PvP - One Hour or More Ban from Zone OnDeath()

Discussion in 'PvP Gameplay' started by Levon LaJiqu, Dec 27, 2016.

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  1. Armar

    Armar Avatar

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    I totally understand this. Still no reason to shoot with the nerf-canon.
     
  2. Drocis the Devious

    Drocis the Devious Avatar

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    It's not a small annoyance. It's a game breaking design flaw.

    The goal is to have meaningful pvp.
     
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  3. Levon LaJiqu

    Levon LaJiqu Avatar

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    This is not a "small" annoyance, its a serious flaw in the PvP system.
     
  4. Armar

    Armar Avatar

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    I did read that you can spawn kill in this game. Why dont you spawm kill the thief?

    // Armar
     
  5. Armar

    Armar Avatar

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    Well, we seem to disagree whats a "game breaking design flaw". IMO this game has quite some of those but beeing annoyed by a thief is hardly game-breaking. There are several in-game solutions to this. Then, define "meaningfull".

    // Armar
     
  6. Levon LaJiqu

    Levon LaJiqu Avatar

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    Difference of opinion.
    You seem to enjoy a PvP system that is played like a First Person Shooter where death does nothing more than reset the player a short distance from where they died while we want meaningful PvP where life is coveted and death is something to be avoided at all costs.

    You want to blindly run in to the battle and hope you win this time, if you don't, oh well you can try again in one minute while we want you to have one shot at the battle so you better get it right. If you don't, a cost is required to reattempt the battle be it time, gold, or forgiveness.
     
  7. Stundorn

    Stundorn Avatar

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    End up reading here and just rofl...

    Sorry, but now I gonna read it all :p

    Edit: I don't see why flagging PvP is about xping -.-
     
    Last edited: Dec 28, 2016
  8. Stundorn

    Stundorn Avatar

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    I think PvP is PvP , battle until one gives up and the better one wins!
     
  9. Stundorn

    Stundorn Avatar

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    I like this idea for every death, this would also make Healers who can ressurrect more meaningfull.
    No Ankhs anymore, bind to a town or your lot and if you died you respawn at "home" and need to travel.
    More hardcore, I will hate myself suggesting it if they do it, but I still love the idea because it makes Ressurection very useful!
     
    Last edited: Dec 28, 2016
  10. Stundorn

    Stundorn Avatar

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    VERY BAD IDEA
     
  11. Stundorn

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    Agree the first part , but dislike a ban timer!
    But your idea of respawn at the players bindspot I like a lot and it's a timer too and prevents griefers to kill you again and again, stop notorious thief's and spawncamping!
     
    Last edited: Dec 28, 2016
  12. Stundorn

    Stundorn Avatar

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    Not bad arguments, but I would like more pvp scenes especially for this purpose.
     
  13. Armar

    Armar Avatar

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    I dont know of any MMORPG that has serious death penalties albeit there are probably some. Your idea of a zone bane is, with all due respect, not very intelligent to say the least. And i dont play "First person shooter style". If i want this, i play a first person shooter. Then, beeing fully lootable is quite an effective punishment for death. Death means loosing resources one or the other way. If you dont win more than you die you constantly have to grind for resources.

    I am usually prepared for battle but you got to start somewhere to get experience. And that means that you die a lot as one has to compete with players with a lot more experience and better chars.

    I dont have any issues with a longer timeout upon death. In Shadowbane death often ment to run about 20-30 minutes back to where you died.

    "One shot battle"? Whats that?

    Sure, death should cost at least resources incl. gametime.

    // Armar
     
  14. Armar

    Armar Avatar

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    Thats like Shadowbane minus the resurrection spell. In Shadowbane you would either re-incarnate at at a "Tree of Life", belonginh to a a player run town you are bounded too or to a NPC town in case you are not bound to a "Tree of Life". This gets quite annoying because you may end up just running for hours each game session. I had to run around one hour at least to reach an island with an PK town. Getting killed on the mission kinda sucks because you can run for another hour to get back. You dont do this this often....

    The up side is that it makes sieges much more complex but then SotA doesnt has sieges. ...

    // Armar
     
    Last edited: Dec 28, 2016
  15. MrBlight

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    Absolutly not.
    Not even gonna read the 5 pages,
    You know why?
    The best part of PvP is revenge. Your telling me that if im flagged and happen to loose a fight, i now am booted for an hour? Fck that. Normal pvpers are scrapping back and forth, not sitting there flagged and grinding.
    When i pvp with a grup of friends, im what? **** outs luck if i die and friends live?
    A better suggestion would be to make the stun when caught pick pocketing not able to be jumped out of.
    Not destroying the main part of fun in pvp.

    Silly thread by another person who sounds like they care more about grinding with flag on, then a pvp orientated person.

    Nope. Id fight this idea every step of the way.
    Theres better solutions to your example of why you want this. Post those.
     
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  16. Armar

    Armar Avatar

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    This will lead to PK run towns close to major spawn/pvp zones. I agree that death should hurt in some way :) but if you overdo this and then also must run back to "action" over 20-30 minutes you totally kill PvP.

    // Armar
     
  17. Stundorn

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    What about spawning at bindspot and become instantly protected and unflagged, because a death "resets" you at home?
     
  18. wmidgard

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    i think you are missing the point .
    he does not mind the pvp . ( he even welcomes it )
    the problem was the folloing :
    thief shows up : mezz and pick pocket .
    he kill thief .
    15- 30 sec later
    thief shows up : mezz and pick pocket .
    he kill thief .
    15- 30 sec later
    thief shows up : mezz and pick pocket .
    he kill thief .
    15- 30 sec later
    thief shows up : mezz and pick pocket .
    he kill thief .

    are you getting it now ?
    if the thief was prepared ( wearing pledge gear and using non reagent spells ) you woud not get any loot .
    wile on the other had if the pick pocket workt he woud get your stuff .

    he does not like this and woud like the thief to not show up next to him after he kills him .
    those 4 pages are peeps discusing methods to prevent this .
     
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  19. Ancev

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    There are tools in the game to deal with this scenario? Detect Hidden, Elysium Illumination, Smelling Salts, various AOE spells, etc? My NPC Fence concept might send thieves away more frequently...not sure. They'd have the option of going to another location to try and process partial ransoms. It might also create a bit more travel. One thing that would also help defend against thieves and stealthers in general is having more DoT effects in the game.
     
  20. wmidgard

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    yes but it does not deal whit the root problem .
    well prepared ( pledge or add-on store gear ) or even nakid toon running up to you and try to pick pocket you .
    no penalty to him ( no loot wen you kill him ) and he can just rez and try again .
    he doesent have to succeed on the first try or even the fifth but he will get you eventualy .
    and the only way to prevent this is to leave ( and hope he does not follow ) or not be flagd .
     
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