Author Topic: Death and PvP  (Read 799 times)

Offline The "Fifth" Entity

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Death and PvP
« on: May 19, 2013, 08:41:16 am »
1. Paying for death


I personally like the idea of making death important again, i think it shouldn't become something so trivial that you can cycle through 10 times without paying attention.
However, i'm probably the minority and it seems most ppl expect reviving to work like they are used to see it work in all the other games.
Easiest to implement:
- No need to change the system, simply lower the "death cost" (the price of 1 clone) to symbolic 0.1 awc (NU) to 1 awc (High Level Outposts), paid in micronotes.
- Provide an optional free revival in NU as proposed here:
... why not proposing free reviving in NU for all ? If a player don't want to go there, then he will have to use a clone.




2. PvP is cool ofc, but it requires lot of additional/supporting features (read: programming).
In the big picture the general offense/defense balance in PvP hasn't changed, it's the same as it was in Alpha: 2 players at equal skill level can't kill each other. Also, it seems the devs have put some thought into it, in AWS full-lootable PvP areas (PvP7) there's no mobs that could be used to tip the balance either. All this means, a skilled player ("uber") is in fact always safe, PvP zone or no PvP zone.
However, it only applies as long as the game runs smoothly. While passing over zone border or after the game crash you are frozen long enough without the ability to heal or dodge the shots to be killed.
Now, imagine someone loses their HK-E5 ((L) equivalent of the EU mod fap) this way. This guy would most likely rage-quit right there...


Long story short: It's probably not a good idea to open that can of worms right now.
« Last Edit: May 19, 2013, 11:55:11 am by The "Fifth" Entity »
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Offline Gebeleizis "Hultaan" Kapnobatai

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Re: Death and PvP
« Reply #1 on: May 19, 2013, 09:09:59 am »
1. paying for death
 
yes i like this, and saying it makes me one of the few i know that, but i like it as a base ideea, that doesnt mean a clone need to cost 9-21 micronotes, ...i would pick more to die 5 times in a row for a big mob hunt, i m thinking of drones, where even a hight skilled player can die often, so 5 deaths ar ~20 mico is a trip to Nu and get 30 mins-1h time to colect 500 kg of selected stone to get back for another Drone..ofc i m sure few hunted Drones, but still the dmg system can be seen on a molesaur hunt, is same for Drones but on a large scale....what means? ...easy..u can get 3 crits in a row, even criticals thru a big armor....so.....back again for another 30 min-1h for 5 more clones......crazy
 
so when i said i like the ideea is what fifth said here, and me + others in othe threads...a clone needs to be reduced to something  minimal....and to let the players feeling is not for free
 
2. PvP system,
 
despite most of the noobs r talking here, less skilled or i dont know other voices that will do not intend to be hight skilled or r just crafters greeedy for some rare resources who r just in the midle of the PvP lootable zones ( and who dont understand the balance of things, that some stuffs u need to buy them , cause was hard to get where some of us r, to be hight skilled and to have something for this fact , means a proffit area that could reward us for beeing ubers and that is a small reward)...so despite this fact i m totaly AGREE whit PvP loot system 100%...and repet i know i m one of the few, but interesteing is the fact that no other hight skilled said not a single time PvP is bad, just the less ones had something to say..
 
conclusion i find miself again in this situation to say, if u r not able to go out in the woods alone stay in the yard, safe and no1 has nothing to do against u exept the time, time is the one who beat us all, ....also why u want to go in the PvP zone Mr. Noob" LessSkilled" One ? why u want to risk u all ? what is there that u want soo badely that u really need to go?, is not safe in "yard" / Sar / NU ? stay home, no1 force u to go anywhere, and u will not be looted by anyone...simple as it is let us others to kill eachother dozen times and lose stuffs and u stay at the fence and watch the show...grrrr
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Offline Event "Janе" Horizon

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Re: Death and PvP
« Reply #2 on: May 19, 2013, 11:20:49 am »
Regarding paying for death.

I assume you are suggesting to pay for clones in micro-awc.
Newcomers and new citizens are likely to have 0 AWD on them.
The first death = no more game play.
Since you cannot gift clones (they would not exist) - you would have to gift a player AWD to help them play again.
Which means there would be players legitimately begging got AWD.

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Offline Jarod "Brickwit" McBrickerton

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Re: Death and PvP
« Reply #3 on: May 19, 2013, 06:24:46 pm »
I assume you are suggesting to pay for clones in micro-awc.
- No need to change the system, simply lower the "death cost" (the price of 1 clone) to symbolic 0.1 awc (NU) to 1 awc (High Level Outposts), paid in micronotes.

I agree too that death should not be so expensive. In many other games the only penalty is having to do a corpse run, which sometimes means you don't have your best gear, making it harder on top of the mob/player that killed you probably still being there. Getting so few clones per P Note even in the safest areas is too costly and the fact that clones cost more in higher PLs (PvP levels) is a good enough penalty for not being prepared. Lowering the cost would reduce the sting of having been killed to a point where it's still fun to go out and explore the world that's been built.

I'm one more of the few people that feels that the PvP system is good the way it is. We don't yet know for sure that the rarer resources are located in the high PLs, yet most people seem to assume that's the case. And if it is, the options are either to find ways to survive the environment or to buy the resources from other players. This is how it works in the real world, so why should it be different here?
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Offline Gebeleizis "Hultaan" Kapnobatai

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Re: Death and PvP
« Reply #4 on: May 19, 2013, 07:37:39 pm »
guys,
 
i dont mind to give for the first days of a citizen status 500-1000 clones, just to pass the dangerous time, spending 1000 clones and do not realize anything meantime, have to admit that player need just to go and find Solitaire..is better for him than an MMO
 
also PvP is a place where some of us know what it is undderground, some dont and i m happy to know what it is, nothing more to say
 
i consider 203 micronotes for a clone a reasonable price, even if i go out to hunt a big mob from 98 ( sar West rate ) i can buy 33-49 clones witch make me consider a cost for a hunt, a great hunting runaffordable by everyone, whitout or whit AWD in wallet, new citizen or just new player, 2-3 micro / clone is easy to achieve
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