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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
PvP Drop Mechanics
ArchivedUser
Guest
I think that this should be Implemented: gear dropped by corrupted players should be bind on account/server, gear dropped by combatants freely tradeable, and lastly no gear dropped by non-combatants.
Mitigating the experience of ganking for green players is most important and this is the easiest way mechanically to achieve that.
This could and should only be implemented outside of areas that automatically flag the player for pvp as it would provide an extra layer of risk vs reward and merge more "pillars of the mmorpg" into these scenarios; additionally, bounty hunter(s) should be given the option of whether or not to engage with red player(s) and be subjected to the same risk as a combatant if they are killed by a red player (In this system the combat effectiveness debuff should only apply to red players that have ganked significantly lower level green players). The gear loss should be capped at one piece per corrupted or combatant death and the player should respawn at a fixed location for any open world death like they discussed in their livestream with Aggelos.
The system that I've proposed is the most conceivable means of providing risk vs reward in open world PvP (for those that want to participate) with the addition of just one more feature: Red players should ONLY receive a slight XP multiplier* when they kill a green player (depending on the lvl gap), and the green players should ONLY receive negative XP. The XP multiplier would last 24 hours (even after cleansing corruption) and the red player should lose the XP multiplier upon death. If you have any concerns please address them.
*This reward is more versatile in that it has much more utility than crafting materials and, if the corrupted pvper kills a combatant, they may also recieve a piece of gear that they could dismantle into crafting materials.
This could and should only be implemented outside of areas that automatically flag the player for pvp as it would provide an extra layer of risk vs reward and merge more "pillars of the mmorpg" into these scenarios; additionally, bounty hunter(s) should be given the option of whether or not to engage with red player(s) and be subjected to the same risk as a combatant if they are killed by a red player (In this system the combat effectiveness debuff should only apply to red players that have ganked significantly lower level green players). The gear loss should be capped at one piece per corrupted or combatant death and the player should respawn at a fixed location for any open world death like they discussed in their livestream with Aggelos.
The system that I've proposed is the most conceivable means of providing risk vs reward in open world PvP (for those that want to participate) with the addition of just one more feature: Red players should ONLY receive a slight XP multiplier* when they kill a green player (depending on the lvl gap), and the green players should ONLY receive negative XP. The XP multiplier would last 24 hours (even after cleansing corruption) and the red player should lose the XP multiplier upon death. If you have any concerns please address them.
*This reward is more versatile in that it has much more utility than crafting materials and, if the corrupted pvper kills a combatant, they may also recieve a piece of gear that they could dismantle into crafting materials.
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This guy is right not everyone will have pvp in mind mate.
I am not a big fan of RPK. I always get pissed when I get caught in it with a toon that is crap at PVP but in the grand sense of things, I know that it is essential for this kind of game. What I can't really see, so far, is much reward for RPK players. Just lots of hard "stick".
But for the gatherer of materials, they should always feel that they might be jumped from a "predator class" or who ever, maybe they should quest or gather with a buddy or group.
I am not a big fan of RPK. I always get pissed when I get caught in it with a toon that is crap at PVP but in the grand sense of things, I know that it is essential for this kind of game. What I can’t really see, so far, is much reward for RPK players. Just lots of hard “stick”.
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I know a lot of people that need no other incentive than just the kill, and the green player will still accrue negative experience; sometimes this, and the chaos it could cause, would be reward enough.
When you want to PvP in Open World you attack player B. If player B fights back and you kill him, you are not flagged for gear loss after that. and you lose nothing/.
But if you kill a person who does not wish to combat you and doesnt fight back at all, you have a chance for a gear loss when someone kills you after that. and you get stats penalty for some time.
That's fair, from my PVE-player perspective.
Sure' I'll want to participate in PvP like protecting caravans or sieges, but I certainly do not wish to be ganked by some blood thirsty trolls that are 20 lvls higher every tim when Im out there to walk in the forest.
*not to say that generalists: pvers/crafters/traders/stealers couldn't support the PvP aspect of their playstyles themselves.
with the addition of this system, it would give relevance to the pursuit of evermore gear without implementing RNG*; even in late-game.
*with the ability to dismantle gear into materials that can make more than just gear.
Crafting is my all time favorite thing. Crafting AND trading the results, that is. Not sure what a "perfect system" to encourage that is but I do like most of the elements(if not all) of your idea.
No loot is boring as hell and does not reward the open world pvp. I do like a bounty system in place to control people from griefing. Policing the game with player pvp is a win win, pvpr's get pvp, crafters have the chance to craft stolen, looted and destroyed gear while pvp'rs can sell gear after repairing it.
There are plenty of games without looting *yawn*, but they also have a very weak crafting system that is just not part of a true MMORPG.
If you get killed but don't fight back while not active in PvP (Caravans) you will get an XP Penalty, Durability decrease and loose some materials
If you get killed while being active in PvP or fighting back some one who attacks you you will get an XP Penalty, Durability decrease and loose some materials at half the rate
If you get killed while being Corrupted you will get an XP Penalty, Durability decrease and loose some materials at triple the rate AND have a chance you drop some gear from inventory or equipped
You get corrupted if you attack and kill someone who is not actively taking part of any PVP (Caravans) and doesn't defend them self
If you just wan't to PvE you can do it with the Risk that sometimes a PvPer could come up to kill you for your materials, but if you don't fight back they risk in return to become corrupted. So if the PvPer notices you don't fight back they have to make a decision, killing the PvEer to get some Materials but also Corruption, or stop attacking.
If you want mutual consent PvP you have to attack/defend Caravans or take part in guild wars/node sieges
In my opinion this system could work. But i'm not happy that a non-combatant has a higher penalty then a combatant. Non-Combatants shouldn't get durability decreases as they didn't used their gear so....no decrease? And the xp penalty should be in relation to the level of the attacker. If you get attacked by someone who clearly outmatches you, you shouldn't get a xp penalty or only a very small one
I feel this type of gameplay comes with the F2P model which this game will not be thank god.
In general, player avatars will be killing player avatars to prevent them from negatively impacting their home city. Or to prevent a rival city from gaining too strong of a foothold.
Killing non-combatants will generally be due to their PvE actions negatively impacting rival nodes, not because the attackers want to steal their loot.