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Thread: PVP rules

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  1. #1

    Re:PVP rules

    REV.... isn't that the guy that cried about the no guns or misleading concept art or something like that? No worries about this being mistaken for a threat... seems they are fairly empty coming from you...

    I know that was a little dirty but I could not resist. :P On a different note, I fully agree with him on this one. There should not be different death penalties for players based on alignment.
    If any they should be set to gankers or campers. Maybe set all players to respawn at their current location if the death is PvE in nature and to the Totem if they are killed in PvP or while flagged as such. If a player is not in a Tribe they should be respawned at the nearest regional starting point(such as Round Hill).

    This also has me thinking about lootable bodies.... any word on gear loss for PvP death or even PvE? I think it is a little odd to retain all your gear when you die if you respawn back at the totem. I could understand the current location respawn keeping gear. :huh: Maybe it could be set to where if you die in PvP you loose your equipment on a lootable body but if you die in PvE you do not leave behind a body or gear.

  2. #2

    Re:PVP rules

    Tybalt wrote:
    REV.... isn't that the guy that cried about the no guns or misleading concept art or something like that? No worries about this being mistaken for a threat... seems they are fairly empty coming from you...

    I know that was a little dirty but I could not resist. :P On a different note, I fully agree with him on this one. There should not be different death penalties for players based on alignment.
    If any they should be set to gankers or campers. Maybe set all players to respawn at their current location if the death is PvE in nature and to the Totem if they are killed in PvP or while flagged as such. If a player is not in a Tribe they should be respawned at the nearest regional starting point(such as Round Hill).

    This also has me thinking about lootable bodies.... any word on gear loss for PvP death or even PvE? I think it is a little odd to retain all your gear when you die if you respawn back at the totem. I could understand the current location respawn keeping gear. :huh: Maybe it could be set to where if you die in PvP you loose your equipment on a lootable body but if you die in PvE you do not leave behind a body or gear.
    PvE death should be sent back to totem/bind, too.

    Good games have risk v. reward. Why have death at all if it doesn't even really do anything?

  3. #3

  4. #4

    Re:PVP rules

    Tybalt wrote:
    RE

    This also has me thinking about lootable bodies.... any word on gear loss for PvP death or even PvE? I think it is a little odd to retain all your gear when you die if you respawn back at the totem. I could understand the current location respawn keeping gear. :huh: Maybe it could be set to where if you die in PvP you loose your equipment on a lootable body but if you die in PvE you do not leave behind a body or gear.
    everything will be lootable when the game launches

  5. #5

    Re:PVP rules

    last I heard everything will be lootable only if you are at war with their tribe but only some items will be lootable if you are not. Don't know if it's changed or not.

    Then theres different rules for being unconcious instead of dieing.

    But I would agree that pvp death should make you spawn at starting location or totem Not sure about PVE though.

    As for different respawn rules for different alignments I kinda like it, it means that there are different consequences for each alignment so not everyone will go evil because theres no reason not to.

  6. #6

    Re:PVP rules

    I agree with most of the others here - any death, PvE or PvP, should make you respawn at the totem, regardless of alignment.

  7. #7

    Re:PVP rules

    Shrimps wrote:
    last I heard everything will be lootable only if you are at war with their tribe but only some items will be lootable if you are not. Don't know if it's changed or not.

    Then theres different rules for being unconcious instead of dieing.

    But I would agree that pvp death should make you spawn at starting location or totem Not sure about PVE though.

    As for different respawn rules for different alignments I kinda like it, it means that there are different consequences for each alignment so not everyone will go evil because theres no reason not to.
    Still trying to figure out why a few people think that's a good idea. If that's how it was going to be, the devs might as well not allow mobs to damage anyone. The death would be 100% pointless.

    Red, blue, green, purple... If you die, PvP or PvE, get sent back to your bind. Simple and foolproof. There is no need to reinvent the wheel when it already works in most games. The current mechanic is completely cheat-code and open to exploitation.

  8. #8

    Re:PVP rules

    prokop15 wrote:
    Got a quote to support that? Pretty sure that's the opposite of what's been said.
    There you go:

    Xsyon wrote:
    In the Prelude:

    Unconsciousness results in very minor skill loss and in general the victor will be allowed to loot an item of choice as a reward for a fight well fought.

    Death results in some stat and skill loss and allows the victor to fully loot the player. This is not without complications and consequences for the victor.
    Here is the thread (it should be a sticky IMO), it explains looting in details: http://xsyon.com/forums/28-features/...-decisions#232

  9. #9

    Re:PVP rules

    I don't see the benefit of the current respawn system for the good and neutral players. Lets say a good player die in PvP. The PKer will probably fully loot him, and he will respawn at the same spot, with no armor, no weapon, no tools, half HP. He will have to go back to his home anyway to get new gear, so respawing where he died is more of a pain than an advantage.

    I don't know what consequences will be there for PVE death (right now there isn't any as far as I know). If we will loose stuffs on PVE death too, then the situation is the same, the player has to go home to get new gear anyway. If there is no loss I agree with JCatano...why to have death implemented if there is nothing to lose. Death needs to have some consequences otherwise no one will care if he dies or not.

    Perhaps a better advantage for good and neutral players could be an option to choose where to respawn, where he could choose not only his own tribe village, but all of the allied tribes' villages. This would give another reason to make allies.

  10. #10

    Re:PVP rules

    I'm taking all of this into consideration. I'll make a few quick points.

    - Players will experience a bit of stat / skill loss upon any death. This is the main consequence for dying. I could add some minor item loss when killed by a creature as well, but this is not worked out. There will be damage to your armor's duration.

    - The reasoning behind allowing players to spawn near their current location is for players that want to explore the world or visit tribes rather than join them. (Tribes will be able to allow outsiders to use their facilities and totems). The option to respawn at your home location will most likely be added.

    - I see suggestions to remove additional consequences for evil players, but not to exchange them with other consquences. I am open to suggestions on this. Playing evil should be a challenge. It should not be the easiest road for players to take.

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