View Full Version : Lets add new things to PvP, creating more reasons to fight others.
<p>There have been some good ideas floating around and I have a few of my own.</p><p><b><u>Writs</u></b></p><p>There is more status used on the PvP server than on a PvE server. This will become more evident when they fix the bug that revolves around Pumice Stones. Because of this I think there needs to be more ways to earn status, that revolves around PvP. Fullfilling writs that require you to kill other players would be a great addition to the PvP servers. Harder writs like killing; <u><b>Writ one:</b></u> 5 priests, 5 scouts, 5 crusaders, 5 fighters, 5 mages, 5 summoners could give larger rewards.</p><p><b><u>Bounty system</u></b></p><ul><li>Pay 10 plat to have someone killed and they lose their title and are now one title below where they were.</li><li>Pay 50 plat and you can have someone reduced to no title.</li></ul><p>A good bounty system could make for a very interesting twist to the game.</p><p><b><u>PvP places</u></b></p><p>Large keeps like Deathfist Citadel that have a PvP meaning. A guild, or several groups move into the keep and start a timer (a quest) that requires them to defend the place for 2 hours until they're all dead, or at least one of them have remained alive. (rulesets for such keeps should be: No zoning out, once inside, no evacs, once dead you can not re-enter). The places would have to have multiple entry areas, at least four, maybe even five. If they manage to hold the place for 2 hours without them all dying at least once, they gain some kind of bonuse like...</p><ul><li>24 hour buffs that enhance their characters abilities.</li><li>24 hour buff that grants them more tokens when they kill other players.</li><li>24 hour buff that grants them a sufficient amount of money when they kill other players.</li></ul>
Bozidar
08-27-2007, 04:52 PM
<p>Bouty System: Will take too much Dev time to create it.</p><p> Writs shouldn't be THAT hard, just put a writ vendor next to the pvp vendors, have the writs give pvp faction, and have them level adjusting like LL quests do. You can choose a 5 kill writ, 10 kill writ, 20 kill writ, 30 kill writ, or a 50 kill writ with better rewards for the longer writs.</p><p>It's very similar to the writ system already in place, so coding time should be minimal (though i appreciate that there would be a good amount of time, it's not just copy/paste)</p><p> PvP places -- again.. too much time to add a system to the game that isn't already in place.</p>
Armironhead
08-27-2007, 05:22 PM
<cite>Bozidar wrote:</cite><blockquote><p>Bouty System: Will take too much Dev time to create it.</p><p> Writs shouldn't be THAT hard, just put a writ vendor next to the pvp vendors, have the writs give pvp faction, and have them level adjusting like LL quests do. You can choose a 5 kill writ, 10 kill writ, 20 kill writ, 30 kill writ, or a 50 kill writ with better rewards for the longer writs.</p><p>It's very similar to the writ system already in place, so coding time should be minimal (though i appreciate that there would be a good amount of time, it's not just copy/paste)</p><p> PvP places -- again.. too much time to add a system to the game that isn't already in place.</p></blockquote>i dont now about dev time being a proper basis to avoid such things-- after all pvp is an important component of the game which drives many players -- I for one would not play this game as merely pve -- Problem really is that soe is off doing things like LON -- which as far as I'm aware nobody really requested or at least it was not a pressing issue for the player base -- instead of improving what it already has. Personally, I would much rather SOE focus on making what it has better then adding extra nonsense that will not improve the pvp experience one bit.
Bloodfa
08-27-2007, 05:32 PM
<p>Variety, the spice of life. The bounty thing, that would be funny if it told the person that the bounty was on them. Log in, have an NPC pop up and inform you that you've just become a marked man.<img src="http://forums.station.sony.com/eq2/images/smilies/97ada74b88049a6d50a6ed40898a03d7.gif" border="0" alt="SMILEY" width="15" height="15" /></p><p>I like the concept of PvP writs. Anything to increase faction gain from the crawl that it is.</p>
Morauk
08-27-2007, 05:42 PM
<p>or follow suit with Dark Age of Camelot, we all know games "borrow" from one another.</p><p>Implement guild houses or keeps/forts in areas that give your "faction/guild" benefits for controlling or constructing in the area. For example if you control a keep in all EOF zones, you gain some positive attributes for pvp and pve. If you don't control any, you just don't get anything.</p><p>Will give people reasons to defend their keeps and attack them, would creat lots of pvp. Do the same for every area like KOS and DOF, etc..</p><p> Would be a fair amount of work but it could help.</p>
kreepr
08-27-2007, 05:54 PM
<p><span style="color: #ff0000;">We agree on something LOL </span></p><p><span style="color: #ff0000;">I think this is where the answer lies, not in changing whats there already. People will have more incentive to venture out into the world to kill and be killed. I don't like the idea of a title loss LOL talk about creating problems LOL and people crying. One death and you General title is gone. Yeah would be funny to see but LOL not a good move.</span></p><p><span style="color: #ff0000;">There could be some really fun writs to city kill writs, wild kill writs, kill streaks, class, race even so exiles dont feel left out writs to kill exiles. Could be GLOURIOUS.................................</span></p>
azekah
08-27-2007, 05:55 PM
<cite>Demron wrote:</cite><blockquote><b><u>Bounty system</u></b><ul><li>Pay 10 plat to have someone killed and they lose their title and are now one title below where they were.</li><li>Pay 50 plat and you can have someone reduced to no title.</li></ul><p>A good bounty system could make for a very interesting twist to the game.</p></blockquote>No way you could have something like that when people can buy plat online so easily...Unless, when you put out a bounty...the next time the other person logged on they would be notified that someone would be coming for them. And have them send a mob or something after them at a random place or time, or immediately zone them into a arena or something...at least give them a chance to fight back...
