Quote:
Originally Posted by Kyros
I think the best Solution for the ganking would be the Rating system would detect who has damaged the player in a certian time period before he has died, even 10 seconds would be suffient. allowing time for cooldown between fights of only 10 seconds but still detecting those 5 on 1 ganks and awarding the pvp exp accordingly.
Possibly even a level diffrence doc to prevent farming lower lvls to "rank up"
War decect shouldn't be a factor due to any experinced pvp doesn't need these plugins to be just as effective.
I really think this feature would add some extra spunk to Pvp on both white and red servers.
Though i do see your concerns for Greif related issues that this sytem would bring up. but adding to the competition among Pvpers through a rank system would have far more gain than lose.
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Still rolling this around in my head if it's good, bad, or a bit of both really. Detecting who did damage to the person before they died makes sense to help define how many were attacking, how tough the battle was, etc. But at the same time you generally don't want people to do damage to you. : ) It's like you get rewarded less if you prevent a few folks from not being able to damage you, but they were definitley a part of the fight which prevented you from more easily winning.
I was also thinking, you could have anyone and their mom in your guild, or another's, hit you for little bits of damage that you can easily manage, and your ranking for a kill could shoot up.
Hmm, but perhaps we should start putting in the exclusions to gaining points in this, and go from there.
1) Fewer points, exponentially, as a player fights others lower level than them. If you're 275 it's going to scale pretty good down to the 180-200s, then start cutting down ok until probably around 140-150 or so.
2) Killing someone higher level, like #1, will gave more points exponentially. Higher level must be ranked. Dying to a lower level lowers the higher level player's ranking by a nice chunk. (Ex. LvL 220 - Ranked 144 - 243214 PvP pts. LvL 110 - Ranked 442 - 4321 pts. If the lower level catches him napping a few thousand points could be taken off, and given to the lower level. The higher ranked person, fighting equally matched players, may only get 20-50 points in a 1v1. )
This should help from using higher levels to ramp up lower levels, and vice versa. Don't get much at all from little guys, and it's gonna take a ton of high level kills to get back the PvP pts if you do die to a little guy.
3) People in your guild don't count towards the people you're fighting in a XX vs XX fight.
4) Being healed by others lowers the PvP points you could earn.
5) If there's a, lets say, 5 v 1 of relatively equal level players and ranking. This one is tricky hehe.
5a) A person is included as an attacker against the lone target while their debuff remains on the target. They'll get a debuff bonus of 5 pts for attributes, 10 pts for main fighting skills, 5 for secondary skills. (More or less points depending on level of spells, and ranking/level of person casting)
5b) Damaging the lone target includes you as an attacker for 2 minutes from the time of your last attack. (This may cause huge amounts of server updates, which worries me). (More or less points depending on level of spells, and ranking/level of person attacking)
5c) The more uniqure players, the more compounded the points will become. (Ex. 5pts for vuln + 5 pts for imp + 10*(number of players^1.5) ).
5d) If you are one of the attackers or debuffers against the lone target, and die while they have more than one player engaged against them, your PvP points will drop depending on your level and ranking. This will be moreso than if it was just a 1vs1. It could be exponential, just like how the lone player is getting more points from fighting more people.
I'm trying to cover all the exploits with this.
What am I missing!?