Hypothetical question regarding pvp

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This topic has 4 voices, contains 7 replies, and was last updated by Avatar of aut0br0 aut0br0 78 days ago.

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February 10, 2012 at 7:35 am #12379
Avatar of GMPathy
GMPathy
GameMaster

I have been spending the last few weeks working on a number of possible systems to deter players from attempting to live a criminal lifestyle 100% of the time and just hunting players. Now I have looked at flagging systems that are too easy to abuse, reputation style systems that can also be manipulated and even moderations to the full loot scenario, however I dont see any of these as working.

I feel the best way to deter players from engagin in pvp is to increase the risk factor, by guarenteeing that even if succesfully killing an oponent you may not actually profit. The methods I think that are best is to increase all item damage in pvp to VERY harsh levels, with the exemption of decalred factional conflicts.

By making the penalty on item decay very heavy it means a player will almost certainly need to repair every item partially after 1-2 fights, however in a faction war scenario or PVE the current decay rates would apply. This still allows players to PK outside of faction wars but makes them consider it more carefully. They may win and gain a marginal profit, or they could lose and lose everything, this encourages players to pvp withing the confines of more orgainsed confrontations, and solo PK’s that have no faction will always be penalised more heavily.

The question I have is do people think that would be enough of a detterent to persuade people that for every attempted PK they will need to find a way to repair any damage, this is obviously a vary variable system as long as item decay can be tailored specifically in this way.

The other situation with decay this high is even aggresive players will need spare equipment on them unless they constantly want to travel to and from towns to repair. This puts more items for a player to risk if they are carrying around a spare set of basic armour for emergencies.

Would you think twice about attacking the cloth wearer picking flowers?
Does this style of deterrent have any place in a sandbox?
Is the penalty still not tough enough?

February 10, 2012 at 9:42 am #12381
Avatar of eidos
eidos
Player

Dunno, turn the server UP and then we test and then we answer :D

February 10, 2012 at 9:50 am #12382
Avatar of eidos
eidos
Player

Out of joke, your idea can be good but really need to be tested before answering.

Also will the item decay occure when the player is dead (PK got it when target die) or will it happend when the fight is going ?

In the case item decay while the fight, it open the way to a new grief, attacking someone while naked just on purpose to made his armor break…

February 10, 2012 at 10:31 am #12383
Avatar of GMPathy
GMPathy
GameMaster

Eidos armour and weapons decay during combat, this already happens but at a slow rate. The way I see this happening is that armour and weapons would take 0.1 decay per hit meaning that by the end of a fight the items equiped would have used up well over 10% of their condition. Being naked in Dawntide is not sensible or viable, using fists however is completely possible but never going to do similar damage to a weapon. Combat will be going through many changes in the final phase of beta, so now is the time to make this sort of alteration.

February 10, 2012 at 10:46 am #12384
Avatar of eidos
eidos
Player

I never had the chance to test this game unfortunaly so pardon my ignorance :)

Also, the way you describe the system look good, i just point this restriction should not become a tool for griefer.
I mean if it is easy to craft a weapon (any kind), how will you prevent someone to go naked, with only a weapon and start grief someone by hitting him just to made his durability low.

Risk factor will be very low for the griefer but the defender will get huge penality from something he didnt decide to happend.

Now if you tell me someone naked with only one weapon in hand will be very easy and fast to kill, this system will be good.

March 1, 2012 at 6:01 pm #12622
Avatar of aut0br0
aut0br0
Player

That’s not a good deterrent simply because that makes me not want to PK at ALL. Then it’s not profitable.

A better deterrent would be some kind of criminal system, sort of like UO’s reds. If you kill a member of a faction, your stance with that faction goes to “red”. That faction’s allies also now see you as “red”. Which means in their town, you’re able to be killed without reprisal and the opposing faction(s) would be gunning for the PKer from that point on.

To compound upon this, creating a default “newbie” faction that everyone is a member of would be a great idea. Players who make a faction can ally themselves with the “newbie” faction to promote helping new players by basically being able to tell who’s a newbie killer and who’s not.

March 1, 2012 at 7:05 pm #12624
Avatar of catnips
catnips
Player

not a bad idea at all really, the red names has been mentioned many times, a red name is same as a mob, guards would kill, players can kill without getting a red name for doing so, ect ect.
but i do like the newbie guild bit.

March 1, 2012 at 7:34 pm #12625
Avatar of aut0br0
aut0br0
Player

Yeah. A newbie faction wouldn’t allow you to basically keep yourself safe the whole game, but attacking a player that is in that faction will cause major repercussions.

Although this should be set to a timer – if you happen to PK a newbie (accidentally or otherwise) you shouldn’t be permanently punished for doing so. Now a repeat offender will spend drastically more time with a “red” name showing to the newbie faction and its allies, which should include most cities, but not all.

You can repeatedly kill newbies if you want, but if everyone’s able to kill you with no reprisal and the only places you may live are filled with thieves and other murderers, I’m sure it would limit what’s viewed as “griefing”.

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