promoting PVP and a PVP reward

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

promoting PVP and a PVP reward

Postby DeadlyPencil » Sun Jun 06, 2010 3:39 am

I want more player combat in this game, and to do that I think the exp lost should be mostly recoverable and murderers should have an incentive for going after higher level players, not lower leveled ones. Murderers need to be able to steal bodies and the victims need to have a reason to steal their ancestors "remains" back.

The murderer should be able to steal the body and make a necklace piece out of the body. the bone necklace would be like a key ring and could hold 8 bones from different remains. The person who committed the murder should probably be the only one to benefit from the item so there is no incentive to use a murder alt. and the only person able to recover exp from the remains would have to be a direct ancestor.

The bone necklace would give stats based on the exp lost of the victims so killing noobs and stealing their bodies really wouldn't benefit anyone except leave scents for someone to kill you in return. Each person you kill and body you steal can be made into a bone piece. When a bone is made from a corpse, it retains its player id (the corpse is destroyed). All the exp from all the bone pieces is added up to give the bonus for the bone necklace.

Example:
A person with full change and 200 farming dies. They go from 200 to 50 farming and lose approx 1,900,000 exp (keeping 132k *ouch*).

If they recover their remains they could get 25% back (example only), which is 475,000 exp. which is quite a bit of exp and would be an incentive for them to try. As long as the murderer never destroys the item or body, this incentive would always exist.

The murderer could then chop up the corpse and add a 1,900,000 exp piece to his necklace.

Necklace stats:
To prevent people from just killing noobies for necklace pieces, I was thinking of the following. The necklace would give intelligence and stealth, just like the necro cape, based on the combined exp of the necklace pieces (you will have to come up with a nice formula). It would also give+ to marshal, death and barbarism, and +%exp gained based on each individual piece.

So the necklace would give +8 to each of those personal beliefs if you had 8 bones and maybe +80% exp gained (10% per bone). The requirement would be the exp on the bone be greater than or equal to 15% of your total exp (example only). If you kill someone around your level, they will lose 25% exp minimum so that shouldn’t be a problem. If you kill total noobs, they wont have 15% of your exp so they wont give you the 2nd group of stats, just add to the total exp.

The goal is to make it so the murderer wants to keep the bones ON HIS MAIN instead of destroying the corpse. And for the murderer to want to kill stronger people instead of noobs. The victim in turn would really want to get the bones back, as they are potential exp.

Murder scents would be changed so they had a track remains option. And maybe add an option to the altar to locate your ancestor remains with scents (non summonable). So u can search for them when your ready.
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Re: promoting PVP and a PVP reward

Postby vikingdragons » Sun Jun 06, 2010 4:00 am

...you are either a fool or a...never mind, your a fucking fool!
i could, and almost did, go into a rant about why you are a fool, then realized i can simply state a couple facts to prove it.
1) The Risk vs Reward is horrible (even worse than you are for posting this thread)
2) The lack of RvR means there is no PvP, only Attacker vs Victim (sometimes the Attacker is a Ranger, and the Victim is a criminal, which is the only form of justice in the game, and IMO almost as bad as crime itself in its current state)
3) There is no limit to combat skills, as such, a naked, unarmed raider can defeat a farmer covered in high q armor and with a high q B12, and with no contest, simply because they put all their LP into combat skills and unarmed.
:evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil: :evil:
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Re: promoting PVP and a PVP reward

Postby DeadlyPencil » Sun Jun 06, 2010 4:08 am

the developers like people killing each other. and people have stated they wanted something they can make out of players bones. and this is my suggestion. sorry you dont like it. but this is a pvp game with permanent death.
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Re: promoting PVP and a PVP reward

Postby Avu » Sun Jun 06, 2010 4:21 am

Yay killing spree. Not kill noobs you say? Well I can't tell how much lp someone has until I'll kill him. But yes pvp needs a serious incentive. Right now most everyone is at peace raiding is at a minimum and we're partly to blame for that.

