PVP Factions

General discussion and socializing.

Re: PVP Factions

Postby Jest » Tue Aug 25, 2009 6:37 am

gay
User avatar
Jest
 
Posts: 94
Joined: Mon Aug 10, 2009 10:57 pm

Re: PVP Factions

Postby theTrav » Tue Aug 25, 2009 8:57 am

Potjeh wrote:I think arranged "battles" would be nice to have as a vent for people that want to fight without slaughtering innocent civilians. In fact, I think it'd be a neat idea if we players designated a battleground for duels and whole battles near RoB. Just a big palisade square to make sure nobody enters or leaves during a fight. Placing it near RoB would make this a popular spectator sport, and maybe we could even get some gambling going on. Crowds this would pull in could be useful for starting a marketplace, too.


Tournaments would be cool, if it were possible for a town to host a tounament and offer prizes for the winner of the melee or the archery competition and designate a space and time where crime scents are not dropped
User avatar
theTrav
 
Posts: 3464
Joined: Fri May 29, 2009 11:25 pm

Re: PVP Factions

Postby Ai_Shizuka » Tue Aug 25, 2009 10:55 am

Right now there's no PvP to speak of. There's just a food chain of people preying on their respective weaker.
Non consensual PvP against much stronger opposition is a great recipe to lose players over time, esp. with perma-death.
Perma-losing a character against an opponent you can't even hit is NOT fun, no matter what the srb bsns no-life assholes say.

But on the other hand, a DAoC system doesn't fit at all with this kind of game.
Maybe guards like Ultima Online, but, again, NPCs are a no-no in this game.
So I don't really know. But one thing is obvious: the current system is a disgrace for any game with long-term plans. I wouldn't even call it PvP, because it's not.
User avatar
Ai_Shizuka
 
Posts: 80
Joined: Thu Aug 13, 2009 7:39 pm

Re: PVP Factions

Postby Humps » Tue Aug 25, 2009 11:02 am

I would quit if this system was implimented.

It is that terrible.
Humps
 
Posts: 50
Joined: Mon Jul 13, 2009 9:09 pm

Re: PVP Factions

Postby g1real » Tue Aug 25, 2009 12:53 pm

eql wrote:
Ford wrote:-if you just use a FFA model it will end up a big grief fuck fest like UO and AC

P


sounds like you got sand in your vadge, stop crying. im so fucking tired of seeing people complaining about "griefing".

this game is a SANDBOX game, you form your own factions, alliances and armies. if you get killed or attacked, thats not griefing, thats part of the game.
dont you get a rush when you run into battle risking your characters life?

if you cant deal with the game mechanics (and after the few games you mentioned that had a 'good pvp model' whilst listing great games and saying they sucked) just dont play the game. i hate it when asshats complain about game mechanics and what not and the developers bow down to that shit and make the game a big care bear fuck fest like WoW (see what i did there)


Probably already posted before, but there are times someone kills someone for entirely no reason, that is griefing, you can't avoid someone walking up to you and starting to slice you up.
loftar: The inner chaos of the Jorbian mind is hard to conceal. :)
jorb: It's called creative license. You know, that thing you seem to want to apply to logic, grammar and coherence? :)
User avatar
g1real
 
Posts: 881
Joined: Sun Aug 09, 2009 10:30 am
Location: You are now breathing manually.

Re: PVP Factions

Postby loftar » Tue Aug 25, 2009 1:10 pm

RaptorJedi wrote:The only thing that could be added to that is maybe alliances, which could be some kind of friends list for town idols. Town A requests Town B to be allies, Town B accepts, and then they each show up on each others town idol interface.

Very much so, and we plan to extend the village system with something like that later on. Not only allying, of course, but also, for instance, making it possible to form, say, a "kingdom" consisting of a couple of villages under a common ruler. A village or kingdom should also be able to subjugate and annex other villages, making them serfdoms, so there will be a couple of different kind of relations between various political entities. Likewise, we'd like to add a few other systems of government, such as, say, a "town" (which would probably require a village with quite a few members to be converted into a town; and then it would have more useful administrative features and so on), a "confederation", a "republic", and so on. More advanced political entities should also be able to enact various national ideas (similar to the beliefs I described in the "Credo" thread), which would affect all their members in various ways.

