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MastaKane
03-26-2011, 12:04 PM
This post is for players who are looking for the most out of Xsyons free loot Pvp System. I think it is on us as a community to have a zone for those of us who want to pvp. Currently i search the map and can't find anyone to pvp. I know the current combat system doesn't really make pvp desirable at the moment, but it would help if those of us who wanted to pvp could do it in one zone.

Another idea I had would be if this got popular enough they would change the rules of pvp in our zone. Meaning our homesteads would not be a safe area. One zone for the pvpers to do what we want in. I think this would be simple for the Xsyon team to do and would allow us pvp freedom without disturbing the girl scouts who want to sell cookies to one another. Maybe we could even have one of the new zones that's being added to the map, that way it would not disturb anyone who doesn't want their zone converted to a pvp zone.

Other ideas would be once warring starts all the tribes/homesteads in the pvp zone would agree to stay warred with each other.

I would have no problem at all packing up shop and moving to a new zone. Currently there is nothing else to do in xsyon at the moment so I wouldn't have a problem building a new sand castle.

Please tell me your thoughts, if you agree or disagree that would be great. If you do not like pvp, please don't post anything.

d3m0nd0
03-26-2011, 12:09 PM
Its Simple if you want PvP, run into there territory and lure em out, sure it often ends up 3v1 or 4v1 often, but that actually makes it easier with the melee button mashers ^^. And no PVP zone, as such, i think there should be resources that are in dangerous areas (ZOMBIES!) thus creating a PVP zone in a sense, as to get the best stuff u will need to go there,and make it a Totem free area. That would be better.

KeithStone
03-26-2011, 12:10 PM
go put a totem down on top of a KOS tribe, you'll get pvp every day.

However, they have already stated there will be areas of the map that only warring tribes can conquer.

ColonelTEE3
03-26-2011, 12:18 PM
My idea is basically to expedite the war system; make it so tribes can choose to be warring or peaceful right now -- warring tribes will not be invulnerable in their tribe safezones (thus it wouldn't be a safezone), BUT, they could kill other warring tribes in their own land because it would go both ways. That way all the warring tribes can raid each other's places as much as they want, while the non-pvp focused tribes will still have their safezones, BUT at the disadvantage that these peaceful tribes COULD NOT attack a warring tribe in their safe zone.

Just to make sure my idea is clear:

Warring Tribes Can be killed in their own tribe area ------ Can kill other warring tribesin their tribe areas, but not peaceful tribes in their tribeland
Peaceful tribes cannot kill warring or peaceful tribes in their respective homelands, -------- cannot be killed in their own tribeland


So basically being peaceful has both a benefit and a disadvantage, and being a war tribe has both a benefit and a disadvantage.

edit; im not sure how close this is to the original war idea. I never read the full description of it. I just thought of this on my own as something that seems REALLY simple to me and i think most pvp clans would like it alot. I really dont know why this isn't how it is already.

mantoe
03-26-2011, 12:22 PM
^Agreed.^:D

MastaKane
03-26-2011, 12:25 PM
also agree

r4NGe
03-26-2011, 12:52 PM
Incentivize bringing down of safezones with a crafter bonus. Bring the carebears into the fold. The only thing these ideas are missing is GATES.

Also, in the current ruleset, crafters can craft, pvpers cannot pvp. This shuts out a portion of the population. In a ruleset like Colonels, both groups can do their thing. I mean, who doesnt have walls by now?

Dontaze_Mebro
03-26-2011, 01:39 PM
How about we make it so that peaceful tribes can't trade with warring tribes or they automatically lose their magic shield?

Larsa
03-26-2011, 01:53 PM
How about we make it so that peaceful tribes can't trade with warring tribes or they automatically lose their magic shield?Can't have that with tribes because tribes don't trade, characters do.

But I'll be pretty happy when you suggest that blue players trading with reds turn red themselves. Would help a little bit with some of these PK-er tribes that use their second accounts for the trading part of the game.

I'm aware that it only helps a little bit, obviously there are still ways to hand items to a red without actually using the trade mechanic.

Armand
03-26-2011, 02:37 PM
Here's an idea, code some gates and implement proper fortifications (structures that can't be glitched through) & a decent combat mechanic.

I'd rather the core of the matter be resolved. There's plenty of pvp to be had, just step out of your safe zone every now and then.

ColonelTEE3
03-26-2011, 05:33 PM
Here's an idea, code some gates and implement proper fortifications (structures that can't be glitched through) & a decent combat mechanic.

I'd rather the core of the matter be resolved. There's plenty of pvp to be had, just step out of your safe zone every now and then.

