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Phat-DT
01-31-2004, 12:32 PM
Ive played dt for 3.5-4 years now, and below is what i think we need to imbue PvP with the fun and excitement it used to have.


Perfect PvP? What is it?

Well when many people talk of making pvp perfect they speak of making it balanced. I don’t believe perfectly balanced pvp is what perfect pvp is. Perfect PvP is FUN pvp. It needs to be exciting, hard, and thrilling. These are things that are difficult to achieve in a game as old as AC. AC is at the point now where everybody knows the game mechanics, and if there is a new dungeon somewhere it’s posted on 50 different websites, and anybody can find it in a matter of hours. Getting the excitement of not knowing what is coming next is very hard, and even after a patch that has an giant quest involved, most of the time the average darktider doesn’t care about it at all, and the only reason they do would be because they can get an item that is helpful in pvping. I have some ideas on what a very very fun pvp situation would be. First of all a new server would help this along a lot, but it would be very possible to implement on darktide.

We need a varying environment. Currently in AC when dungeons are added they seem to be permanent. Places like AL and VOD make leveling far too easy. XP chains aren’t what ruined leveling; it was places like AL and vod, where the base XP in parts of it is over 20 or 30 mil an hour. Places like those might not be unbalancing if they didn’t stay around for very long, or were truly hard to get to, but as it is they make leveling far to easy.

How should this be done?

AL should be removed as the #1 possibility, or as #2, all dungeons need to be made tieable. Making the dungeons tieable and summonable would encourage people to fight for them, and would allow a guild to own a single dungeon rather than having to own the whole island to really be able to hunt there.

VOD I think should be removed. If not removed it should be on an island with a quest based recall spell rather than in the middle of the direlands where anybody can easily get to it. There are numerous reasons for this but the main one is to make it something guilds will have to fight over, and actively focus on controlling to be able to use it. This encourages the most exciting type of pvp; fighting with purpose.

The best olthoi dungeons should have quests involved in getting into them, or even finding the portal. Something like the old virindi shroud dungeon would be very cool to do with them. They should be tieable to people who have done the quest, but not summonable.

Uber towns need to be put in. We don’t need new towns; just make a few towns really good for PK’s. I would suggest doing the direland towns, because they were traditionally good, and Kara, because it’s remote. These towns should have equal sell and buy rates, and a master mage.


NO SAFE ZONES. This I cannot stress enough. At the very least it should be possible to “kill” the house barriers, but I think it would be better to remove them completely.

Why this is so important?

Safe zones take away from the rough environment on darktide. Part of the fun in darktide is having to be ready at all times to be attacked, or being scared that at any minute you could be attacked.


Runcast. I dislike arguing for this, as turbine removed it because it was an exploit. However as much as I hate arguing for it, it was THE thing that made oldschool pvp so fun. I played a melee back then, and don’t get me wrong, I didn’t get many kills on high level mages. Of course I was level 20 when there were level 80 mages running around, so I didn’t stand much of a chance against them with or without runcast, but I still had a lot of fun. Runcast is what made the old darktide supermen. All mages could fight vs. 10 people, and the good ones could live long enough to kill 1 or 2 people before recalling, but the best could take on whole allegiances, and not die. But even just a moderately good mage could take on a few of these super players, and while he might not stand much of a chance of killing them, he would at least have a very fun fight. Putting runcast back in on darktide might not be viable, as there are already many melee characters, and it probably would ruin them (unless melees were given better sticky, and arrows made to fly faster or something). But on a new server where everybody is starting from scratch it would be amazingly popular. The fights would be awesome, and everything about it would be fun, very fun!


Misc. improvements

Portal tie/recall/summon 2 should be removed, but people should be able to summon last portal.

Portal gems for master mages should cost a lot more, forcing people to use 1 of there ties if they want to use a master mage regularly.

Spell research should be put back in. If it was too easy before with all the programs that were out, fix it please.

Recall timer while in a fight is horrible. It’s no fun dying to a group of 30 people, why make it impossible to get away?

CouchAttack
01-31-2004, 01:02 PM
Ive been banned on VN recently, so I can't reply to posts. But every post you have made makes me love you just a little bit more.

Your ideas are awesome. <---- Thats a period.

Virindi Clown
01-31-2004, 08:32 PM
Uh well, you can't macro VoD, so I think it was kind of a perfect solution (except for the fact that level 50s can get in).

AL however, is a 100% macro fest. Really, that is ALL it is. There is no place there that rewards you with better xp for manually hunting.

The only places like that that I know of are the 80+ bug hives and VoD, and probably caul now.

I never quite understood why the leveling was based on mowing down massive amounts of creatures instead of atleast SOME really tough ones.

Hubbell
01-31-2004, 09:03 PM
VOD is very macroable...

CouchAttack
02-01-2004, 09:38 PM
I know of an allegiance that macros VoD in fellows.

-Nosferatu-
02-04-2004, 02:48 PM
I think sword should be downgraded a little, or weepings altogether are taken out (prefered)

Jump-Spin should be allowed, only way for a mage to get away from melees, but they can run whenever they want.

Spell radius should stay, but be increased a little bit.

Places to own that give xp for staying there was a good idea.

Making places on AL and other places tieable - awsome

Upgrade archers a little.

downgrade aegis and gsX armor a little, hitting someone for 110 1/5-1/10 spells is practically useless.

Incentive to make those 10x tinkered weps (again, fubar weeping or simply remove them)

Thats all for now, im sure if I had been able to get in and play in the last couple months I would have more, but I dont.

Vehementi
02-04-2004, 05:40 PM
Originally posted by -Nosferatu-

Jump-Spin should be allowed, only way for a mage to get away from melees, but they can run whenever they want.


No. There most certainly needs to be a way for mages to get away from melees, but jumpspin is NOT the answer.

You should not be able to recall while people are hitting you... that is, damage should interrupt your recall consistently. Not just any damage though... a hit, or combination of hits, for a certain percentage of your health should interrupt it. My reasoning behind this is if somebody can do 50% of my HP in damage as I'm recalling, I should lose. If they are doing 0.5% of my HP per hit though, they're not worth my time, and I should be able to escape at leisure.

Now, to give mages a way to escape melees, people should be able to manually initiate something similar to melee charges, but to run away from people. It should be faster than the melee charge, but only last a little while, take a couple of seconds to "build up", make you slow afterwards, and not be usable again for a few minutes. This will make it so that if a mage is strong/fast enough, they can sprint away and then recall before the melee catches up. This way, mages can't just jumpspin, heal, and be at 100% ready to fight after they just lost the fight (which is why they needed to jumpspin in the first place) and come back and fight again, ad infinitum. That is, mages will have a way to escape or avoid a fight vs a melee, but without completely disabling the melee to the point where the mage can recouperate and start over at 100%.

Virindi Clown
02-04-2004, 06:02 PM
Using lag as a weapon is completely unreasonable.

Remember how that used to not even exist for years? Now people say it is required for balance, wtf?

Something can be done that is REAL balance for escaping a zillion ganking melees.

Yeah, you can macro just about anything really, but its not going to make 30+ mil/hr like you can with a few good guys in VoD. I do agree that it should be some type of island with a recall. Then we would have caul and VoD. That would atleast be a start.

That is our problem. The good places are not given some type of limited area that anyone can get to. The only one that follows that is Bobo, and all it amounts to is a mass of macro dungeons. If there were say, three really really really good places to hunt MANUALLY for awesome xp (like 40 mil/hr without having to find the absolute best team with the fewest people possible for VoD) that were restricted to islands with recall spells, then we could have our own places AND fight over them.