Author Topic: PVP: Mutual Punishment Initiative  (Read 1118 times)

Offline Event "Janе" Horizon

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PVP: Mutual Punishment Initiative
« on: October 31, 2013, 07:59:38 am »
Current PVP rules

Currently killing players in PVP areas has no downside for the player killer (or a group of player killers using PVP as a form of punishment).

The player killed is punished - they will be sent to the nearest DNA registered revive point, consume clone and in some cases have an additional punishment of losing something from their inventory. The player killer can wait near the revive point to repeatidly punish a player.
The player killer is not punished, and in some instances they are actively rewarded with items looted from the player killed. There is  a punishment for rapid killing of the same player over a short period of time - the player killer is sent to a 'time out' zone.


Mutual Punishment Initiative rules

As above, a player killed is punished by being sent to the nearest DNA registered revive point, consume clone and in some cases have an additional punishment of losing something from their inventory.
After being given 1 minute to collect any loot from the player killed, the each player that damaged the player killed is punished by being sent to a random DNA registered revive point.
The player killer(s) are  now disadvantaged as they have been transported to an area not chosen by themselves, they must consume a clone, and have very limited opportunity to re-kill the player killed.
To prevent a gang of players from  having sufficient numbers to chain kill a player - player killers that re-damage a player killed in the previous <n> hours (say 3 hours) are immediately sent to the time-out zone.

Mutually agreed combat

To permit mutually agreed combat, each player should be able to 'opt in' to a unpunished PVP session. In which case the player killer is not sent to a revive point (i.e. is not punished). However, the player killed still undergoes their punishment.
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Offline dale "dalewj" ofj

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Re: PVP: Mutual Punishment Initiative
« Reply #1 on: October 31, 2013, 12:19:19 pm »
The player killer can wait near the revive point to repeatidly punish a player.

I could have sworn if you kill the same player 5 times in X mins you go to purgatory.
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Offline Event "Janе" Horizon

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Re: PVP: Mutual Punishment Initiative
« Reply #2 on: October 31, 2013, 08:02:43 pm »
The player killer can wait near the revive point to repeatidly punish a player.

I could have sworn if you kill the same player 5 times in X mins you go to purgatory.
That rule is: if player A kills player B five times within 60 minutes, player A will be sent to "Disciplinary Camp".
Not exactly a punishment if the player killer kills 4 times, paces themselves to kill the player every 13 minutes, or the player killer comes in pairs.
i.e. the rule is too  easy to circumvent.
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Offline The "Fifth" Entity

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Re: PVP: Mutual Punishment Initiative
« Reply #3 on: November 01, 2013, 06:51:34 am »
I hate carebears, but even more i hate carebears who are forced into PvP.


The mutual agreement (to switch into PvP mode) sounds cool. Entering the PvP zone should also count as one.

But this only works if it's possible to play the game for years, travel around, hunt and mine without entering the PvP zone, ever.


Edit: On a second thought, u can change it to: "if it's possible to play the game without entering the lootable PvP area, ever".
Why it is the same? Because the current system decreases your chance to hit in lower level PvP zones. If you have 30% chance to hit it effectively means your dps is divided by 3. Maxed ZB-11 will become Grom Forester. Have tried to kill anybody with Grom Forester? :)

Besides, there's like 1-2 people in the whole game who have Kashtan ZB-11 maxed, for most of the other's (after dps reduction) it's not even Grom Forester that's left, it's something in the B/W Sieger ... Grom Hunter range.

On top of that, the gun you are actually using is still ZB-11, your ammo consumption and weapon decay will be huge, you have no loot and the results of all this effort are still, well... more than questionable.
It's a RCE game, means anybody who decides to do something so extreme will be bleeding money, literally.

Suppose you are a rich person and somebody managed to piss u off so bad that u will try something so extreme. Even then u can't afford to keep it up permanently. Instead of punishing others you will be punishing yourself, your victims will know it too, and laugh at you. Wanna be in that position, go ahead... i for one will pass, thankyouverymuch! :D
« Last Edit: November 01, 2013, 05:38:36 pm by The "Fifth" Entity »
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Offline Jarod "Brickwit" McBrickerton

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Re: PVP: Mutual Punishment Initiative
« Reply #4 on: November 03, 2013, 04:56:09 am »
To prevent a gang of players from  having sufficient numbers to chain kill a player - player killers that re-damage a player killed in the previous <n> hours (say 3 hours) are immediately sent to the time-out zone.
The problem I see with this is that it's too easy to unknowingly shoot another player without knowing that they've been killed in the last X hours, causing lots of players to go to the camp without warning.

Why it is the same? Because the current system decreases your chance to hit in lower level PvP zones. If you have 30% chance to hit it effectively means your dps is divided by 3. Maxed ZB-11 will become Grom Forester. Have tried to kill anybody with Grom Forester? :)
Don't forget that this reduced hit chance is only true for PL1 and PL2. PL3 and up is not limited in this way and your analysis of trying to kill someone in PL1 or PL2 shows how safe players effectively are in those areas.
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Offline The "Fifth" Entity

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Re: PVP: Mutual Punishment Initiative
« Reply #5 on: November 04, 2013, 08:25:27 am »
Don't forget that this reduced hit chance is only true for PL1 and PL2. PL3 and up is not limited in this way and your analysis of trying to kill someone in PL1 or PL2 shows how safe players effectively are in those areas.
Indeed, good point.
In the big picture it would mean the higher (lvl3... lvl7) PvP areas should be re-arranged so that it would make it possible to live and do all the basic things without stepping into any higher level zone.


