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Suggestion Removal of PvP disabling regions

Should PvP disabled regions be lessened or removed?


  • Total voters
    47

Digger360

Obsidian
Joined
Jul 30, 2011
As many of you know, the regions that accompany herogates or graveyards, if basically a safehouse against death. Perhaps your being chased by an adversary that you have little chance of defeating, or your jumping across and back borders that prevent your death. I know if I'm being pursued, I quickly bring up f3, and change direction to the nearest herogate or graveyard. Places such as these have even become 'Hangouts" where a large amount of players sit around.

My ideals of "hardcore" is that your unable to simply run past an imaginary line, and become completely safe from other players. In fact, if your trying to get to a herogate, or spawn with a large amount of gold, its very easy. You simply need to escape other players long enough to get within the bounds of a herogate. The danger of the wilds is very little, when the entire map is sprinkled with graveyards, basically safe houses for those with endangered lives. It's come to such an extent, that if a player wishes to never fight, they can do so, very easily.

A large portion of the problem are graveyards. Scattered wildly around the map, they constantly provide players with a means to instantly escape pursuers. I completely agree that graveyards are necessarily, they stop bed camping, and endless bed spawn charging alike. I suggest that graveyards are one way, if a player dies, they can take one of the many exists out, or purchase some redstone and recall. Having a graveyard being inaccessible (Though pistons or [Gates]) from the outside means that graveyards are no server wide safe houses, but still provide their function, to provide a means to stop spawn camping.

The problem with herogate regions, is if your attempting to sell a large amount of gold, you have little risk of losing your valuables. All one simply needs to do is traverse a short distance to a herogate region, and they can instantly travel to spawn, to trade goods, completely risk free. Although quick travel is extremely convient and necessarily in some cases, it provides a risk free means to spawn. We might as well enable the /spawn command, for all these give us. Again, I suggest herogates to be one-way, not allowing players to instantly traverse to spawn, thus forcing gold sellers to actually walk to spawn, reopening a vast amount of PvP combat for players would need to roam around the map, and perhaps bring bodyguards for extreme loads. Herogates would still provide new and old players fast means to get into the action quickly, while stopping mass camping.

We already have a fast safe means of transportation for our donating members, (Dragon travel), and if a player wished, they could hire a wizard for quick risk free transportation to spawn, stimulating the economy even further.

This leads me to the final problem I view, Mob arena regions. Though extremely necessarily, as players who just finished MA's would be camped, they in themselves are abused, as like graveyards, supply safety, and "risk" free PvP, generally known as border hoping. I see two possible solutions to this. Although possibly difficult to code, perhaps it could be programmed, that if a player is combat tagged, it makes them unable to enter such regions, although I see many opportunities for glitching. Instant, the region could envelop a sealed room, a lobby perhaps, that players can wait for running MA's to stop, and for finishing players to be teleported to, in the event of the MA completing. In order to enter this safe room, a player might be required to type in (Close to the MA) /Ma join (Sample) lobby, outside the MA's protective region. Perhaps like recall, it might require 10 seconds to cast. ( Otherwise binds could be set for instant port). As I see it, i'd put an end to border hoping in general.

These suggestions in no way, are trying to force players to PvP, but instead put an end to border hoping, and safe houses in general. In my view of hardcore, I don't see running across an invisible barrier being they key to escaping death.

(No I'm not pruning this wall of text for spelling or grammar errors, deal with it)
 

Keache

Legacy Supporter 7
Joined
Feb 20, 2012
Location
New Hampshire
An idea that I've have for a while regarding this is to treat it the same way Runescape did: if you want to go out of the no-pvp zone and fight, then you may. If you hop back into the no-pvp zone after whacking someone a few times, you are going to have to wait a little bit until the pvp timer counts down. While you are in the no-pvp zone and the timer is counting down, you are still liable to being attacked and killed. I am not sure how feasible this idea is due to coding difficulties, but if implemented would help decrease the amount of border hopping we see today.
 

Galaxial

Legacy Supporter 4
Joined
Nov 12, 2011
I agree with this - only problem is one of the main functions of such regions are moreover to prevent griefing.
But for things like graveyards I couldn't agree more - a one-way gate from the inside out would be perfect in reinforcing this sense of the server being 'hardcore'.
-=- Insert Galaxial's Stamp of Approval Here -=-
 

Galaxial

Legacy Supporter 4
Joined
Nov 12, 2011
@Keache I think that is the only problem with such an idea, it is after all the coding.
The current 'combat-tag' I think should be modified in such a way that it applies to all areas, so even if you jump back into non-PVP you can still be attacked, this'd eliminate all "border humping/hopping" problems and would make PVP a lot more brutal and ultimately, fun ;)
 

ThatAintFalco

Portal
Joined
Jul 30, 2011
A way to stop border hopping.
Maybe a code that makes you no able to enter no-pvp zones while in combat. The same way you cannot enter LWC doors.
 
B

Bingy1218

You have people like wizards that I've especially found that momentarily jump in and bolt or fireball you to cause some form of damage to you and then run back into no pvp
 

Digger360

Obsidian
Joined
Jul 30, 2011
Other than MA - the only no-pvp area is spawn.

I don't understand the fuss

Your forgetting about graveyards. One is almost always close enough to run to if you get in a spot of trouble, making graveyards "One way" would still allow them to function, while stopping map wide "safe houses".

Observe the poll for pubic views.
 

teddytazer

Soulsand
Joined
Jan 12, 2012
Location
Brampton, Ontario
Need to make Ma's pvp-on the ones outside spawn/dragongarde. Nubs shouldnt be out there leveling unescorted anyhow. Herogate no-pvp could be smaller perhaps like 5 blocks around hero-gate. Also no matter where the borders are people will camp them, Its like that every hardcore pvp server. But easier solution could be just remove the herogates. Sure would mean more people have to walk further but it also means more chance of pvp/encounters in the wilderness, do we really need towns beside herogates?
 

Joka10

Soulsand
Joined
Jan 24, 2012
All of these are good suggestions (especially the lobby one for MA) except for making Herogates one-way... They are meant to provide easy travel, and even with them, it can be difficult to go places. Total removal would be a major bother, I think. However, making the zone around them so that while PvP-tagged you can still be attacked in it would work.
 
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