Glorious Alpha Two Testers!
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
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.