Well, that's a choice ofc, it would work both ways and i would personally prefer "more dangerous" approach. However, i'm pretty sure that the game that forces player into PvP zones will have a different (smaller) playerbase - anti-PvP folks would be effectively excluded. A tough choice...
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Offline Jarod "Brickwit" McBrickerton

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Re: PVP: Mutual Punishment Initiative
« Reply #6 on: November 04, 2013, 04:04:21 pm »
Exactly, but I think with sufficient planning both could be achieved.

For example, high PL areas closer to civilization could have some of the best resources in the highest concentrations. But the same resources could also be found in areas further from civilization and/or spread around in smaller concentrations in low PL areas. This becomes a trade-off between convenience and danger, but doesn't prevent anyone from avoiding PvP while still being able to collect every kind of resource.

A possible alternative to this is to have the resources rotate between areas in a more dynamic way that takes planning and anticipation, but I'm not sure I like this idea very much. It would mean that the UG resources and mob spawns change locations, which isn't very realistic. Plus I think it was done at one point in EU, which I like even less. 8-D
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Offline dale "dalewj" ofj

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Re: PVP: Mutual Punishment Initiative
« Reply #7 on: November 04, 2013, 04:22:22 pm »
I will say except for certain loot, and so far that is not valuable loot. You can get almost all the UG items outside of pvp 7  There are about 4-5 things that you have to go in to get.
Also the devs mentioned at the beginning of the year the higher pvp would be between major areas.  each area would have a NU and a sar.  So the reason to go into pvp is strictly your choice.  To travel or get very high level materials.  Also I think the size of pvp and how it works now, mining won't be that hard in pvp.  Hunting will be, but that depends on what mobs end up there.
pvp now has the hardest mobs besides bugor and queens.  The hardest of each mob roam about.  It works well with no bot mobs like this.
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Re: PVP: Mutual Punishment Initiative
« Reply #8 on: November 04, 2013, 05:11:11 pm »
That's good to hear about UG resources, however any PL of 3 and up is probably too high for some people. It'd be nice if it's eventually possible to find all UG resources in PLs less than 3, but I don't know if that makes sense since they tend to increase the further you go from civilization.

Mob loot, then, will be the big differentiator since we don't know what mobs will be introduced over the next year and more, not to mention the full crafting system.
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Offline dale "dalewj" ofj

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Re: PVP: Mutual Punishment Initiative
« Reply #9 on: November 04, 2013, 05:16:38 pm »
ya no idea if pvp 3 was suppose to be game wide or it was simply to test it and was never dealt with because of the ongoing problems.  I think there is to much pvp3 myself.
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Offline Gebeleizis "Hultaan" Kapnobatai

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Re: PVP: Mutual Punishment Initiative
« Reply #10 on: November 04, 2013, 07:53:59 pm »
the PvP madness ..
 
well I tested this in all the 7lvls who r atm available, and the result are...for 2 testers involved in this , one high skilled and one small skilled both using beast gun available, and the test was made whit a stand up player on each side, no moves alowed

PvP Lvl1 the chance to hit someone is all most impossible even whit the high skills , the hit rate is 5% whit a gun at 9% fall, 90-100% dmg
PvP Lvl2 the chance to hit someone in same condition is from 40%-50% hit rate,
PvP Lvl3 the hit rate is 90-100%, but one important thing to be mentioned is the dmg increased is not maximum, is somehow the lowest dmg range that the shooter can have using his specific weapon,
PvP Lvl4 the hit rate rises 95-100% and the range of the dmg is now medium available ( i.e. from 90-100 dmg range the average is 95 and most of it ) also the critical hits increased whit 10% from the total number of hits, considering the PvP Lvl3 whit 1% critical hits
PvP Lvl5 the hit rate is again the same 95-100% , increasing the maximum available dmg possible, and the critical hits rises to 15% from the total number of shoots/hits
PvP Lvl6 the hit rate is 100% ( maximum range dmg possible )and the critical hits r 20% now
PvP Lvl7 don't go there is what I suggest to all who r not ready to , 100% hit rate and 25-30% crits on the maximum dmg range the weapon used gives
 
I considered the range dmg i.e 90-100dmg - minimum 90 to 95,
                                                                - medium 92,5-97.5
                                                                -  maximum 95-100
 

also the test vas not too long and these observations were made on a single test ( one time, few rounds of shoots each pvp zone), feel free to add new data
 
conclusion for the scariest ones, in the lvl 3 is really hard to be killed just cause of the movements, low range of dmg and all most no critical dmg,
 
cheers
« Last Edit: November 04, 2013, 07:57:21 pm by Gebeleizis "Hultaan" Kapnobatai »
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Offline Event "Janе" Horizon

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Re: PVP: Mutual Punishment Initiative
« Reply #11 on: November 04, 2013, 10:11:28 pm »
Thanks Hultaan, that is very useful information to have.
Once Survival is stable, I'll see where the zones are located before making further comments.
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