Results 1 to 10 of 16

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Thats great, and I think PVP does need an overhaul, but I'm thinking "What can we do right now to make this game more fun PVP-wise." You are acting like I am proposing we remove safezones. I am not. A carebear doesn't even need to drop into combat mode, they can just run away. If you don't drop into combat mode, you will never hit anyone. If you never hit anyone, you will never get PVP flagged. If you hate the combat system so much you do not wish to take part in it. Why would you ever take a swing at anyone when you can simply retreat to the safety of your totem? So whats your problem with fix 1?

    We both agree pre-order weapons must be nerfed so I assume no issue with fix 2?

    Death penalties only nerf outgoing combat damage. Not crafting or run speed. Again, why would you have an issue with fix 3 when you can just run to your totem?

    Fix four is the only possible thing that can hurt you if you are a carebear.

    So why could you not at least support fixes 1-3?

    If nobody takes part in combat, we cannot give real feedback on what needs changing, and what are simply things that inexperienced players don't like because they don't know how to fight yet. I understand you don't want to fight. But I do. And right now it isn't that fun, especially give I can find no opponents. These fixes would give me more opponents and allow me to more properly test the system, without hurting people like you very badly.

  2. #2
    This is not a PvP oriented game???? Then why do we have armor and weapons???

    Derp

  3. #3
    Quote Originally Posted by Roxout View Post
    This is not a PvP oriented game???? Then why do we have armor and weapons???
    For pimp show and bear bitches :P

  4. #4
    The code and mechanics needs to be cleaned up.
    When you die you wait for your deathbar.. Then get a menu that you click only to lead you back at your totem so you wait again.
    I am sure this was a lazy fix to pvp ghost fighting..

    The way death worked before this change...
    You would die and return to your totem after the bar ran out OR you could turn into a ghost and respawn in the area you died instead of returning to your totem.
    The dead person could exploit the system by following them as a gohst.. respawning where the ghost was standing.. the newly revived player could then hit the other player he would normaly die but could do this until the other guy died as well...Usually it was a nekkid guy doing this shit and when he finally kills the guy that has beat him fairly 3 or 4 times.. the nekkid guy then got to loot something and log off)

    All they had to do was allow you to ghost around for 30 45 seconds then auto spawn you where ever you where able to make it. This way the person that didn't die can loot and run off...
    the person that was killed can run to an area and spawn in hidden safety.

    The old system allowed for a person to pretty much follow a potential victim indefinatly as a ghost waiting for the right time to respawn and start the attack again.

    I hope you guys could follow this.. most everyone playing beta would understand I think.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •