IDEAS FOR RYZOM


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#1 [en] 

PvP in Atys is not unfrequently subject of controversial discussions. Clearly, there are people who like PvP and those who don't, further on, there are complaints about ganking and griefing, or unfair techniques during OP fights, or complaints that OPs can solely be achieved over PvP which is not as volontary as some think it should be.

On the other hand, there are numerous voices lamenting lack of attractive PvP opportunities. And indeed, outside OP fights, PvP is not too present in Atys' everydays life. Much more, it is in no way well integrated into the process of devoloping a toon. A player interested in PvP will be forced to develop her skills in PvE activities in fight and magic instead of constant chances to gain experience during fights against other players. That means endless grinding by cutting plants etc. which is likely to be particular unsatisfactory for those who prefer PvP.

The idea is to create a skill tree especially for PvP not unlike those for fight, magic, crafting, and harvesting. It should be divided into three main branches, fight only, magic only, and mixed. The gain would be the same stanzas as in fight and magic branches.

The technique to train would be consensual PvP, mainly by duel or in the arena. Challenges contributing to skill experience should solely be possible in the same skill range in combat and magic (e.g. 1..20, 21..50, 50..100) or above it, i.e. one could always challenge the stronger but never the much weaker.

An option ought to be included in the dueling code to allow for team challenges. I suggest that once a team leader challenges somebody for duel, and that character is member of the team, a dialogue opens asking for either "normal" duel or team challenge. If team challenge is chosen, every member of the challenging team has to accept or decline the challenge. In case someone declines, the team leader has the option to turn down the challenge, or proceed, in this case the disagreeing member is removed from the team, same for idling members who do not respond during a timeout period.

Once the dueling is accepted inside the challenging team, the challenge is sent out to the challenged team. Here, the team leader is asked whether she is interested in a fight. Now, all members of the challenged team are asked to accept in the same way as in the challenging team before. On successful completion, lists of players in both teams are exchanged together with a request to start the fight (or abort). After that, the fight may start.

Experience should not fully be given by a "the winner takes it all" scheme. Instead, half or so of the xp gained should go to the winner in the first place, the rest divided up by damage dealt by the opponents. This would encourage combat with close outcome and not overly frustrate the losing side.

The advantage I see is that a completely new skill tree would attract many players who would not bother otherwise to do PvP, at least not too often, but would see sense in developing their abilities in such a skill discipline.

I do not see problems in duplicating the way to achieve stanzas, that is the same in harvesting where you may obtain the same stanzas when doing desert, forest, jungle, lakelands, or PR digging.

Comments?

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Daomei die Streunerin - religionsneutral, zivilisationsneutral, gildenneutral

#2 [en] 

Sounds good i like it :D \o/

#3 [en] 

For all that I don't PVP, I like the idea. However, what you've proposed for the team challanges:
Daomei (Leanon)
An option ought to be included in the dueling code to allow for team challenges. I suggest that once a team leader challenges somebody for duel, and that character is member of the team, a dialogue opens asking for either "normal" duel or team challenge. If team challenge is chosen, every member of the challenging team has to accept or decline the challenge. In case someone declines, the team leader has the option to turn down the challenge, or proceed, in this case the disagreeing member is removed from the team, same for idling members who do not respond during a timeout period.

Once the dueling is accepted inside the challenging team, the challenge is sent out to the challenged team. Here, the team leader is asked whether she is interested in a fight. Now, all members of the challenged team are asked to accept in the same way as in the challenging team before. On successful completion, lists of players in both teams are exchanged together with a request to start the fight (or abort). After that, the fight may start.
seems clunky and time-consuming to me. I suggest keeping official consent/denial to just the leaders of each team, and maybe the seconds too, at the most. Edit: Some sort of system notification (like PVP tagging notifications?) with a countdown to team PVP would be useful too, I'd think.

Last edited by None (1 decade ago)

#4 [en] 

-1
A lot of people don't like PvP at all and others will occasionally dabble in it. By changing it to it's own tree/skills it might take away from those players just as much as it would give to the people that really like PvP. I also don't see how this would fit into the PvP that we have existing on atys such as OPs and Flagged and Free for all zones. Now maybe it's just the fact that I'm not a big fan of PvP and its blurring my view on this but I don't think it's that great of an idea. Seems to complicated and in the long run would not benefit the game.

#5 [en] 

I'm afraid I don't see the advantage unless you are proposing that the melee and magic skill trees can be climbed by PvP , which I don't think is what you are proposing.

The system you propose seems very complex and contrary to one of the base concepts of the game -- that you don't get xp for PvP actions.

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Remembering Tyneetryk
Phaedreas Tears - 15 years old and first(*) of true neutral guilds in Atys.
(*) This statement is contested, but we are certainly the longest lasting.
<clowns | me & you | jokers>
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