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Dank maymays

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Mar 6th, 2016
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  1. Hey guys, it's time for another discussion. Do me a favour and read the post before voting!
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  3. This time around we'll be talking about how to get a larger part of the community to PvP. Here it's important to note that I'm not talking about hardcore PvP where you'll be fighting for several hours a day. For those of you that remember V1, you'll probably also remember that it seemed like there was much less of a diversion between players when it came to what they did on the server. This is what we would be aiming for. More of an incentive for your average player to spent a bit of time helping with defending his nation every now and then. Earlier today Valaen and I came up with a system that we think could be largely beneficial to everybody on the server, PvPer or not. As always it's important that you keep in mind that this won't necessarily happen. Even if a majority of the community wants it to. After all resources etc. also come into play. 
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  7. Motivating More PvP:
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  9. When talking to players about why they don't PvP, it often becomes apparent that a large portion don't like losing their items and as a result of that choose to completely avoid it. What we therefore propose is a compromise between keeping items and losing everything. Rather than dropping all of your items you will instead will keep all of your armour and everything in your hot-bar. Now this could also be altered to only be tools in your hot-bar, but for the sake of this argument, let's just say the entire hot-bar. This affectively means that you will only be losing the contents of your inventory, but to make the penalty slightly more harsh, all items you keep that have durability will have let's say 50% of the current amount removed. So let's say I'm wearing a golden helmet with 50% of its durability left and I then die. Then that would drop down to 25% of its total durability. You get the idea. Obviously I'm just using 50% as an example, but the value is not completely off. Essentially the penalty for dying is lowered while still remaining to some degree. As previously stated this means that we have a much more forgiving system, which I can see both benefitting new players as well as those who simply don't have as much time to play and get lots of items and resources. Overall it just makes it a lot easier to get into PvP and do it on a more regular basis.
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  11. Now let's talk worlds, because I personally see it having different benefits depending on which world that you apply it to. First there's the regular world. This is where I believe a system like this to be very effective for reasons I've already stated. I'd also argue that the levelling world could be slightly more forgiving, especially to new players. Implementing a system like this surely would mean that new players are less likely to give up before even getting started, while still maintaining that fear of death. As for the Conquest world, I'm personally against adding a system like this as I believe it should be high risk, high reward, but some of you might disagree and say that it would encourage more people to try it out the PvP there too.
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  13. The argument that the people against this system would use, will most definitely be that they like obtaining loot by killing other players, and to this I can only say that you're bringing up a very valid point. Yes, you won't necessarily be able to obtain loot by killing other players. This is a part of the reason why I wouldn't implement it in the Conquest World. People who're really into PvP would then still be able to gain loot from other players. I really just think it comes down to what people value the most. I know that I personally value having a good PvP experience with a larger group of people over getting more items.
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  15. To me it really seems like it would be a win win situation for both the people who PvP on a day to day basis as they ideally would see more of it, and to the people who don't PvP much as they would have an easier time getting into it. I also suppose it also means that people will be using more of their cool custom gear rather than just keeping it locked away in a chest. This of course could be implemented along with a few changes to repairing making it more costly to repair for example by making the cost scale on the amount of durability missing. That way you're also creating more of a use for materials through out the world instead of having people excessively save up on them in their chests.
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  17. Anyway, I'm curious in hearing what you guys think. Well really I'm mostly interested in hearing what the PvPers think as I think I already know what most players who don't PvP will say. As always I encourage you to ask question and come up with suggestions in the comment section below.
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  21. - Ambrius
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