Twist on the PvP system...
#361
Posted 04 November 2009 - 20:45
#362
Posted 04 November 2009 - 21:19
Why isn't this thread locked or deleted yet???
me no want! me want gone! *smash* *smash* *smash*
#363
Posted 05 November 2009 - 00:33
Why isn't this thread locked or deleted yet???
Beats me...its no more than repeated bumps anyway in the last few months..
Plus its an idea HCS will not implement, i dont see why those supporting it will not just back down *shrugs*
#364
Posted 05 November 2009 - 05:08
whys that?Plus its an idea HCS will not implement
i dont see why those supporting it will not just back down *shrugs*
have you ever fought for something you believed in?
#365
Posted 05 November 2009 - 10:58
Plus its an idea HCS will not implement[/quote]
whys that?
[/quote]
Because the changes you are suggesting will have a very negative effect on everyone's gameplay and will make PvP feature both annoying to non-PvPers and worthless/laughable to PvP-fans.
Why annoying (to non-PvPers):
If someone wants to spend his time in game features that do not involve PvP, i dont see why someone else should have the freedom to use 10stam attacks and farm PvP rating without any consequences..If the target is not into PvP, why spending stamina to hit back should be his only option? Bounty board is nice for that.
Its also annoying to be attacked without fear of bounty when wearing crystallines and other gear.
Bottomline is most of us would not like to log in every time and scroll own to see all those that have attacked us for free..If you support something like that, get bounties on you and leave things be for the rest.
Why worthless (to real PvPers)
Firstly, those that do PvP successfully can usually gather good amounts of PvP rating. Those points however come up and down every day depennding on how challenging targets they go after or how often they are bountied..So PvP rating is working as its supposed to for them, why add those than dont get involved in all this to the equation? And even worse, for free? No one that takes PvP seriously will want to 10 stam everyone in sight for PvP points, then lose some to others, so he has to keep attacking etc..It will be a never ending pointless circle that doesnt show one's skill at all..
The only real effect your terrible suggestion will have will be for a very small amount of people that have freee amounts of stamina to waste( free 65/hour at least).. Players that are too lazy to use their stamina to level up and players that are really cowardish/unskilled in using stamina to bounty hunt for their PvP rating.
I dread the day those kind of players will be rearded for their uselessness..
[quote name="Rebornjedi"]
[quote name="MaximusGR"]i dont see why those supporting it will not just back down *shrugs*[/quote]
have you ever fought for something you believed in?
[/quote]
Yes, all the time
#366
Posted 05 November 2009 - 21:28
crystalline is suppose to break sometime..get extended unbreakable and deflect if you wish to keep it around longer..
PvP rating is surrounded by fear..not fear of the player that has it..but of his allies/guildmates. a player that loses his PvP rating should fight for it on his own by attacking back..not putting up a bounty. i know players who fight on their own but there are more players who don't..more players that have 'attack=bounty' in their profile. this change would open up PvP to everyone...the levelers, farmers, top content players...yes, you can pvp now but why is the majority choosing not to participate??
#367
fs_nthnclls
Posted 05 November 2009 - 21:43
Why annoying (to non-PvPers):
If someone wants to spend his time in game features that do not involve PvP, i dont see why someone else should have the freedom to use 10stam attacks and farm PvP rating without any consequences..If the target is not into PvP, why spending stamina to hit back should be his only option? Bounty board is nice for that.
Its also annoying to be attacked without fear of bounty when wearing crystallines and other gear.
Bottomline is most of us would not like to log in every time and scroll own to see all those that have attacked us for free..If you support something like that, get bounties on you and leave things be for the rest.
If the target isn't into pvp, why should they care if their pvp rating is low? They wouldn't lose gold or xp, what would they lose that was so important to them that they feel the need to bounty someone?
The crystalline-thing I see, however, people know the dangers of having an offline crystalline set when they buy them. You're all for pvp needing risk, why should other aspects of the game be exempt? You gain a LOT from crystalline sets, the risk associated with wearing them should be the same.
About the log-scrolling...if the problem is that it clutters up your log, jedi preposed an idea that would separate the log into different sections, and I know I have seen other suggestions that have done the same thing. If the problem is that they attacked you for free, the gain that they got is equal to the risk they had. They had almost no risk, they got almost no gain. Attacks that take gold would have far more risk, and far more gain.
