I am posting this here as a suggestion as it was posted in another thread and received a positive response. I am not a PvP oriented player. I do however feel that it adds something to the RPG experience. I know that Kainzo has removed Pvp experience on PvP kills. While this will help to curb the negative aspects of PvP on HC, I believe it will also curb the legitimate PvP as well. It will also make leveling combat specs even more grind-like and punish those from the PvP community who behave respectively.
What I suggest is an Exp system that encourages and rewards PvP, and the Hardcore experience of HC, while discouraging and penalizing behaviors like spawn camping and newb/noob hunting that discourage positive player interaction and drives away new players.
The result of such a system, I believe, will be an increase in PvP, that at the same time is more balanced. It will combat spawn camping, noob camping, and lone high level spec players waltzing into newb groups and butchering them repeatedly for easy exp. At the same time such a system will encourage large groups of low and mid level players to band together and pursue higher level players who have wronged them.
While it would remain profitable for highwaymen and the like to ambush lone players and small groups who they may suspect of having good loot. the senseless killing of every random player one may come across, as well as the repeated slaying of them upon finding them weak, would now be desirable behavior only for the truly diabolical.
The solution is a simple formula: Where A = the player making a kill and B = the player being killed Exp = ((A-B)*-3)+40
With this formula a level 30 spec killing another level 30 spec receives 40 exp. A level 30 spec killing a level 60 spec would receive 130 exp. However if that same level 30 spec were to kill a level 10 lost soul they would receive -110 exp. Not enough loss to stop them from killing someone they find mining, but certainly enough to discourage them from following them home and continuing to harass them.
Crime may still pay but it will now come at actual risk. This will cause people to be more selective in their targets and allow for some positive interactions between travelers. Such a system I think will improve player retention moving forward and make HC a more enjoyable experience for all involved.
What I suggest is an Exp system that encourages and rewards PvP, and the Hardcore experience of HC, while discouraging and penalizing behaviors like spawn camping and newb/noob hunting that discourage positive player interaction and drives away new players.
The result of such a system, I believe, will be an increase in PvP, that at the same time is more balanced. It will combat spawn camping, noob camping, and lone high level spec players waltzing into newb groups and butchering them repeatedly for easy exp. At the same time such a system will encourage large groups of low and mid level players to band together and pursue higher level players who have wronged them.
While it would remain profitable for highwaymen and the like to ambush lone players and small groups who they may suspect of having good loot. the senseless killing of every random player one may come across, as well as the repeated slaying of them upon finding them weak, would now be desirable behavior only for the truly diabolical.
The solution is a simple formula: Where A = the player making a kill and B = the player being killed Exp = ((A-B)*-3)+40
With this formula a level 30 spec killing another level 30 spec receives 40 exp. A level 30 spec killing a level 60 spec would receive 130 exp. However if that same level 30 spec were to kill a level 10 lost soul they would receive -110 exp. Not enough loss to stop them from killing someone they find mining, but certainly enough to discourage them from following them home and continuing to harass them.
Crime may still pay but it will now come at actual risk. This will cause people to be more selective in their targets and allow for some positive interactions between travelers. Such a system I think will improve player retention moving forward and make HC a more enjoyable experience for all involved.