CoolBeans279
Legacy Supporter 3
- Joined
- Jan 6, 2014
- Location
- uremom
Yup im an "asshole" for pvping.Pvp is bad rep?
Yup im an "asshole" for pvping.Pvp is bad rep?
Regardless if any single solution is the best this is something the server as a whole needs to address. I tired to address it in my great discussion post but it died fairly quickly. Would love to see more discussions.As a former server owner I have dealt with and solved this problem a long time ago. I can see that it is a big problem.
Inherent in the leveling system is a mechanic that abuses new players and makes good fights between experienced players rare. The level difference has to be 5 or less most often. It also allows for a scenario where senior players can prevent less senior players from playing at all. This is because lower levels are at a severe disadvantage, which results in repeated death at the hands of camping players.
I've heard about this problem a lot on the outside of herocraft. A lot of my players refused to join me on herocraft for this reason. Now my entire town has been shut down temporarily because of this. I argue that it is unreasonable to force everyone on pvp to be nomadic until they grind to level 65. I would also argue that no person/group should be forced to log off to prevent being hunted repeatedly. These things are vital in a hardcore environment.
I would be happy to help code/config/balance any solution that will fix this problem.
Let's weigh the pros and cons.
Current Situation
Pros:
- Simple linear progression
- Strong sense of reward for gaining levels
Cons:
- Divides the server into PvE and PvP
- Punishes you for changing classes by sending you back to PvE until you are near max level
- Forces PvP players to play PvE or be harassed on the PvP server until they are near max level
Dynamic PvP Flagging and zoning (World of Warcraft solution)
Pros:
- Less divided server
- Reduced harassment
- Simple linear progression
- Strong sense of achievement when gaining levels
Cons:
- Reduced PvP
- Added complexity (where should I go to get a good fight?)
- Code development costs are higher
- Possible abuse of non-pvp flagged players stealing or spying
Flat leveling (TF2 solution)
Pros:
- Increased PvP (every fight is a good fight)
- Simple Progression
- Increased Variety (more classes with more fighting styles)
Cons:
- Weak sense of achievement when gaining levels (you don't unlock much or gain hp/damage/etc)
Dynamic Classes with Flat leveling (Star Citizen solution)
Pros:
- Non-linear progression (quests unlock skills to replace your current ones)
- Increased Variety
- Increased PvP
- Becomes a challenge to collect skills.
Cons:
- Added complexity
- Code development costs are higher
Dynamic Classes with PvP flagging (Skyrim solution)
Pros:
- Non-linear progression (quests unlock skills to replace your current ones)
- Increased Variety
- Less divided server
- Reduced harassment
- Becomes a challenge to collect skills.
Cons:
- Very high complexity
- Reduced PvP
- Code development costs are very high
- Possible abuse of non-pvp flagged players stealing or spying
I'm glad to hear what everyone wants. I'll have to go give your thread a read.Regardless if any single solution is the best this is something the server as a whole needs to address. I tired to address it in my great discussion post but it died fairly quickly. Would love to see more discussions.
*as in "asshole" for spawn camping and going after low level playersYup im an "asshole" for pvping.
Gotta do what ya gotta do for pvp, I honestly don't get why people don't shut the fuck up about this most people that go after low levels are shitty enough where you can kill them as a low level @TheUberNerd #Level6*as in "asshole" for spawn camping and going after low level players
Your just a plain asshole? Jk luv uYup im an "asshole" for pvping.
DG was better than bastion, but yeah no attributes (more noob friendly) 1 map, more people, more fun, more pvp, noobs wouldnt be camped if there were actually people to pvp with.Sometimes I wish we could go back to Bastion with no attributes, no PVE, and always somewhere to go and fight someone or Atleast something to do. Now it's pretty much I get on see like 5-10 others maybe kill them a few times then get off.
i wasn't here for DG R.I.PDG was better than bastion, but yeah no attributes (more noob friendly) 1 map, more people, more fun, more pvp, noobs wouldnt be camped if there were actually people to pvp with.
PvE.I would like to suggest making it to were killing a lost soul will give a penalty to the attacking player, as the lost soul is equivalent to a ant and to those with a higher class to be a boot
PvE.
None yet. We were thinking that PvE could have more focus on production, trade, economy, and automation. That doesn't mean that PvE could do anything that PvP couldn't, but rather that PvE doesn't have to worry much about power management, which would free up space for other buildings.@Multitallented regarding Townships 3.0, we were discussing early on about having different slants for PvP towns and PvE towns. Any thoughts yet on how Townships would work for PvE?