Potjeh wrote:I don't like having this dev-enforced, but I think arranged "battles" would be nice to have as a vent for people that want to fight without slaughtering innocent civilians.
[...]
Only problem is that someone could collect all the scents from the battlefield and track down the winners. Maybe we could get the devs to make it so that killing in the arena leaves no clues. That, or you can simply commit suicide to change your identity, since you'd be full-trad anyway.

Actually, I've long wanted to implement a "sparring" mode of fighting. The way I see it, initiating such battle would work a bit like inviting someone to a party -- you right-click a player, choose "spar", and upon his confirmation, a special kind of fighting relation is created which only deals "shadow damage", concludes when a player's shadow damage reaches his max HP and, in turn, doesn't give any LP upon conclusion (maybe some smaller amount -- it does use a lot of stamina, after all). There are a number of things that need to be thought through to avoid exploitation, though.

Of course, gladiator fights to the actual death would still be a lot of fun; I'm not arguing with that. :) I wouldn't at all, in fact, mind adding a feature similar to "spar" called "challenge", which would initiate a "duel" fighting relation, which only concludes properly when either participant is killed, makes sure that no scents are left, and maybe involves some other fun permanent effects on both the winning character and on the descendents of the loser.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
User avatar
loftar
 
Posts: 9045
Joined: Fri Apr 03, 2009 7:05 am

Re: PVP Factions

Postby Jackard » Tue Aug 25, 2009 1:19 pm

That doesn't take into account that players might want to spar with more than one person at a time.

If you required players to use some form of Deathblow ability or coup de grâce on a downed foe to actually kill them, you wouldn't need a special system for sparring.

As it is, the possibility of accidentally killing someone in a permadeath game makes sparring with allies dangerous.
User avatar
Jackard
 
Posts: 8849
Joined: Sun Jul 12, 2009 6:07 am
Location: fucking curios how do they work

sage

Postby BoltVanderhuge » Tue Aug 25, 2009 2:22 pm

Onionfighter wrote:This belongs in critique and ideas.


This. Also as others have already pointed out, factions happen on their own without pulling some stupid Horde vs. Alliance mechanic. Part of the point of these big open sandbox games is for communities to form their own relationships and eventually factions emerge out of the various alliances.
User avatar
BoltVanderhuge
 
Posts: 36
Joined: Mon Aug 10, 2009 9:35 pm
Location: Brotopia

Re: PVP Factions

Postby loftar » Tue Aug 25, 2009 2:27 pm

Jackard wrote:That doesn't take into account that players might want to spar with more than one person at a time.

Why... yes, it does. There's no reason to think that one would be limited only to one sparring relation.
Jackard wrote:If you required players to use some form of Deathblow ability or coup de grâce on a downed foe to actually kill them, you wouldn't need a special system for sparring.

It might just be me, but I think it would still be very useful, if indeed sparring only deals "shadow damage", so that people can spar without having to heal up HHP damage and what not.
Jackard wrote:As it is, the possibility of accidentally killing someone in a permadeath game makes sparring with allies dangerous.

What could be argued here is particularly the fact that a continuous attack should stop when the target is knocked down (so that it has to be reinitiated to kill someone). Consider that a bug which should be fixed.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
User avatar
loftar
 
Posts: 9045
Joined: Fri Apr 03, 2009 7:05 am

Re: PVP Factions

Postby Jackard » Tue Aug 25, 2009 2:30 pm

loftar wrote:
Jackard wrote:If you required players to use some form of Deathblow ability or coup de grâce on a downed foe to actually kill them, you wouldn't need a special system for sparring.

It might just be me, but I think it would still be very useful, if indeed sparring only deals "shadow damage", so that people can spar without having to heal up HHP damage and what not.

Is soft hp not soft enough to fill this role?
User avatar
Jackard
 
Posts: 8849
Joined: Sun Jul 12, 2009 6:07 am
Location: fucking curios how do they work

PreviousNext

Return to The Inn of Brodgar

Who is online

Users browsing this forum: Claude [Bot], Yandex [Bot] and 1 guest