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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.
Make PvP death more punishing/rewarding
RedLeader1
Member, Alpha Two
The problem right now is that as an offensive PvP player, dying is not that great a risk. All I am in danger of losing is stuff I have looted off other people. I am never going to make a net loss for a PvP session.
Can we add a mechanic, where death also has a player drop a % of the material damage to their gear (that can be used in the repair of their killer's gear), of the appropriate quality. This increases the reward of PvP against PvP targets, and can be balanced as necessary, it can be a very incremental amount.
The idea is to create a mechanic that provides a reward for killing a purely PvP player, and punish losers in PvP more than the victors. It also could (potentially) make PvP targets more lucrative than soft PvE targets.
I know to a lot of PvE players, this may seem counter-intuitive, but I think it will help foster PvX play. Repairing material costs will increase the risk in PvP, but not the reward, this mechanic will provide a positive balancing mechanic that just increases flexibility.
Can we add a mechanic, where death also has a player drop a % of the material damage to their gear (that can be used in the repair of their killer's gear), of the appropriate quality. This increases the reward of PvP against PvP targets, and can be balanced as necessary, it can be a very incremental amount.
The idea is to create a mechanic that provides a reward for killing a purely PvP player, and punish losers in PvP more than the victors. It also could (potentially) make PvP targets more lucrative than soft PvE targets.
I know to a lot of PvE players, this may seem counter-intuitive, but I think it will help foster PvX play. Repairing material costs will increase the risk in PvP, but not the reward, this mechanic will provide a positive balancing mechanic that just increases flexibility.
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Comments
Until you go red and you lose your gear? Why should people lose even more than they already do when they die? If you tag a player and they purple up and fight back - what penalties make sense? any penalties that would apply to you would apply to them - so basically you're asking for no one to actually want to pvp? Or are you asking to make it so that you can hurt other players progress more by ganking them?
PvE focused: WoW / FFXIV / Lineage II
Sandbox: Ultima Online / Darkfall / Mortal Online
Big Influence: SNES Fighting games / Starcraft / Diablo II / Smite
You create a loss/reward system for purely PvP activity. And you get more for killing a better geared player! Outside of players dropping glint/mats for PvE stuff. You can balance it out. Forget about how much, or how little you drop, or where that balance exists.
You have a slider that you can set where risk-reward is balanced. Right now, both sides are incentivized to roll out and both attack, the worst they can do is break even. And both sides are rewarded collectively, only by how many PvP non-participants they loot collectively. They are almost on the same side, because the more they loot, the more they are fighting over.
This way defending against an inferior enemy could be more lucrative in armor scraps than any lowbie stuff you might get attacking. And you create greater risk for the PvP attacker, who is now risking equipment debt.
I am not saying that PvP and PvE shouldn't be linked, just that you need mechanics for risk/reward on both sides, to balance it. In PvP right now, materially, PvE provides ALL the reward and faces ALL of the risk, and PvP activity provides NONE the reward, and has NONE of the risk. I just feel that might be a problem down the line.
Serious question, do you think people who gank lose more often than they win?
do you- yourself, die more often than you kill right now?
PvE focused: WoW / FFXIV / Lineage II
Sandbox: Ultima Online / Darkfall / Mortal Online
Big Influence: SNES Fighting games / Starcraft / Diablo II / Smite
That is just the point though. If I kill a lowbie in green gear, I will only collect green armor scraps, Even if I kill 10000 of them I wont cover my armor repair, if I die one time. However the person that kills me and takes my legendary armor scraps, is going to have a valuable resource for armor repair to keep or sell. It would be rewarding for PvPers to defeat other PvPers. Right now if your node is being attacked in world PvP, there is no real incentive for anyone to play defense. Well, not until after they finish ganking and have all their victim's stuff.
Right now those PvPers would ride by each other waving as they go to raid the other's node. Nothing to be gained by PvPing someone without loot!
PvE focused: WoW / FFXIV / Lineage II
Sandbox: Ultima Online / Darkfall / Mortal Online
Big Influence: SNES Fighting games / Starcraft / Diablo II / Smite
PvPers want this as well. They don't want the lowlife that ganks lowbies to get more out of it than the champion that kills the other side's champion.
Maybe stay away from Vegas. You’re welcome.
Yeah, you cant do that if you want any kind of economy. Not to mention the potential for abuse.
you can still loose stuff from PvE deaths the other option is 40/40/20 where 20 gets destroyed if u still want some resource destruction
It's quite simple, if the majority of the time gankers win, the actual net effect of your proposed changes simply makes the game worse for your victims. You're not advocating for an increase in your risk, youre advocating for slight increase in risk for you while nearly certain punishment increase for everyone you attack.
PvE focused: WoW / FFXIV / Lineage II
Sandbox: Ultima Online / Darkfall / Mortal Online
Big Influence: SNES Fighting games / Starcraft / Diablo II / Smite
You are absolutely wrong, I am not changing the risk at all. I'm greatly increasing the reward for attacking higher level players, so it is much greater than the reward for ganking.
At the moment ganking can easily be more rewarding than killing a champion, if the champion is just joining the fight or hasn't done any PvE.
I'm trying to make it so it isn't worth gankers risking notching their sword, chopping off their target's head.