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Old 11-07-2022, 04:44 PM
azxten azxten is offline
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Join Date: May 2010
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Originally Posted by Old_PVP [You must be logged in to view images. Log in or Register.]
This could lead to massive duping of items though, no?
Yeah, cross team. You could have your buddy meet you and just kill them while they wear something you want to duplicate. I had a few ideas for how to prevent this. No matter what you do though even legitimate fighting would lead to fast item creation. Is this a problem though? The server is supposed to be EQ PvP meets Counter-Strike gear being plentiful fits that model. With dungeons being so interconnected players could probably already hold down serveral item camps alone that they wouldn't otherwise be able to do resulting in faster item accumulation.

I prefer the quest item drop. I like the cards and I was thinking we could track player PvP performance and reward different cards for killing different players. If you kill a good PvP player they drop a King card if you kill a bad player they drop the Joker. Each card has a different reward pool or percentage. This has the same self farming issue but the rewards are more manageable. Turns in usually result in potions, etc but there is a 1 in 1000 chance of a guise, manastone, etc. Players can self farm cards cross team but they have to farm a lot to get a valuable reward and that reward isn't going to break PvP. Similar limitations to block self farming like if player X kills Y they only get a card for X killing Y once an hour.

Still figuring this out. Another mechanic I'm considering is a bounty system. Let's say a level 50 kills a level 45 player, there is no bounty, but if they kill a level 5 player who didn't engage them first they accumulate some bounty points. Basically you get bounty points for being a dick to people and if you accumulate enough you're added as a bounty target which means your PvP flag is turned on and you become attackable by both teams. If you die to a player some kind of unique item is dropped that when turned into an NPC in the capitol cities gives a good reward. The idea being that players griefing others can do so with the penalty of being openly PvP to everyone and having this raid gear bounty put on them. After some time or once the quest is finished they're no longer PvP flagged. The penalty could be more severe or this can be adjusted in other ways but the goal is to identify asshole players and punish them while not forcefully stopping them from being assholes. Maybe players can loot an item off you or something like that instead of the quest so being a bounty target means players can loot your gear if killed and everyone can kill you and you lost levels and so on. That is pretty severe while still allowing these types of players the option to be assholes and have a harder time because of it. I actually want to incentive and disincentivize this at the same time. It could be like a mini game, how long can you last as PvP flagged with bounties on you? There could be rewards for existing in this state at the same time as there are punishments. In general the idea is this third team of the players people don't like and we adjust this team so that those players get even more of a FFA asshole experience but players who don't like them are able to cope.

Maybe these bounty/PvP flagged players can only exist in certain zones like outcasts and those are level 40+ zones so they become restricted to the places they should be.

I don't know there is a lot to consider. For now it's just coin loot.

I'm thinking of moving banks outside of the capitol cities. Fighting at banks is awesome in my opinion. Since the lore of this server is a prequel I was thinking of saying banking as a concept doesn't exist except on Antonica but it is spreading to Faydwer. The Dark Elves and Halflings each have a bank at the de camp in lfay and at butcher docks where halflings start. This makes banks PvP friendly. Even more extreme I considered having one bank only that both teams have to use, that would be pretty funny. Right at the zoneline from butcher/fay so each team can reach it equally easily and it's near the capitol. Maybe the DE/Halfling bankers are still bankers first so there is a bank on each side of the zoneline because they're actually "one bank" that spans races. Kind of like a camp setup by the bankers because the races of Faydwer won't allow them to setup in cities. One side of the zone is your safe bank and the other is the enemy bank.
Last edited by azxten; 11-07-2022 at 05:02 PM..
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