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Suggestions for PVP possible Revision 7


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#21 Bleltch

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Posted 07 October 2011 - 20:08



I said the more active you are, the more you can achieve. It's common sense shin. in ANY aspect of the game. The more you play, the more you win, the more your rewarded, the better you get at that aspect. etc. ;)


Players who play alot can win alot. That's how it should be? Activity? correct?


It sounds good in theory doesn't it? In actual practice it drives most players away from the ladder as they know they have very little chance of winning. The pvp ladder as it is right now is the best it's going to get without some major change that makes it resemble pvp but little.


Well I`m sorry it isnt easy bleltch *shrugs*

I dont think you're getting my point, or are ignoring it like usual. Easy or hard doesn't matter as long as everyone has somewhat equal footing. Any ladder fix put in place is going to have to heed to that or the select few are going to dominate, and everyone else will just not compete. Is that good for the game?

#22 Maehdros

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Posted 07 October 2011 - 20:12

I dont think you're getting my point, or are ignoring it like usual. Easy or hard doesn't matter as long as everyone has somewhat equal footing. Any ladder fix put in place is going to have to heed to that or the select few are going to dominate, and everyone else will just not compete. Is that good for the game?




Theres an hourly limit on pvp hits. Some players are online more then others, hence they can hourly hit more. Some have better gear then others. Some have relics. Some have access to better buffs.

How do you suggest making it fair? And what do you consider equal footing? I'm not ignoring your point. I'm wondering what the heck it is?

#23 Bleltch

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Posted 07 October 2011 - 20:36

I'm not ignoring your point. I'm wondering what the heck it is?

Though i think you're just screwing with me, but i'll give you the benefit of the doubt. If i can figure a better way to get my point across i will. As of now i'm stumped as to how.

#24 watagashi

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Posted 08 October 2011 - 00:03

Im afraid with all the revisions and suggestions I am apathetic to reply to any post that isnt official from HCS now. Untill they bring the topic back up im afraid its been buried and other projects are being worked on instead

#25 douglasj

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Posted 08 October 2011 - 08:04

How does anyone know what will happening the long run. Might save pvp, might make it worse. So just trial ideas for a week and see what come on top.

Seems HCS sets things in stone before its been tested.

#26 Dulcharn

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Posted 08 October 2011 - 12:28

1st No Opt Out, Only PVP protection at a discounted Rate

PVP Protection:
-Protect a Maximum of 10 Million Gold Regardless of Players Level (when this is dependent on players level it is often unfair and confusing to players who are newer to the game, it is also unfair as it allows higher levels to manipulate the market more then others)

-Costs: 24 hrs(3 FSP), 7 days(15 FSP), 30 Days(50 FSP)


There will be so many players in the game against the 'No Opt Out' idea. The current ladder is fine. You can either be bothered with it or focus on other aspects of the game. ;)

PVP Prestige:

-Change the amount of prestige People get per hit dependent on Stamina used

-10 Stamina hit gets 1 Prestige point

-100 Stamina hit gets 10 Prestige points

-Round down to the nearest point for any other stam used (19 stam = 1 point)


I think the prestige should be 10 points every hit, regardless of stam used - whether on the bounty board or on the ladder.

PVP Attacks:

-Based on Stamina Used

-Defender Never Gains anything

-Winning Attack Gains: PVP points, Prestige, and Gold according to Stam used

-Losing Attacker: Loses 3x the PVP points, Gold and XP (this is a must to encourage people
to try and defend themselves as well as keep people from blindly hitting all the time, it also
keeps pvp bands with in the top 10 more competitive, and there NEEDS to be a reason to
defend)

-Everyone Starts Each Reset with a 0 Rating

-PvP Rating Gain = floor(Stamina Used * 0.5) + (floor(Stamina Used * 0.5) * (Opponent PvP Rating / Your PvP Rating))

-People with a 0 rating are always subject to 50% reduction to XP and Gold loss


Yes, this will encourage players to hit online players, as opposed to farming the offline players.