Therein lies the problem. No one ever does, and if they do, they always know the fastest route back to their safe zone.

Thats why we need an idea like one of these to get rid of the safezone for those tribes that want to be involved in pvp.

mrcalhou
03-26-2011, 05:41 PM
I'd like to see a system that encourages pvp, like regional resources (which I'm fairly certain are planned for the future).

I don't think that there is anything wrong that players know the fastest way back to their safe zones, but I would like to see some measures for players to hinder other players from being able to get to their safe zones, and some counter-measures to that too.

Like, if someone is running away, then you use an ability that lowers their movement speed. But they might have an ability that if their movement speed is lowered then their damage and defense is increased a little bit. Stuff like that.

ColonelTEE3
03-26-2011, 05:57 PM
I'd like to see a system that encourages pvp, like regional resources (which I'm fairly certain are planned for the future).

I don't think that there is anything wrong that players know the fastest way back to their safe zones, but I would like to see some measures for players to hinder other players from being able to get to their safe zones, and some counter-measures to that too.

Like, if someone is running away, then you use an ability that lowers their movement speed. But they might have an ability that if their movement speed is lowered then their damage and defense is increased a little bit. Stuff like that.

On regional resources;

Tar is the hot topic of this week. Many people have spoken out against tribes that camped up on it. These are the same people who also like sitting in their safe zones never being in conflict with the world. They're now being presented with a built-in regional conflict of interest and their answer is not to solve it in game, but have the developers program a solution that nullifies the conflict.

These people don't want a dynamic game where people have to fight over resources, or negotiate deals, or deal with anything difficult. They only desire to not have anything get in the way of what they want. I'm very concerned the developers will listen to their crying and make it so everyone has tar, and conflict is averted, and people go back to crafting in their safezones...

If this is the case -- if this is the devs response -- "regional resources" wont encourage anything at all.

Trenchfoot
03-26-2011, 06:37 PM
Agreed with Colonels suggested system.


Therein lies the problem. No one ever does, and if they do, they always know the fastest route back to their safe zone.

Can you blame them? I mean 'come over here next to my hand, so I can smack ya.' usually elicits that response doesn't it?


These people don't want a dynamic game where people have to fight over resources, or negotiate deals, or deal with anything difficult. They only desire to not have anything get in the way of what they want. I'm very concerned the developers will listen to their crying and make it so everyone has tar, and conflict is averted, and people go back to crafting in their safezones...

What he said ^^

Salvadore
03-27-2011, 12:53 PM
/signed

What zone?

Regardless of ideas posted in this thread, it is still not going to be viable until-

Combat is reworked, balanced, etc
Weapons/armor have a meaning/balanced in combat, and are worth losing
Safezones - out. You'll just have homesteaders and tribes abusing it mainly bc there is no real HONOR system among pvp'ers in online games.

Too bad a pvp server wasnt actually created at launch...methinks the game would have been MUCH better at this point.


On regional resources;

Tar is the hot topic of this week. Many people have spoken out against tribes that camped up on it. These are the same people who also like sitting in their safe zones never being in conflict with the world. They're now being presented with a built-in regional conflict of interest and their answer is not to solve it in game, but have the developers program a solution that nullifies the conflict.

These people don't want a dynamic game where people have to fight over resources, or negotiate deals, or deal with anything difficult. They only desire to not have anything get in the way of what they want. I'm very concerned the developers will listen to their crying and make it so everyone has tar, and conflict is averted, and people go back to crafting in their safezones...

If this is the case -- if this is the devs response -- "regional resources" wont encourage anything at all.

EXCELLENT POST!

I want the opposite - to fight for my right to do anything! Not have everything handed to me. Kinda like id actually be simulating a "post apocalyptic world" or something...

joexxxz
03-27-2011, 01:03 PM
@ColonelTEE3 +5 ;)

mrcalhou
03-27-2011, 03:48 PM
On regional resources;

Tar is the hot topic of this week. Many people have spoken out against tribes that camped up on it. These are the same people who also like sitting in their safe zones never being in conflict with the world. They're now being presented with a built-in regional conflict of interest and their answer is not to solve it in game, but have the developers program a solution that nullifies the conflict.

These people don't want a dynamic game where people have to fight over resources, or negotiate deals, or deal with anything difficult. They only desire to not have anything get in the way of what they want. I'm very concerned the developers will listen to their crying and make it so everyone has tar, and conflict is averted, and people go back to crafting in their safezones...

If this is the case -- if this is the devs response -- "regional resources" wont encourage anything at all.

It would be a pity if that happens and would probably kill the game. Since the people that finally get everything will the realize that there is nothing to do with that they have.