#61 Added by Rikutatis 9 years ago
As defined, located next to kitin mounds, entrances to PR or near civilized areas, these OPs would be the 1st line of defense against invasions. Just like OP declares, a Kitin Observer would list the "declaration" by observing kitin activity nearby so as the OP owners could have time to prepare an appropriate defense which would include signing on defenders from potentially all factions who would in turn earn points / rewards for doing to ... tho obviously not at the rate that Rangers would .... much like someone who is 50-50-50-50 in racial fame doesn't get the same rate of reward as someone with 100 fame.
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#62 Added by Fyrosfreddy 9 years ago
The more I read the better understanding I obtain. I see as part of the problem here that this was a non-pvp game for what 7 years before pvp was added in.But the non-pvpers use different weapons. They don't stand and face someone. They have a different style.So it's not really PvP vs PvE it's Pvp vs Diggers. ( no offense intended )So I disagree with Haniel's list on that ground. PvPers are more liable to loot mats than dig mats. Though I know PvPers who are good at recipes and digging.What I feel like is wrong is if PvP is not wanted and considered not needed here then why offer it on the website. Why take our money and then try to drive us out of the game? Just take it off the website. Make it not part of the game. Then all the little diggers can be happy again.Otherwise we need to learn to get along. It's not fair to offer PvP on the website, take our money and then make it virtually an unplayable option.
#63 Added by Fyrosfreddy 9 years ago
I could certainly get on board with this idea. In fact it sounds very fun! I think at this point the major problem with it is that it'd require the development of new OP mats that don't currently exist. And it seems like development manpower atm is severely limited and already invested in other tasks, which means we probably won't be seeing that anytime in the foreseeable future.
Last edited by Fyrosfreddy (9 years ago)
#64 Added by Placio 9 years ago
Last edited by Placio (9 years ago)
#65 Added by Nehrie 9 years ago
Last edited by Nehrie (9 years ago)
#66 Added by Fyrosfreddy 9 years ago
Edited 2 times | Last edited by Fyrosfreddy (9 years ago)
#67 Added by Fyrosfreddy 9 years ago
I want what Freddy is smoking :D(no disrespect, just those hybrid mat names are hilarious)
#68 Added by Daomei 9 years ago
#69 Added by Rikutatis 9 years ago
But still, the question how to improve PvP gameplay without damaging the rest, seems open to me.
#70 Added by Naema 9 years ago
DaomeiBut still, the question how to improve PvP gameplay without damaging the rest, seems open to me.Ok fair enough, this thread has been all over place, let me try to summarize my own thoughts here. Please note I have no coding experience and have no idea how feasible these ideas are given the current state of ryzom's development:1) Encourage OP wars by making the system more simple and easy for smaller groups. First of all, lower the price for a declare. That way people can declare more often without feeling they wasted all their guild funds for nothing if they loose. Ideally, completely get rid of the second phase of the war and raise the TH of the first phase to something between 9-12. That way a smaller force will have higher chances of winning a war. OPs will change hands more often. 2) Make lower quality OPs matter. This can be as simple as giving ALL OPs a % to pop a q250 mat (the lower the OP lvl, the lower the chance), or as complex as introducing an occupation to exchange lower quality OP mats for higher quality ones. 3) Grant PVP points when killing other players in PVP zones as well (such as Matis arena, Prime Roots, Nexus, etc). That way there's more incentive for PVP in those areas on top of the dispute over resources. Because quite frankly, I can get a lot more sup mats if I go dig solo in the non-pvp regions than fighting over supernodes with my faction. At least getting pvp points there would be an extra incentive. 4) The PVP alignment system needs to change. I understand the original goal might have been to make PVP between civlizations matter, but the truth is, people PVP by faction, not civilization. It's completely silly that I kill a Karavan in tagged PVP now and get zero points out of him because his civ fames are similar to mine. You should get points from anyone who is not a part of your faction by default. 5) This one I'm not sure how it can be achieved, but some way to discourage cheesy farming of pvp points. Maybe if you keep killing the same person(s), the amount of pvp points you get from him keep diminishing until it goes to zero (or very low) for a cooldown period of several hours? 6) Add more items to PVP vendors. The skirts and shields are awesome, so some new exclusive items like those. Maybe even craft patterns for faction gear. I know this one is more difficult to achieve due to staff limitations though.
#71 Added by Exodus 9 years ago
Edited 7 times | Last edited by Exodus (9 years ago) | Reason: man, i shouldnt post when tired :-(
#72 Added by Nehrie 9 years ago
@Nehrie: LOL no, it wasn't 7 years. Game launched Sep 2004, Outpost pvp was added Dec 2005. So pvp wasn't really added that late at all. In fact, if the game had continued on its original path, it'd have been MUCH more heavily focused on pvp with partial territorial control of zones by faction a big thing. That would come in the form of spirals. A shame it never happened.
#73 Added by Tumbleweed 9 years ago
lower the price for a declare
making the system more simple and easy for smaller groups
raise the TH of the first phase to something between 9-12
get rid of the second phase
#74 Added by Nehrie 9 years ago
#75 Added by Fyrosfreddy 9 years ago
While I originally did not want to jump into the debate once more, my impression was not that Placio wanted to refute your arguments or to devaluate your proposals. He just found the naming funny, to my impression, and it was, indeed. It did, of course, show exactly what your proposal meant.
There, also, many PvE players left when PvP was introduced. Promises were reportedly made that there would be OPs to be won and maintained by PvE/RP means, but that was never realized. Btw., on Leanon, there were also player initiatives which granted OP mat access for guildless and non PvP players, especially the highly popular mobile traders' player event every week.
The players who left in the 2005-7s due to the introduction of PvP won't come back, even if PvP were completely abandoned.
And PvP practitioners are part of our community, so I consider it legitimate and important to address their desires. And as much as I welcome your proposals I do not see how they would improve the situation of PvP on Ryzom. When players are leaving because their expectations are not met, it is always a reason to consider improvements. So far, we read much about reasons discourageing PvP players, and some complaints seeming overblown to me, such as accusations that crafters and diggers wanted to expel PvPers. But still, the question how to improve PvP gameplay without damaging the rest, seems open to me.
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