Bounty Board:
-2x Xp loss for Defender

- .5 XP loss if the attacker losses (there is risk in normal pvp, there should be some risk to xp
for bounty hunters as well, to keep people from abusing the bounty system and just blindly
hitting on a bounty hoping to either steal buffs, or get lucky and win once, but to
encourage bounty hunters this is at a lesser rate then normal)

-PvP Rating Gain = floor(Stamina Used * 0.1) * (Opponent Level / Your Level) + (10 * (Wins / (Wins + Loses)))

-change the ticket system


I rarely get to do bounties these days, because most of the bounties are 200 tickets worth, so I'd like to see a change in the system too.
And I think the attacker should also lose something for a failed attack - would make it more challenging. ;)

Leveling:

-Make Risking levels more appropriate

-Add a system that allows people to gain levels back a little easier
(My proposal is to add code that gives a person who has been deleveled bonuses to Xp according to how many levels they are
below their VL)

-10% extra XP per level Below your VL up to a Maximum of 100% (this means being 5 levels Below your VL you get 50% more Xp per kill on what ever
creature you are hunting, or anything 10+ levels below your VL gives a 100% bonus while hunting, i.e 2x xp until you get to less then 10 levels below
your VL)

-This should encourage more people to PVP as the risk is slightly lowered, and allows players to regain levels lost at a little faster rate (it does not let anyone level faster, just reagain
what was lost at a faster rate.)


This would be a good implementation.

General PVP:

-Change Gloat/Honor to take/protect Gold
-If you block someone they can not Buff you


Great idea.

Rewards:
-Add 4 or 5 Potions to be purchased via tokens
-Add 7-10 New sets from 100-1400


+1

#27 Khanate

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Posted 09 October 2011 - 00:50

-PvP Rating Gain = floor(Stamina Used * 0.5) + (floor(Stamina Used * 0.5) * (Opponent PvP Rating / Your PvP Rating))


So if someone with 1 rating attacks someone with 2000 rating with a 100 stam attack:

(100*0.5) + (100*0.5)*(2000/1) = 50 + 50*2000 = 10050 :shock:

#28 Maehdros

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Posted 09 October 2011 - 01:02

-PvP Rating Gain = floor(Stamina Used * 0.5) + (floor(Stamina Used * 0.5) * (Opponent PvP Rating / Your PvP Rating))


So if someone with 1 rating attacks someone with 2000 rating with a 100 stam attack:

(100*0.5) + (100*0.5)*(2000/1) = 50 + 50*2000 = 10050 :shock:



As per revision 6, the maximum rating that could be gained from a hit depending on stamina used. Ie: a maximum of 100 rating.

:) Its capped. I'm sure leos meant the same thing.


If your opponents rating is extremely higher then yours ( like the example of 1 vs 2000) , it wouldn't be 50 + 50 * 2000. The total possibly gained is capped at a value of 50 + ( 50 x 1)


If it was 2000 rating hitting someone with 1 rating, then it would be a gain of 50 + ( 50 * 1/2000) For a 100 stam

Basically a gain of 50 rating only on a 100 stam

#29 KingHomer

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Posted 09 October 2011 - 03:11

I have completely lost track of all the pvp threads, but I would like to have it set up so that a player with 0 rating can't gain rating clearing a bounty - i.e. your first hit to join the ladder has to be a PvP hit.

This does two things:

1. Allows players to clear those of similar level without being forced to the ladder. When I got my bounty bronze, I tried to clear players at my level so I wasn't spending 100+ tickets on every bounty.
2. Doesn't allow someone to join the ladder late by getting 10 PvP ladder hits in on 1 player in 18 minutes. This forces them to hit someone for PvP first - if they hit another 0 rating, they risk a bounty, if they hit someone already rated, then they at least wake someone up that they've joined the fray.

Just a thought.

#30 Hoofmaster

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Posted 09 October 2011 - 13:26

I'm going to discuss the last PvP revision thread with Radneto and Zorg and get the next revision posted up this week :)

#31 watagashi

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Posted 09 October 2011 - 22:44

I'm going to discuss the last PvP revision thread with Radneto and Zorg and get the next revision posted up this week :)


YES!! thank you!!!


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