Time gate PVP skills

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Re: Time gate PVP skills

Postby Fostik » Mon Nov 04, 2024 11:55 am

Rebs wrote:The counter play is to spend the lp that those raiders would have spent on rage/theft/vandalism into combat skills instead to defend.


One can't be present 24 hours, and you need no more than 5 minutes to break the fence and screw everything for victim like resetting leather/taking curiosity tables or whatever required effort and pushes player back in development.
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Re: Time gate PVP skills

Postby noindyfikator » Mon Nov 04, 2024 12:12 pm

Rebs wrote:
Kinglazy wrote:TLDR:
Gating invasive skills behind expensive LP is not enough especially early world. Not 1 day in and raiders have all but sieging with no counter play.

Veterns may redicule but I suggest it as returning hermit.

I am not asking for pvp to be gimped or removed but to make all play styles valid early world.

I know that a pali must be rushed for people of my playstyle but unlike pvpers, my payoff is gated behind an IRL timer. Simply no matter how fast or good I am, I must wait for leather before I could properly settle with a pali.

Veterans and large groups know that rushing pvp skills will not only give immediate benefit but will also secure them the resources they need for settling from other players as nonpvpers have no way to counter play. Resorting for the community to use out right exploits such as the cave claim which is now a feature aperantly.

To me, it seems the simplest solution is to gate buying some skills behind certain achievements. So that all play styles are in equal footing at start of each world.



The counter play is to spend the lp that those raiders would have spent on rage/theft/vandalism into combat skills instead to defend.


combat skills doesn't matter, early game is who first get qb/yield ground wins.
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Re: Time gate PVP skills

Postby Rebs » Mon Nov 04, 2024 12:16 pm

noindyfikator wrote:
Rebs wrote:
Kinglazy wrote:TLDR:
Gating invasive skills behind expensive LP is not enough especially early world. Not 1 day in and raiders have all but sieging with no counter play.

Veterns may redicule but I suggest it as returning hermit.

I am not asking for pvp to be gimped or removed but to make all play styles valid early world.

I know that a pali must be rushed for people of my playstyle but unlike pvpers, my payoff is gated behind an IRL timer. Simply no matter how fast or good I am, I must wait for leather before I could properly settle with a pali.

Veterans and large groups know that rushing pvp skills will not only give immediate benefit but will also secure them the resources they need for settling from other players as nonpvpers have no way to counter play. Resorting for the community to use out right exploits such as the cave claim which is now a feature aperantly.

To me, it seems the simplest solution is to gate buying some skills behind certain achievements. So that all play styles are in equal footing at start of each world.



The counter play is to spend the lp that those raiders would have spent on rage/theft/vandalism into combat skills instead to defend.


combat skills doesn't matter, early game is who first get qb/yield ground wins.


Not if both teams get qb/zig-zag.
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Re: Time gate PVP skills

Postby Kaios » Mon Nov 04, 2024 3:09 pm

Good point about combat move discovery. Discoveries might honestly be the worst aspect of combat for me, I hate the sheer level of randomness and time involved in hoping you're going to get the moves you want. Doing it every world on multiple characters is awful. Not much you can even do in a situation like when you have no red reduction moves and your opponent is using red.
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Re: Time gate PVP skills

Postby TheServant » Mon Nov 04, 2024 3:15 pm

Yea its time to implement default red defense. But i really enjoy the grind for moves
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Re: Time gate PVP skills

Postby Sevenless » Mon Nov 04, 2024 4:55 pm

Timegating pvp skills sounds... extremely bad. The game is designed around PvP as a "disagreement settling" mechanic. As such there's very limited griefing protection mechanics against naked alts since you're normally able to just KO them.

Adding a default red defense sounds like a reasonable suggestion though.
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Re: Time gate PVP skills

Postby linkfanpc » Mon Nov 04, 2024 6:08 pm

Rebs wrote:

The counter play is to spend the lp that those raiders would have spent on rage/theft/vandalism into combat skills instead to defend.


classic terrible take, being forced to use all LP on combat skills instead of useful ones is bad game design, and is also untrue as combat skills are merely one slice of the pvpie.

Sevenless wrote:The game is designed around PvP as a "disagreement settling" mechanic.


the problem is until they implement a better system we need this bandaid fix. PvP skills may be a disagreement settling mechanic, but it is one that is NOT AVAILABLE to ordinary players as they are busy pumping survival, exploration, qual skills, and doing credos, meanwhile it is MORE THAN AVAILABLE on day 1 for anyone who wants to grief. that's not be a criminal, that's more than fair, it's wasting hours upon hours just to ruin other people's time. allowing this is GOOD and HEALTHY because preventing it is just denying people free will, but you MUST give us some sort of counterplay for it and right now we have none.

As such there's very limited griefing protection mechanics against naked alts since you're normally able to just KO them.


again you should still be able to aggro and ko people trespassing on your claim. i personally think you should be allowed to do this after only 1-3 hours have passed on your claim, before its dried, to be able to defend it. also it should not be murder to KO someone on your claim and they die from concussion damage because this is the 6th time they've run over and started hitting my claim, at least not when its a rageless character.
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Re: Time gate PVP skills

Postby The_Lich_King » Mon Nov 04, 2024 11:17 pm

+1 to stop crime alts but still make it possible to aggro from your Pclaim for obvious reasons.
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Re: Time gate PVP skills

Postby joojoo1975 » Tue Nov 05, 2024 12:01 am

noindyfikator wrote:They increased the cost of rage/theft/vandalism for this world


Though that may be true, how long was it before we saw people with rage/Vandal/theft?

I believe by Saturday night?

Hell I heard some bing'd ants and certain Curios and had Rage within 16 hours?
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Re: Time gate PVP skills

Postby HellishlyStoned » Tue Nov 05, 2024 2:05 am

They should time gate pvp skills like how they time gate opening new levels of the mine:
first person it takes a week, once its burnt it takes everyone else 24 hours

Pvp skills should be time gated behind the first person to make a palisade corner post with maybe a +12 hour delay or something, typically 2 days after start of the world, which at least forces everyone that wants to pvp to make the first palisade.

LP can be earned not just by studying and discovery but killing animals, so someone in a group gets fed a lot of strength stuff right away they could be killing animals fast to be getting the LP on top of studying and discovery
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