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#1 Dowster

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Posted 03 August 2010 - 16:08

I know we currently have 3 pvp suggstions topics - and likely more to come before we're done, and I have tried to read through as much as I can but I just get lost in all the text, and it's a little beyond my ability and time available to go through them all properly. So rather than not even trying to be useful at all. I wanted to make a rather long and hopefully comprehensive post here outlining what I believe would be the most beneficial way to overhaul (rather than just tweak) the pvp/ranking system. If anyone has come up with something pretty much the same before and I missed it, please accept my apologies

Firstly the attackable range, I think we should keep 5 levels for 200 and below, 10 as proposed for over 200, and then 25 for level 500+ - The difference between a level 575 and a level 550 is minimal, and either player can get better stats with the right gear and buffs.

More importantly though I think the level range should be applied differently, in that it would be possible for anyone to attack a player of any level, but when attacking someone below your level range outside of the BB - 5, 10 or 25 levels below you - They lose no xp, gold or rating, and you gain nothing. This would make attacking players below your range pretty pointless but the reason I would have it made possible is I think it's easier to apply a completely open pvp system that would then allow players to attack those at higher levels - outside of their range going up, and with the pvp rating system that I will suggest shortly it's important for that to be possible.

I don't really see any way to easily exploit the fact that you can attack players at a much higher level than yourself, except to gain fast pvp rating (under the current rating system) but with the way it works now it's possible for a high level player who has never done any pvp at all, to hit someone with a high rating a few times, gain 50 points per hit, and get themselves into the top of the pvp ladder just by clearing two 10 hit bounties, and then they protect and maintain that rating by never doing pvp again. For those most active in pvp the rating goes up and down daily by hundreds at a time, so the ones at the top of the ladder can easily be high levels who did a few hits once upon a time, and then stopped.

That leads me to the other part of this which is pvp ratings be applied as follows -

(Firstly the current pvp ladder should be saved, and kept viewable on the top list section as an archive. Then all pvp rating should be set to 0 - not too traumatic if we are considering resetting pvp ratings monthly anyways. From that point on points would be awarded as below)

For each successful round of combat against another player 1 point
For each successful round against a player at 2x your level (min level 100) 2 points
At 3 x your level 3 points, etc to a maximum of 5

Also the same would apply to pvp rating, 0 for a successful combat against someone less than 50% of your rating, 1 point for someone with less than 2x your rating, 2 points for someone with double yours, 3 points for triple etc again to a max of 5

With this system an average single combat against someone at a similar level and rating will gain 1-2 pvp rating, and the max available from a single combat would be 10 points (only from attacking someone who is 5x your level and has 5x your pvp rating, which should not be easy to do often) Also the rating would be applied eaxctly the same for bounty kills with a bonus of +3 for successfully completing a bounty and earning the reward.

This would mean that the people at the top of the pvp ladder are those who are most active and most successful in pvp - (which makes the most sense to me :D ) there would not be any quick ways to jump on to the top of the rankings, and if someone is up there with a rating of 2000+ you know that they have won several hundred combat rounds to get there.

For loss of rating, you would be deducted 1 point for each loss, 2 points for losing to someone at half your level and below (max of 2) and 2 for losing to someone with 50% of your rating and below (max again of 2) this is obviously not a mirror of the gain, but it means that it's possible for everyone to at least get some rating without making it easy for others to keep them at 0 all the time - and those few quests which require pvp rating to complete could be scaled down to an appropriate level and still attempted by anyone. As long as the loss/gain is equal across the board for all players, the ladder will still be a reflection of most combats and most wins, with more points for harder opponents

Finally to make it more worthwhile there could be a record kept on each players account - perhaps under the upgrades section where you can use Loyalty Points - of "Spendable pvp points" what this would allow is for pvp points to be used to buy items, without lowering your rating for the ladder or profile display - ie you have a pvp rating of 1000, and spend 500 on an item in the same way that RP or LP are used, you would then still have a pvp rating of 1000, but spendable pvp points of 500, and if over the next few days you gain 100 more, you then have a rating of 1100, and spendable of 600. Pretty simple for the game to keep track of judging by what's already been implimented. Also monthly prizes (maybe similar to temple payouts in gold/fsp) for top 10 most rating gained during the month, top 10 by joining month, and top 10 overall, should keep things interesting, and make the pvp rating not only an indicator of the most active pvp'ers, but also worthwhile building up.

Any comments or criticisms welcome :)

#2 FORN

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Posted 04 August 2010 - 13:32

viewtopic.php?f=1&t=95734&start=1005

Please no duplicate threads.
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