Here's another idea how about a top wanted list. Every time one leaves a scent that someone else picks up (only once per scent/ hour interval maybe) add some counter to a variable. People with largest variables get to make the list. Killing someone on the list gives you better bones/whatever reward you get for killing other people. It also gets you a big boost in the variables so you are more likely to get on the list yourself. Maybe new scents of people on the list should have a chance of telling you who exactly did the deed seeing how you're famous criminal/ranger and all. It should also give vague directions to your location/hf.

Also anyone killing your murderer should make so your reincarnation gets a big stat refund (the tradition/change slider needs to be reworked though it's really a non choice right now, tradition is only used by suicidal players). Up to 75% should be given back more if you take revenge personally. You can call it peace of mind buff or whatever.
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Re: promoting PVP and a PVP reward

Postby DeadlyPencil » Sun Jun 06, 2010 4:39 am

an update like this will not change peoples play styles. people already kill random noobies for fun. and when they do, u can summon them and get some bones on your necklace.

yes there will be more killing, and thats the point of this update. its suppose to increase revenge killing. would u not savor killing klaue, getting your bones back and having his around your neck instead? think of the drama!

i modeled this suggestion kind of after the kidnapping one where they could kidnap you instead of killing you. in this case, its your corpse they kidnapped.

all they gotta do is if there is to much killing, reduce the penatly for death...
Last edited by DeadlyPencil on Sun Jun 06, 2010 4:45 am, edited 1 time in total.
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Re: promoting PVP and a PVP reward

Postby DatOneGuy » Sun Jun 06, 2010 4:43 am

While it should be refined for sure to make it worth 'getting back' your stuff. The idea of getting something for killing someone (should not be worth much) and getting something for killing your killer (should be worth much) is a great idea.

As it is training battle characters there isn't enough action. :/
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Re: promoting PVP and a PVP reward

Postby Avu » Sun Jun 06, 2010 4:44 am

Ehm pretty sure it would make at least some people that care about the bonus kill even if they never cared to do it for "fun" before so it might change play styles for at least some.
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Re: promoting PVP and a PVP reward

Postby vikingdragons » Sun Jun 06, 2010 3:59 pm

we need the combat balanced (not rebalanced, because that just doesn't seem to be working). I have even suggested before making stuff out of the bones of your enemy. so let me clarify my statement, because i am a little..unstable when it comes to first posts. I don't mind promoting and rewarding PvP, and i like the 'back-and-forth' thing with the bone necklaces. But we don't have PvP. PvP is two players fighting each other, each with a chance to win or lose. What we have is Attacker vs Victim, and the Victim's chances depend entirely on being saved by someone else. Very few people fight to the death unless they know they can win in this game. (there are some i believe, but not many) As far as i can tell, the majority of PvP is in the form of Raids, and and most Raiders actually act like a real Raider would, and attack and mostly defenseless claim or village and just kill and destroy. When there is actual PvP, i would love to see something like this. But first we need:
1)balanced combat that is less stats and more equipment AND numbers (1 guy in plate with a b12 vs 12 guys with leather and axes=6 guys in with leather and axes(someone gotta die :twisted: )
2)less (preferably no) macro's and a reworked skill value system that means you have to actually train to be good at fighting.
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Re: promoting PVP and a PVP reward

Postby Brickbreaker » Sun Jun 06, 2010 4:45 pm

Fair PVP will NEVER EVER exist in H&H and that's not because there is no reward. It's because people are too attached to their characters and no matter the reward,
I don't think I would risk my character. Even if it's a completely fair 50/50 fight, permadeath is just too unforgiving. I think lowering the risk would be more effective than increasing the reward if PVP is to work the way it should imo.

My suggestion is to eliminate the tradition/change slider and change the rate at which you gain LP.
Currently the slider benefits older players since they get LP at a faster rate, when it should be the opposite!
Noobs should get LP faster than older players imo, so they can enter the combat scene quickly.
Last edited by Brickbreaker on Sun Jun 06, 2010 6:51 pm, edited 1 time in total.
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Re: promoting PVP and a PVP reward

Postby bitza » Sun Jun 06, 2010 5:20 pm

um..theres already a diminishing return on the lp/skill point ratio
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