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AffEcT 08-24-2011 02:53 PM

Faction and PvP
 
I don't know if this has been talked about on the forum before but here goes.

Player 1 is in Freeport with amiably Freeport Militia faction.
Player 2 is in Freeport with indifferent Freeport Militia faction.

Player 2 attacks Player 1 inside the city.
Player 1 is assisted by the surrounding guards because of the higher faction.

This is how it was on live.
I don't know if this is implemented and i don't know
how much of a pain the coding would be.
But if it can be done, i think it should be in. Faction should matter in PvP.
Also this could help a little against early game greefing.

Arillious 08-24-2011 03:06 PM

Was this how it was on live?

I'm always in favor of keeping NPC's out of pvp as much as possible.

This would come in to play a lot more in kunark/velious where there's a lot more faction oriented zones. I wouldnt want NPC's getting involved to ruin a pvp fight in Chardok/Kael/ToV because 1 person had slightly better or worse faction.

lethdar 08-24-2011 03:07 PM

Quote:

Originally Posted by Arillious (Post 373613)
Was this how it was on live?

I'm always in favor of keeping NPC's out of pvp as much as possible.

This is how it was on live, which was why it was so important to do the wine quests, bandage, and other garbage faction gains in order to not be jumped while pking in a town.

Arillious 08-24-2011 03:09 PM

Quote:

Originally Posted by lethdar (Post 373618)
This is how it was on live, which was why it was so important to do the wine quests, bandage, and other garbage faction gains in order to not be jumped while pking in a town.

Just for town guards or in other zones as well? I dont seem to remember this in Kael/ToV fights where both guilds had positive faction.

AffEcT 08-24-2011 03:13 PM

I think only guards in and outside city's.

Arillious 08-24-2011 03:14 PM

Quote:

Originally Posted by AffEcT (Post 373635)
I think only guards in and outside city's.

Makes sense why this never had any affect on VZ, which was team based. Everyone was kos in the evil cities that wasnt an evil race.

Since it was classic, I wouldnt care either way this was done.

God-King Abacab 08-24-2011 03:18 PM

Quote:

Originally Posted by AffEcT (Post 373590)
Faction should matter in PvP.

Faction worked like this on PvP servers that used teams (TZ, VZ, SZ)

Player 1 is a Woodelf druid leveling in Gfay
Player 2 is a Barbarian Shaman heading to CB

If Player 2 coined Player 1 in Gfay then Player 2 would lose faction with NPC's related to Player 1 so in this case every faction in Felwithe and Kelethin and every NPC worldwide that shared that faction would drop several points.

However if they fought in Crushbone and Player 2 killed Player 1 no faction hit would occur because it was not a home city (home city defined as any zone with guards and or NPC's related to those guards)

Mostly it added a roleplay element to PvP but the faction hits were pretty hefty and could cause issues later on if you're just mindlessly ganking noobs

Atmas 08-24-2011 03:57 PM

Quote:

Originally Posted by Arillious (Post 373627)
Just for town guards or in other zones as well? I dont seem to remember this in Kael/ToV fights where both guilds had positive faction.

A guilde of mine used to argue that Velious broke PvP because he was really into the faction aspect.

Lazortag 08-24-2011 03:58 PM

Quote:

Originally Posted by Arillious (Post 373613)
Was this how it was on live?

I'm always in favor of keeping NPC's out of pvp as much as possible.

This would come in to play a lot more in kunark/velious where there's a lot more faction oriented zones. I wouldnt want NPC's getting involved to ruin a pvp fight in Chardok/Kael/ToV because 1 person had slightly better or worse faction.

Pretty sure it would only apply to NPC's that actively assist players already (ie, guards).

Arillious 08-24-2011 04:18 PM

Quote:

Originally Posted by God-King Abacab (Post 373652)
Faction worked like this on PvP servers that used teams (TZ, VZ, SZ)

Player 1 is a Woodelf druid leveling in Gfay
Player 2 is a Barbarian Shaman heading to CB

If Player 2 coined Player 1 in Gfay then Player 2 would lose faction with NPC's related to Player 1 so in this case every faction in Felwithe and Kelethin and every NPC worldwide that shared that faction would drop several points.

However if they fought in Crushbone and Player 2 killed Player 1 no faction hit would occur because it was not a home city (home city defined as any zone with guards and or NPC's related to those guards)

Mostly it added a roleplay element to PvP but the faction hits were pretty hefty and could cause issues later on if you're just mindlessly ganking noobs

Thank you for this. This triggered my memory. This is how to worked on VZ.


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