has 3 different classes: Hunter, Theif, Trader. The trader makes trades from town to town buying and selling to NPC for a profit. Thieves try to take the stuff from the Traders to make a profit that way, while Hunters can be hired for help. Killing a player with a Job Suit on gives you xp for the job that you are currently holding. Jobs Suits can be taken off, and then after 10 minutes, a different suit can be put on, making it so that no one is stuck in a single job.
-When a player over level 20 PKs while NOT wearing a Cap, they get a Murderer status. During the Murderer status, ANY ONE can kill the murderer without any penalty (including players below level 20). At the same time, the murder looses 2x experience as well as drops inventory items when they die.
This system keeps the game fun for the noobs, and interesting for the rest of the folks.

I really hate those player killers who act all friendly until you are occupied with a mob and then they stab your back. The mean thing is that you never know who your enemies are. another annoying thing at pvp is that high level PKers can (and often do) destroy the game for low level characters, because they kill them all the time while the low levels have no chance of winning and can't really play.
So my idea would be to restrict pvp to guild vs. guild and duels and use an honor point system as motivation.
Duels work like that:
When you want to fight someone, you can challenge him to a duel. He can then decide if he wants to fight you or not. When he doesn't it counts as an automatic win for you. When you win a duel against an opponent who is equally strong or stronger than you level-wise you gain some honor points. When you lose against a lower enemy you lose some honor point. When you win against a weaker enemy or lose against a stronger enemy (like it should be expected) nothing happens.
It is possible to challenge someone as often as you want, but only the first duell with the same person at one day gives honor points.
Guild vs. Guild pvp works like that:
When you are in a guild, your guild can declare war on other guilds. About an hour after you declared war pvp is enabled between members of the two guilds everywhere except towns. A kill gives an honor point for the whole guild and a death means the lose of an honor point for the whole guild. The idea is that when you are in a (wrong) guild you have the thrill of being attackable everywhere, but you know exactly who your enemies are. and when attacked by an overwhelming force you also know who to ask for help (that guys who lose honor points when they let you die). It also brings the interesting aspects of diplomacy (avoiding making the wrong enemies, threat other guilds with declaration of war, form alliances) and strategic warfare (keep members of enemy guilds away from key resources to weaken them) into the game.
When you are fed up with being attacked everywhere because your guild pissed off all the big pvp guilds you can still leave the guild and become a guildless player again.
Being in a guild with many honor points should of course have some advantages, like higher number of max. members, access to guild castles and so on.
So my idea would be to restrict pvp to guild vs. guild and duels and use an honor point system as motivation.
Duels work like that:
When you want to fight someone, you can challenge him to a duel. He can then decide if he wants to fight you or not. When he doesn't it counts as an automatic win for you. When you win a duel against an opponent who is equally strong or stronger than you level-wise you gain some honor points. When you lose against a lower enemy you lose some honor point. When you win against a weaker enemy or lose against a stronger enemy (like it should be expected) nothing happens.
It is possible to challenge someone as often as you want, but only the first duell with the same person at one day gives honor points.
Guild vs. Guild pvp works like that:
When you are in a guild, your guild can declare war on other guilds. About an hour after you declared war pvp is enabled between members of the two guilds everywhere except towns. A kill gives an honor point for the whole guild and a death means the lose of an honor point for the whole guild. The idea is that when you are in a (wrong) guild you have the thrill of being attackable everywhere, but you know exactly who your enemies are. and when attacked by an overwhelming force you also know who to ask for help (that guys who lose honor points when they let you die). It also brings the interesting aspects of diplomacy (avoiding making the wrong enemies, threat other guilds with declaration of war, form alliances) and strategic warfare (keep members of enemy guilds away from key resources to weaken them) into the game.
When you are fed up with being attacked everywhere because your guild pissed off all the big pvp guilds you can still leave the guild and become a guildless player again.
Being in a guild with many honor points should of course have some advantages, like higher number of max. members, access to guild castles and so on.
This system and a arena would work but I have one thing that might get irritating.
How do you challenge?Please dont use pop ups or something else that you have to click to get rid off.World of Warcraft is way to annoying with the pop up.
How do you challenge?Please dont use pop ups or something else that you have to click to get rid off.World of Warcraft is way to annoying with the pop up.
"I'm selfdestructive baby
But a friendly one" - Spiritual Beggars.
But a friendly one" - Spiritual Beggars.
What I propose is a justice system.
We have "laws".
One of the laws say that you should not kill a player illegally. If you kill a player, the server moblize a team of NPC bounty hunters (20 of them?) to hunt you down.
To make matter worse, there is a reward for player who bounty hunt. The reward is enticing enough to make lot and lot of players come after you.
Than there are policemen whose job is to simpy enforce the law.
The amount of NPC bounty hunters will increase by two every time you kill another player.
Of course there are situtation where you are allowed to kill one another without breaking the law. Like clan battles and battles between nation.
We have "laws".
One of the laws say that you should not kill a player illegally. If you kill a player, the server moblize a team of NPC bounty hunters (20 of them?) to hunt you down.
To make matter worse, there is a reward for player who bounty hunt. The reward is enticing enough to make lot and lot of players come after you.
Than there are policemen whose job is to simpy enforce the law.
The amount of NPC bounty hunters will increase by two every time you kill another player.
Of course there are situtation where you are allowed to kill one another without breaking the law. Like clan battles and battles between nation.
If you read my post more carefully, you will see that if you illegally kill a player, you will get two more NPC bounty hunters.BadMrBox wrote:Hm, yes.There could also be an increase of Bounty hunters for every damn illegal kill too. +1 for every i.k.One of the laws say that you should not kill a player illegally. If you kill a player, the server moblize a team of NPC bounty hunters (20 of them?) to hunt you down.
Further expansion:
Now, I think that once you are killed/captured, you will spend time in jails (three days?) without the ability to play in the world. You will also have to be online for the time period to pass away, making it even more agnorzing.
This further discourage people from player killing, because they know they will have to spend time in prision for three days in the game world without playing.
Since you will be hunted by 20 NPCS + additonal 2 NPCS for every i.k, a police force of players, and tons of players bounty hunters. I doubt you want to kill an innocent low-level player just for the thrill.
This also allow the idea of assassinations. Like hiring some mercenary guild to do the dirty work of killing the ememy guild leader or kill a certain town offical.
forcing players to be online without having to do something? i think that's a bad idea.
i don't like the npc headhunter idea either. when there is a headhunter system players should do it. there could be headhunter offices in all bigger towns where you can get the wanted posters of all people that have been reported for player killing and you can search and hunt them down.
i don't like the npc headhunter idea either. when there is a headhunter system players should do it. there could be headhunter offices in all bigger towns where you can get the wanted posters of all people that have been reported for player killing and you can search and hunt them down.
- Modanung
- Grand Knight
- Posts: 1719
- Joined: 20 May 2005, 15:51
- Location: Groningen, The Netherlands
- Contact:
I agree with Crush. Although I do think a prison system would nice, maybe not in all regions. Prison time should pass along with the time of the entire mana world. And three earth days is a lot, in my opinion you need to commit bigger crimes then murder to be sentenced to that.
Also, as I mentioned somwhere else before I think, players should be able to break out (with some effort) regaining their wanted status.
Also, as I mentioned somwhere else before I think, players should be able to break out (with some effort) regaining their wanted status.
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