PvP Proposal

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feline monstrosity
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PvP Proposal

Post by feline monstrosity » 09 May 2008, 12:06

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!
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Re: PvP Proposal

Post by Sertraline » 09 May 2008, 14:38

So I could be in the middle of a fight, about to lose, turn off PvP and heal myself?
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Re: PvP Proposal

Post by Superkoop » 09 May 2008, 19:26

I like this PvP idea!
And the problem Sert presented could be fixed by only allowing your PvP status to be switched off or on once per 24hr period. So if you turn it off once, you can't turn it back on again until 24hrs has passed.
Perhaps this could be a skill that you can only gain by being a certain level, like lvl 20 perhaps. That would keep the really low level players from even turning it on and getting accidentally PKd.
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Re: PvP Proposal

Post by feline monstrosity » 10 May 2008, 12:38

Or you simply cannot turn it off whilst being attacked.
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Re: PvP Proposal

Post by Jaxad0127 » 10 May 2008, 16:22

Or there could be a timeout for it to turn off.
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Re: PvP Proposal

Post by feline monstrosity » 13 May 2008, 19:15

Is it possible to post this on the wiki with the other proposals?
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Re: PvP Proposal

Post by Crush » 13 May 2008, 19:44

Feel free to write a wiki article about it and link it on the PvP proposal page.
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Re: PvP Proposal

Post by feline monstrosity » 13 May 2008, 19:53

Okay then.
Care to give your opinion? Could it be implemented with your guild waring system?
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Re: PvP Proposal

Post by Crush » 13 May 2008, 20:22

I don't feel like posting a personal opinion about it.

Regarding compatibility with the guild war system: The two systems would only work together when members of guilds at war can attack each other no matter if they are PvP active or inactive.
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Re: PvP Proposal

Post by leeor_net » 22 May 2008, 19:52

The proposal for flagging yourself for PvP and turning it off is a major feature in World of Warcraft. They got around several of the problems by having a 5-minute period of non-aggressive behavior toward enemies before a player is flagged as non-pvp (e.g., a player turns PvP on, attacks a player, and turns it off. They now need to not engage with enemy players for 5 minutes before they are unflagged).

As for the level gap, I see a problem with not allowing a high-level player not being allowed to attack lower level players -- a large group of low-level players gangs up on a high-level player. The HL player stands no chance becuase he's being slammed by 15 lowbies and can't defend himself.

You could get around this problem by using a system similar to WoW's -- an Honor system. You gain Honor Points for defeating players in battle that are at or near your level (gaining more for defeating players higher level). These Honor Points can then be used for a variety of things including 'buying' items from certain 'factions' (I don't know if a faction system has been considered but seeing how there are different races I can see this being an interesting dynamic, gaining points for supporting factions and losing points for opposing factions).

Anyway, sometimes there's no need to reinvent the wheel when there's a very effective solution available that can be used as a model and adapted for use in a different game. WoW's PvP system could easily be adapted to TMW while still being unique in its own right.
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Re: PvP Proposal

Post by Shaggy » 19 Jun 2008, 12:23

leeor_net wrote:As for the level gap, I see a problem with not allowing a high-level player not being allowed to attack lower level players -- a large group of low-level players gangs up on a high-level player. The HL player stands no chance becuase he's being slammed by 15 lowbies and can't defend himself.
As I understood the original post, the level-gap restriction works both ways. i.e. Newbies could not gang up on significantly higher level players.
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