PvP Toggle

Thoughts on the further development of Haven & Hearth? Feel free to opine!

PvP Toggle

Postby Gaiadin » Sat Nov 07, 2009 11:50 pm

Ok, in an effort to protect players who simply wish to live a peaceful lifestyle and prosper in their trade, yet still allow warlike players to fight amongst themselves, I propose a system for a PvP toggle:

You would gain the PvP Toggle skill in adventure upon purchasing your first black arts skill.

The toggle could only be changed every so many in-game days. This time limit could be affected by a belief slider. For instance at full martial you could change your PvP toggle every 8 hours in-game and at full peaceful you could only change it every 3 in-game days (similar to the change/tradition affect on slider adjustments)

This way a peaceful player could just keep their PvP toggle off and go about their business without fear of total annihilation by another player. Then if the peaceful player decided he wanted to participate in PvP he could switch his toggle on, but this would leave him vulnerable to any PvP actions for 3 days until he was able to toggle it off again so it would be very risky but at least it would be his own personal action that ultimately led to his demise if he is attacked in this time, rather than the mere whim of a PvP-oriented player as it is now.

The martial player would be able to change his toggle much more often, allowing him to create smaller windows of opportunity such that 2 martial players at war would need to make calculated attacks when the other party is vulnerable, adding a greater necessity for organization and clever planning.

Edit: The PvP toggle should apply to the player's character and everything covered by his or her personal claim. The lawspeaker and/or chieftain of a village should have the ability to activate a similar toggle for village claim. Perhaps it could be located in the government menu and cost a large amount of Authority.
Last edited by Gaiadin on Sun Nov 08, 2009 3:20 am, edited 1 time in total.
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Re: PvP Toggle

Postby Delamore » Sun Nov 08, 2009 12:06 am

I do not think you understand the way the devs want the game to go, they want everything to be part of it.
That includes PVP.
I have died 3 times while playing this game, every single time I've just gotten back up and continued.
Death is not the end.
Last edited by Delamore on Sun Nov 08, 2009 12:08 am, edited 1 time in total.
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Re: PvP Toggle

Postby CG62 » Sun Nov 08, 2009 12:08 am

I have to agree with del.

I mean, PvP is a part of the game. I doubt it will ever be removed.
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Re: PvP Toggle

Postby Gaiadin » Sun Nov 08, 2009 12:17 am

CG62 wrote:I mean, PvP is a part of the game. I doubt it will ever be removed.

Wow, I must be losing my mind. I could have sworn I suggested a way to keep PvP and still allow players to live peaceful lives at the same time. Apparently the OP just said "Remove PvP from the game"?
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Re: PvP Toggle

Postby CG62 » Sun Nov 08, 2009 12:20 am

Gaiadin wrote:
CG62 wrote:I mean, PvP is a part of the game. I doubt it will ever be removed.

Wow, I must be losing my mind. I could have sworn I suggested a way to keep PvP and still allow players to live peaceful lives at the same time. Apparently the OP just said "Remove PvP from the game"?


What I was going to add but couldn't find a proper way to phrase it was to go something like this:

"Too arbitrary, gets rid of the risk" and so on-so forth.
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Re: PvP Toggle

Postby sabinati » Sun Nov 08, 2009 12:21 am

here's the problem. i toggle it on. then i wait until it's available to toggle back. then i go do kill you. then i toggle it back. now what.
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Re: PvP Toggle

Postby MadAlice » Sun Nov 08, 2009 12:22 am

There's a lot of flavors of PvP. The most interesting one to me is organized warfare, as opposed to personal PvP. The best implementation I've ever seen of PvP had a really complex city structure behind it, with real economics, and consequences for having bad economics. It had elections, and the game mechanics to allow real defense and mechanized offense.

I think Pvp is done better in the context of communities than one-on-one. It has to have a meaning in the game or it becomes a senseless gankfest.

I don't see any reason that players who are unaffiliated with villages , especially beginning players, should need to be involved in it if they don't want to. It's so much more interesting when it's in the context of village politics, and people need to be able to get started without constantly looking over their shoulders. It's hard enough for newbs anyway, especially with perma-death.

Eventually, if you want to progress past a certain point, you need to become part of a community. At that point, all bets should be off. If you elect your leaders stupidly, and they get you into a war you can't win, you'll pay the price for it. Hopefully, if there's another village acting badly, the game mechanics would be there to form federations and smack them.

If the game mechanics are there to almost require that newbs graduate to some village or other, and villages have the mechanics to manage conflict properly, it shouldn't be a problem limiting pvp to them. Then it becomes a matter of balance and degree.

Wrecking something that took 10 people 6 months to build shouldn't be able to be accomplished in a day. It should take a days-long seige, giving the defenders an opportunity to actually defend themselves.
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Re: PvP Toggle

Postby CG62 » Sun Nov 08, 2009 12:27 am

MadAlice wrote:
Wrecking something that took 10 people 6 months to build shouldn't be able to be accomplished in a day. It should take a days-long seige, giving the defenders an opportunity to actually defend themselves.


viewtopic.php?f=5&t=3374

Also, PvP isn't as random of a fuckfest at present as some people think.

As of yet (and I've lived in high population density areas) I have never come under the blade of another player.
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Re: PvP Toggle

Postby Gaiadin » Sun Nov 08, 2009 12:34 am

CG62 wrote:"Too arbitrary, gets rid of the risk" and so on-so forth.

why should that risk even exist if you don't want it to? You can successfully abstain from nearly every other aspect of the game that you don't want to focus on. Why should PvP combat combat be the only thing that you are actually required to do? You don't have to hunt if you don't want to, you don't have to farm or grow trees or make silk or mine or make roads, but you are required to build combat skills or be destroyed. This suggestion provides a simple way to allow the game to police itself and keep players playing rather than quitting and informing their friends that "there's no point playing that game. Everything you do will just be destroyed by someone who has been playing longer than you."

sabinati wrote:here's the problem. i toggle it on. then i wait until it's available to toggle back. then i go do kill you. then i toggle it back. now what.

Simply cause any PvP activity on your part to reset the timer. If you are full martial and you initiate pvp combat, your timer will be reset to 8 hours. Alternatively it could add half of the total time up to a maximum of the total time. So a full martial player would attack someone with 1 in-game hour left on his timer and it would go up to 5 in-game hours. A full peaceful player would do the same and it would go up to 1 day 13 hours.

CG62 wrote:As of yet (and I've lived in high population density areas) I have never come under the blade of another player.

Congratulations on your luck thus far. Unfortunately this proves nothing. I hadn't had any negative interactions with any players in the game before I logged in to goons ransacking everything I had worked months to achieve.

I'm not talking about an immediate fix. The developers have already suggested making NPC combat more lethal. This change coupled with my suggestion would still keep a degree of challenge, danger, and difficulty in the game.
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Re: PvP Toggle

Postby CG62 » Sun Nov 08, 2009 12:42 am

You're not required to do any PvP whatsoever.

I have no black skills, and my only decent combat skill is marksmanship (for hunting).


However, there WILL be consequences for doing or not doing something.

The consequence of, say, not mining is that you have to trade for metal

The consequence of not farming is that you must find some other way to produce food

The consequence of not investing any time into becoming at least semi-adept at PvP is that you are vulnerable to those that have.


There are consequences for doing all of those things, but you can figure them out for yourself.
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