Why worthless (to real PvPers)
Firstly, those that do PvP successfully can usually gather good amounts of PvP rating. Those points however come up and down every day depennding on how challenging targets they go after or how often they are bountied..So PvP rating is working as its supposed to for them, why add those than dont get involved in all this to the equation? And even worse, for free? No one that takes PvP seriously will want to 10 stam everyone in sight for PvP points, then lose some to others, so he has to keep attacking etc..It will be a never ending pointless circle that doesnt show one's skill at all..
It would show someone's skill in the long run. They may get a pretty high pvp rating for a while, but eventually that would make them a target, so unless they knew how to defend, the rating would go right back down.
It's a horrible thing, making people actually participate in pvp in order to get a high pvp rating...some people that have a high rating at the moment actually do participate in pvp, and congrats to them, but some just get points from friends and then take 5 from anyone who attacks. How does the system as it is show skill in any way when a person can get a dominance medal without actually pvping?
#368
fs_regnier7
Posted 17 November 2009 - 17:21
#369
Posted 18 November 2009 - 14:17
What, for some reason, those that support this thread do not understand, is that its impossible to hope for Dominance medal if farming points is open without risks involved..All my PvP rating of 2,241 is from clearing bounties, after i decided to do away with the prestige thing..If some with 1700 rating attacked me i would lose 40 points..Hitting him back i would get 8..Isnt that math simple enough?
The idea of keeping myself buffed up at all times to "defend" my rating is unrealistic..The implementation of a whole new system that will even out PvP rating gain/loss regardless of current values(maybe tie it to stamina used -10stam=5 PvP rating, 100stam= 50 PvPrating) would be a solution, but ability to bounty and take levels should remain..Fear of delevels and allies is the most effective measure, better than any buff or offline setup.
About crystallines, yes they are meant to break eventually but not because someone too bored to play the game sets about damaging all the spine items of players in his range without risks..Again, Deflect+UB at all times is unrealistic, the cost of the buffs would overcome the cost of crystalline sets in a week..
#370
Posted 18 November 2009 - 14:36
The thing is that there is already risk-free PvP in the game, it is called GvG..Anyone can use guild resources or his own to create a GvG and engage whatever targets he wants, easy ones of r a quick win of harder ones for some fun and training. There is no reason to extend that to the game in general since a feature(with its drawbacks and flaws) is already there..
GvG isn't the same thing as regular PvP because of the -/+25 attack level range..you don't even know if someone else is going to attack you or someone else in your guild..or anyone at all because some guilds don't waste their time/stamina.
i want Player versus Player..not Player versus Player and Another Player versus Different Player if Anyone at all...
if GvG has its flaws and drawbacks..why not give players a way to participate in great part of PvP without the risk of losing experience..regular PvP
to be dominantWhat, for some reason, those that support this thread do not understand, is that its impossible to hope for Dominance medal if farming points is open without risks involved..All my PvP rating of 2,241 is from clearing bounties, after i decided to do away with the prestige thing..If some with 1700 rating attacked me i would lose 40 points..Hitting him back i would get 8..Isnt that math simple enough?
*Exercising the most influence or control.
*Most prominent, as in position; ascendant.
*Ecology Of, relating to, or being a species that is most characteristic of an ecological community and usually determines the presence, abundance, and type of other species.
*Occupying a commanding position
*Music Relating to or based on the fifth tone of a diatonic scale.
i don't think it would be impossible to be on the top for 15 days..especially if you get buffed up and use all the angles of the fighting mechanics..atleast the top pvp player will change often and it will be more difficult to hold it for lengths of time..players will be tested. the amount of fear that surrounds the ladder makes it easy for players to hold the top spot..pvp rating traders should continue to hide behind the threat of taking 5 levels :roll:
why should you get more pvp rating when you hit someone with a lower amount of pvp rating? they got more because they beat a more 'experienced' pvper...its not like you can't go attack a player who has around the same amount of pvp rating. if you complain about amount targets within your level, continue to hunt the BB for your rating..but shouldn't you be attacked back to really test your pvp rating? that 'pvp' in 'pvp rating' means 'player versus player'
you can still put fear in the gold thieves..ability to bounty and take levels should remain..Fear of delevels and allies is the most effective measure, better than any buff or offline setup.
just learn to fight your own battles when it comes to PvP rating
get the buffs yourself if you wish to wear that type of risky gear without the cost..About crystallines, yes they are meant to break eventually but not because someone too bored to play the game sets about damaging all the spine items of players in his range without risks *cough* GvG *cough*..*cough* and you can use 100 stamina if you want *cough* 25 level attack range *cough* 2 minutes between attacks..100 possible attacks*cough* ..Again, Deflect+UB at all times is unrealistic, the cost of the buffs would overcome the cost of crystalline sets in a week..
atleast crystal breaking means more players will play the arena(are spines being taken out of arena soon?) or it can be a reason to have a spine event(atleast in scavenging..gold sink, holla)
#371
fs_regnier7
Posted 01 December 2009 - 05:18
*10 stamina attack
The 10 stamina attack, should be re-made to ONLY take PvP rating... no exp/gold loss... and no ability to bounty...
