What PVP incentives would you like to see on H&H?

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What PVP incentives would you like to see on H&H?

Postby ViciousGamer04 » Tue Jun 08, 2010 12:57 pm

I noticed another thread somewhat similar to this but a lot more specific then this thread. The point of this thread is to suggest "incentives" to help entice PVP'ers to well, PVP more.

My thought would be a specialized Arena. In this Arena you would be able to spar player vs player for various items. Here you won't actually "die" but when you lose all your life get warped out of the arena and the item designated from your inventory for the dual be removed from your inventory. Obviously within the "arena" when you're not fighting you won't be able to be killed. In a game like this there should always be a "protection" area in which you can't build in but will have the ability to hang out with others. Also within the radius of the Arena outside you won't be able to build on. I also think it would be logical to have yourself be able to travel to it via the "travel" button.

Such as let's say someone dualed and offered Tin Vs. Copper. The Tin guy ends up winning and makes out with some copper. Of course a bigger variety of items might make this more interesting but uhhh. Yeah.

This idea sort of came from FF3. If you guys remember in the basically 2nd half of the game where instead of the opera house it's exchanged with an Arena. That was mf'ing sweet. Something like that here would be pretttyy awesome. I might expand on this arena idea in another thread if I get the time to. But yeah.

What do you think would get you or other's motivated to PVP more?
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Re: What PVP incentives would you like to see on H&H?

Postby Riou1231 » Tue Jun 08, 2010 1:05 pm

Ability to loot dead people without theft.
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Re: What PVP incentives would you like to see on H&H?

Postby ViciousGamer04 » Tue Jun 08, 2010 1:08 pm

Riou1231 wrote:Ability to loot dead people without theft.


You need theft to loot dead people? That sounds illogical.

I mean what are they going to do, haunt you if you try to take from them? Perhaps the moral implications of robbing a dead person are just too much without theft? :lol:

+1 to that lol if that is in fact, how it works.
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Re: What PVP incentives would you like to see on H&H?

Postby Riou1231 » Tue Jun 08, 2010 1:11 pm

Yes, it is.

I do not want to wait hours for the dead body to decay and drop the loot that some passing noob could just take from me. :P
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Re: What PVP incentives would you like to see on H&H?

Postby burgingham » Tue Jun 08, 2010 1:13 pm

I don't really like the idea of an arena that is created by the devs (this has been discussed quite some times before). If however you want arenas created by players, well then go ahead and do it. We have the option to spar, you could organize events and act as an escrow. The fighters place bets and fight till one is koed. I could imagine using Constantinople for this, you just need to find someone to organize it. The only issue here is, like it is so often, trust. But if someone really dared to murder you in a sparring fight in a public arena they would have to be darn stupid.

Another incentive has been given recently if you read my post in the latest announcement thread, since player killing gives lp now. Seems to be a certain percentage of the victims total lp.
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Re: What PVP incentives would you like to see on H&H?

Postby ViciousGamer04 » Tue Jun 08, 2010 1:23 pm

burgingham wrote:I don't really like the idea of an arena that is created by the devs (this has been discussed quite some times before). If however you want arenas created by players, well then go ahead and do it. We have the option to spar, you could organize events and act as an escrow. The fighters place bets and fight till one is koed. I could imagine using Constantinople for this, you just need to find someone to organize it. The only issue here is, like it is so often, trust. But if someone really dared to murder you in a sparring fight in a public arena they would have to be darn stupid.

Another incentive has been given recently if you read my post in the latest announcement thread, since player killing gives lp now. Seems to be a certain percentage of the victims total lp.


Haha, nice. Nah. I haven't been reading too many posts lately. Not sure it's a good idea though considering then macro guys are just going to make a bunch of Alt's and macro them up real high only to have them murdered by their "main" for faster lp gain.

I would like players that would run something like this but I don't see it working out too well due to "trust" issues as you mentioned. But hey, if they got something like this going it would be wonderful. I might give it a try if I get bored enough.
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Re: What PVP incentives would you like to see on H&H?

Postby burgingham » Tue Jun 08, 2010 1:31 pm

Why would you macro up alts and only get a small percentage of their lp, when you could just macro up one or more mains? Also, the old macros don't work anymore and other macros are barely worth the elictricity you use when you look at the meager lp gains.
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Re: What PVP incentives would you like to see on H&H?

Postby Brickbreaker » Tue Jun 08, 2010 2:32 pm

2 ways to truly make PVP an option for everyone.

-Remove permadeath
-Or cap skills so that if someone dies, they can atleast have hope of catching up to their old character
(Ofcourse these will only work if combat is balanced properly)

Imo all others won't work simply because noone wants to die despite how great the reward would be.
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Re: What PVP incentives would you like to see on H&H?

Postby DatOneGuy » Tue Jun 08, 2010 2:43 pm

Brickbreaker wrote:-Remove permadeath
-Or cap skills so that if someone dies, they can atleast have hope of catching up to their old character
(Ofcourse these will only work if combat is balanced properly)

No.
Just stop.
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Re: What PVP incentives would you like to see on H&H?

Postby Potjeh » Tue Jun 08, 2010 2:50 pm

He's right, though - there's never going to be proper PvP as long as we have permadeath and grindy character development. IMO the solution is to make character power a function of resource investment rather than time investment, with resource quality serving as a cap to skills.
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