Dielan9999
Legacy Supporter 5
- Joined
- Mar 9, 2011
- Location
- Temple of Melonmancy
I brought this up in a post on a similar suggestion thread posted by @Dreamcycler here but I feel my suggestion about death chests is different enough to warrant its own thread.
Right now world PVP only happens in a handful of situations:
The reason I think deathchests need to be changed is because of that 4th bullet point there - there is simply too much safe pvp. Thanks to the nopvp regions of the herogates all the pvp that happens near them usually ends with the loser running back towards the herogate so they can collect their deathchest under the protection of nopvp and decide for themselves to re-engage or not. There's almost no risk to losing your items in this way so conflicts can get dragged out. It gets worse when mobile classes (or people prepared with speed pots) are thrown into this mix because they can get away enough to end their combat timer and since the fight starts at the nopvp border and moves inside combat can end before anybody even dies.
This style of pvp is just not what Herocraft is about. Aside from staff-led pvp events if the community wants to have regulated and fair pvp it should be enforced by the players and not by the server via safe zones. For example we should encourage towns to build pvp arenas and invite outsiders to compete & enforce rules (like letting the loser get their chest safely) rather than having the server gaurentee their item's safety with regions. This idea is similar to how town theft rules were relaxed to the point of giving town leaders the tools to find out who steals so they can place bounties and encourage public blacklists to form. Why can't we apply this logic to pvp as well?
Additionally if we remove deathchests in safezones it would change world pvp quite a bit. Since the herogate would not be a safe place to die it would encourage world pvp to happen in more places across the map (such as town raids/pvp conflicts - which desperately need a comeback) which is good newer players who don't know what they are doing because the majority of pvp isn't concentrated at where they are exiting spawn at. It would also be easier for the server's community to fight against camping new players - as you could actually chase off the jerk doing it.
Before anyone asks - I'm only talking about nopvp regions here, not all regions such as the castles. I think the distance of the castles to the herogate is a good distance because the losers in fights have enough time to get back before the winner of the fight can capture the castle - but the winners still gain valuable capture time on the bar in the time it takes for them to return. I don't want this to change but I've noticed many people are of the opinion that the castles are too close to the herogate. I think the deathchests in safezones is the root issue and if we got rid people would change their minds about the castles' distance to the gate.
Right now world PVP only happens in a handful of situations:
- Raider or thief discovered in a town while it's members are online (This is rare, as I've looted a TON of regioned towns so far with little/no threat to my life)
- town vs town pvp at the castles when they are up for capture
- You (or them) don't want to share the dungeon you're currently at (very rare)
- claiming bounties
- fights at the border of the nopvp regions at the herogates (both high level combat and ganking noobs)
The reason I think deathchests need to be changed is because of that 4th bullet point there - there is simply too much safe pvp. Thanks to the nopvp regions of the herogates all the pvp that happens near them usually ends with the loser running back towards the herogate so they can collect their deathchest under the protection of nopvp and decide for themselves to re-engage or not. There's almost no risk to losing your items in this way so conflicts can get dragged out. It gets worse when mobile classes (or people prepared with speed pots) are thrown into this mix because they can get away enough to end their combat timer and since the fight starts at the nopvp border and moves inside combat can end before anybody even dies.
This style of pvp is just not what Herocraft is about. Aside from staff-led pvp events if the community wants to have regulated and fair pvp it should be enforced by the players and not by the server via safe zones. For example we should encourage towns to build pvp arenas and invite outsiders to compete & enforce rules (like letting the loser get their chest safely) rather than having the server gaurentee their item's safety with regions. This idea is similar to how town theft rules were relaxed to the point of giving town leaders the tools to find out who steals so they can place bounties and encourage public blacklists to form. Why can't we apply this logic to pvp as well?
Additionally if we remove deathchests in safezones it would change world pvp quite a bit. Since the herogate would not be a safe place to die it would encourage world pvp to happen in more places across the map (such as town raids/pvp conflicts - which desperately need a comeback) which is good newer players who don't know what they are doing because the majority of pvp isn't concentrated at where they are exiting spawn at. It would also be easier for the server's community to fight against camping new players - as you could actually chase off the jerk doing it.
Before anyone asks - I'm only talking about nopvp regions here, not all regions such as the castles. I think the distance of the castles to the herogate is a good distance because the losers in fights have enough time to get back before the winner of the fight can capture the castle - but the winners still gain valuable capture time on the bar in the time it takes for them to return. I don't want this to change but I've noticed many people are of the opinion that the castles are too close to the herogate. I think the deathchests in safezones is the root issue and if we got rid people would change their minds about the castles' distance to the gate.