*Bounties and PvP rating
I also think that PvP should not be gained or lost on a bounty... and if it is... then it should be 1/10th of the normal gain rounded down... As there are 10 attacks per bounty...
*A brief sum-up of what has been suggested thus far...
So with my suggestion, I wouldn't be gaining much if any PvP from the BB, and no that is not true that it is safe, because now, I am more likely to get hit for it...
*Redo of PvP gain/loss system...
I also think that PvP gains should be changed...
You should gain more PvP if the opponent is really close to you in PvP ranking and level...
Your PvP score gains should go up as the opponent goes up in level...
Your PvP score gains should go down as the opponent becomes lower then your level, and go to 0 if they are 5 levels lower then you or more...
Your PvP score gains should go down as the opponents and your PvP rating difference increases...
*Summary of the new gain system, and how this would encourage PvP...
This means that if I attack someone 40 levels higher then me with 10 more PvP I gain alot... cause they are on my level in combat, but they are also better then me overall in experience in fighting...
But if I attack someone my level with 1000 more PvP I gain little or no PvP... the same with someone with 1000 less PvP...
This will encourage people to attack people who would gain around the same amount of PvP in a counterattack, and as well encourage counter attacks... rather then whimpy bounties...
EDIT: *Adding a 'revenge hit':EDIT #2: Adding a split system.I once talked to someone about the idea of a "revenge hit"...
A 'Revenge hit' is an attack that is allowed to be made on a lower level who hit you, which will also take exp loss, however, there are a few conditions on the hit...
* If you make the 'revenge hit', you do so at the price of not being able to bounty the person who hit you. In the condition that you already bountied them, you lose the ability to make a 'revenge hit'...
* If you make the 'revenge hit', then the person who hit you cannot bounty you for it, as they hit you first...
* You can only make 1 'revenge hit' per hit that you received, any extra hits made after the revenge hit per attack received, will count as normal attacks, and the other person may bounty them...
* If you are a lower level then the target that hit you, the 'revenge hit' still holds, but they lose no exp when you make the 'revenge hit', because you lost no exp when they made the hit...
Ie, you go to the attack player page. And you enter the persons name and stamina used for an attack. In addition there is an option box.
It allows you to select either "All", "Exp Only", "Gold Only", or "PvP only".
NOTE: This does not make any changes to the 10 stamina attack suggested above, and should the person choose PvP only, then the attack stamina would move back to 10.
Advantages to this: If someone wanted to just delevel you, you now are more likely to keep your gold. Likewise, if someone just wants to rob you of gold, you can keep your exp and pvp points.
#372
Posted 01 December 2009 - 12:25
#373
Posted 06 December 2009 - 22:12
#374
fs_regnier7
Posted 10 December 2009 - 06:34
thanks for the bump *tips hat*
No probs... Oh...
*pulls up thread*
#375
Posted 23 December 2009 - 09:50
#376
Posted 23 December 2009 - 12:13
PvP rating is surrounded by fear..not fear of the player that has it..but of his allies/guildmates. a player that loses his PvP rating should fight for it on his own by attacking back..not putting up a bounty. i know players who fight on their own but there are more players who don't..more players that have 'attack=bounty' in their profile. this change would open up PvP to everyone...the levelers, farmers, top content players...yes, you can pvp now but why is the majority choosing not to participate??
Because PvP points are useless? I really don't like the idea about making 10-stams not subject for bounties ... I think with the current XP reduction PvP is a lot easier on the XP, at my level 100 stams takes about 1m, would probably take 8-10 hits to de-level (off board). You would have to PvP a lot with 10-stams if you wanna make any damage ... just leave the decision to the one that was hit, makes it a lot more fun. =)
#377
fs_regnier7
Posted 01 January 2010 - 07:20
#378
fs_nthnclls
Posted 06 January 2010 - 04:23
#379
Posted 15 January 2010 - 09:09
#380
fs_swords79
Posted 16 January 2010 - 17:07
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