Zentetsuken wrote:You know how you have divided players in to groups based on the amount of quests they completed? Is it possible to do this with PVP activity?
widelec_szatana wrote:No KO protection at all, just make death less severe. inherit 75% of stats instead of 45
How about setting some limit to inheriting stats back?
If the top world character dies, allow them to recover only 75% of their stats. If someone with significantly lesser stats (let's say 50% or less than the world's current best character) dies, allow them to recover 100% of their stats.
Anything inbetween those, perhaps between 80% to 90% stats recovery, idk.
If a character dies to PVP, and a new one inherits that ancestor, give them some PVP debuff, like getting 15% increased openings from other hearthlings (or some other PVP debuff).
If a newbie dies, let it be a lesson, not an extreme punishment.
This world was the first one in which I started playing "properly", and I didn't know much at the start.
Yes, I got Wretched Gore from a boar during the first weeks. Yes, I broke my entire armour while trying to engage cavelouse for the first time. Yes, I almost died to a bear after buying rage because I didn't know bears would continue striking after the K.O. because I had rage now. But that's how we learn. Punish me for not being careful, reward me for being careful. Give me a heart rush if the bear starts to overwhelm me even if I don't have rage. IT IS A BEAR, let him maul me to death.
But let me learn from my mistakes (if I'm a noob), and allow me to regain my stats if they're insignificant compared to the titans.
Eventually I learned, and during the time in which I was our group's only character with rage, I was told to be careful, and I did:
- I learned how to run away from bears in the forests when they aggro'd me;
- I ran in circles when everyone else got KO'd in the beaver dungeon, killing one white beaver at a time to help the others escape;
- I learned how to run/chase better in PVP, I managed to escape from people and to chase down people to their death.But let's say I'm a decent player (not the best) and I'm part of a decent village from the very beginning, and I die in a PVP battle.
wonder-ass wrote:early world grinding attributes took AGES so dying and losing 55% of your stats has actually caused the winners to snowball and make everyone else quit
THIS!
What's the point in going to PVP if we'll just become halfay worse than we already were? There's no way I can catch up to the guys that killed me any more, especially if they had much better stats than I did in the first place.
This way, only the best fighters (with the most time on their hands to grind good stats) will even bother to pvp, and as they start losing fighters, the snowballing goes hard.
But if you give us this death immunity ability, I guess we'd only lose our gear. No "decent" player will use it to escape a bear, unless he gets stuck between a cliff and a tree while the bear is hitting him (and probably never in dungeons, because if you did, you probably are being K.O.'d by being surrounded by 6 white beavers and getting permanently stuck no matter how many times you managed to get up anyway).
While you do have 5 seconds to cast it, I've heard that people have fallen in less than 2 seconds by being cleaved for 700 damage (through the armor) by 5 dudes at once. Unless you can cast this thing while also running, people will just cast it before leaving their village.
Zentetsuken wrote:There needs to be a give/take associated with this skill or nobody is going to ever die
wonder-ass wrote:losing a 20 gilded hermine is pretty fukin huge
How about making this skill more expensive, and changing it to perhaps "magically protect" one or a few items that you currently have equipped? Once your character dies, the protected item(s) get teleported to that character's hearth fire.
This way, the killer gets your skull and your unprotected items, and pushes your stats back (if your character is top tier), while you manage to recover some item(s), your faction does not lose a good fighter permanently, just temporarily, and your identity now gets erased from all enemies. If your character was close to being or was the best, you'd be pushed back, but you wouldn't be pushed beyond recovery: 75% stats recovery will allow you to still be able to catch up, while some pvp wounds will stop you from going straight back to fighting right away. If your character was of a lesser tier, let's say you get to recover 90% of your already bad stats, you still can perhaps continue to help your group's best fighters, and maybe eventually, if you work hard, become one of the stronger ones too.
TL;DR:
- Allow bears and similar stuff to kill us without rage.
- Lower the stats loss and use the "best character point of refference" mechanic added for quests for PVP as well (for ancestral stats recovery)
- Make Ancestral Warding protect one or more of your currently equipped items. So if you die, they get teleported to your HF.