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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.
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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.
Entice PvP instead of Coercing PvP
Sylverwolf
Member, Alpha Two
I'd rather see a system that entices a person to do PvP rather than coercing them to. So those that don't want to PvP aren't coerced to do it but in exchange, don't get as much experience.
For example, a level 20 combatant runs across a level 10 non-combatant and begins to attack. The level 10 has a slim chance of winning, so they are going to lose resources one way or the other, but it's worse if they just run and stay non-combatant. Trying to coerce them into becoming a combatant. Yes, if he stays non-combatant and dies, the combatant is now corrupted, but the level 10 still loses quite a bit for that.
Instead of that, why not change it to entice players to be a combatant most of the time, and let the non-combatants lose less resource if they die, but by being set to non-combatant, they only receive 80% experience, where the combatant receives 100%, enticing players to be flagged as combatant. Of course, that 80% could be adjusted based on what the developers are looking for regarding players flagged as combatant vs non-combatant.
Personally, I'm looking forward to PvP for town wars, guild wars, and some skirmishes, but there are times where I just want to roam and prefer not to PvP by roaming as a non-combatant. Something like the above would help in that I think.
For example, a level 20 combatant runs across a level 10 non-combatant and begins to attack. The level 10 has a slim chance of winning, so they are going to lose resources one way or the other, but it's worse if they just run and stay non-combatant. Trying to coerce them into becoming a combatant. Yes, if he stays non-combatant and dies, the combatant is now corrupted, but the level 10 still loses quite a bit for that.
Instead of that, why not change it to entice players to be a combatant most of the time, and let the non-combatants lose less resource if they die, but by being set to non-combatant, they only receive 80% experience, where the combatant receives 100%, enticing players to be flagged as combatant. Of course, that 80% could be adjusted based on what the developers are looking for regarding players flagged as combatant vs non-combatant.
Personally, I'm looking forward to PvP for town wars, guild wars, and some skirmishes, but there are times where I just want to roam and prefer not to PvP by roaming as a non-combatant. Something like the above would help in that I think.
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Comments
Your suggestion would just 'coerce' people into randomly hitting each other once to get an exp boost. That's not actual PvP, just an annoying mechanism to remove an exp debuff.
Incentivizing people to fight just for the sake of being more effective is not ideal IMO.
Just looking for a way to get a balance of players in a "PvP" type state to where the PvPers have targets to fight, and those that don't want to PvP at the moment are left alone for the most part, and the PvPers don't have to risk corruption, they can just find someone else that is willing to PvP. To me, that's a win-win.