<cite>azekah wrote:</cite><blockquote><cite>Demron wrote:</cite><blockquote><b><u>Bounty system</u></b> <ul><li>Pay 10 plat to have someone killed and they lose their title and are now one title below where they were.</li><li>Pay 50 plat and you can have someone reduced to no title.</li></ul><p>A good bounty system could make for a very interesting twist to the game.</p></blockquote>No way you could have something like that when people can buy plat online so easily...Unless, when you put out a bounty...the next time the other person logged on they would be notified that someone would be coming for them. And have them send a mob or something after them at a random place or time, or immediately zone them into a arena or something...at least give them a chance to fight back...</blockquote><p>Bounties could only be picked up, and collected by other players. Not NPCs.</p><p>Have a bounty house where a player can go in and purchase a bounty they select from a queue. Then they buy the bounty ticket, with said player(s) name and go hunting. Once they kill that player, that player loses their title, and then they can go back with their ticket to claim the money that has already been paid.</p>
TniEradani
08-27-2007, 06:33 PM
<p>When we get grouped out for PvP, I look around and see what the highest title we can all get fame off and joke "Well, looks like today we've got a writ for 15 slayers". rofl - this is a great idea </p><p>We need to find more ways to get people pvping and then we'll all be having more fun.</p>
draxhellion
08-27-2007, 06:54 PM
<p>The bounty idea is a very good suggestion it puts interesting aspects in the game. Guilds like Plague on Nagafen have been doing this for about a year now and it works very well. They have a offical bounty list i heard they do each month and the outcome has been great. <a href="http://www.eq2-plague.com/" rel="nofollow" target="_blank">www.eq2-plague.com</a></p><p> Awesome suggestions! </p>
Siphar
08-27-2007, 07:19 PM
<p>I like the bounty idea a lot as well and would be kool logging in and seeing a message saying you have a bounty on your head.</p><p>Perhaps there could be an additional symbol over your head showing you have a bounty as well, people could identify with that...</p>
Gimet
08-27-2007, 07:30 PM
<cite>Demron wrote:</cite><blockquote><cite>azekah wrote:</cite><blockquote><cite>Demron wrote:</cite><blockquote><b><u>Bounty system</u></b> <ul><li>Pay 10 plat to have someone killed and they lose their title and are now one title below where they were.</li><li>Pay 50 plat and you can have someone reduced to no title.</li></ul><p>A good bounty system could make for a very interesting twist to the game.</p></blockquote>No way you could have something like that when people can buy plat online so easily...Unless, when you put out a bounty...the next time the other person logged on they would be notified that someone would be coming for them. And have them send a mob or something after them at a random place or time, or immediately zone them into a arena or something...at least give them a chance to fight back...</blockquote><p>Bounties could only be picked up, and collected by other players. Not NPCs.</p><p>Have a bounty house where a player can go in and purchase a bounty they select from a queue. Then they buy the bounty ticket, with said player(s) name and go hunting. Once they kill that player, that player loses their title, and then they can go back with their ticket to claim the money that has already been paid.</p></blockquote><p>Considering how complicated it is to gain and keep a title, I do not like the current bounty you propose. It was good up until that point. But other than the insta-take my title thing, I don't know what would drive people towards that bounty....</p><p>Great ideas though....work a little more on the bounty thing though.I also like the idea of being aware of havign a bounty on you head, though I don't like the fact you said transfered to an arena...this simply dooms the character if a l33t player picks the bounty. In fact, the rewards on bounties can't be too much because the twinkiness of the servers will worsten. = The bounty is a good idea, however not in the current sates peopel are auggesting them in.</p>
Siphar
08-27-2007, 08:51 PM
<p>Bounty system:</p><ul><li>Pin board (similar to the house board look) at the docks of each city, click it to get a list of the current bounties and the respective names.</li><li>There is a minimum cash fee (depending on tier) for each bounty and a maximum of 10? bounties each character can set.</li><li>You pay a small fee (5-10% of the reward) to enter the bounty, which is added to the final reward including the initial amount of cash offered by the person who placed the bounty.</li></ul><p>E.G. you set a bounty for 1p and 10 people enter it (at say 5% entry fee). The winner will receive (assuming he kills the bounty solo) 1p + (5g entry fee*10people) = 1.5p.</p><ul><li>You can join up to 10? bounties at any one time</li><li>The bounty is only successful if faction/reward is attained for the kill.</li><li>Reds/greys do not count for bounties.</li><li>The cash reward is reduced depending on the number of people in your group/raid. </li></ul><p>E.G. your group of 6 legitimately kill "john" who had a bounty of 60 gold on his head (john is in a group or solo doesn't matter). You are the only one in the group with the bounty for john. You receive only 10 gold for the bounty + the addition gold paid by each person for the same bounty.</p><p>E.G. your group of 6 legitimately kill "john" who had a bounty of 60 gold on his head (john is in a group or solo doesn't matter). Two members including you in the group have the bounty for john. You each receive 10 gold for the bounty + split the the addition gold paid by each person for the bounty, 50% each. SO say 10 people entered into the bounty, at 5% entry fee (60g * 0.05= 3g per) therefore the additional reward is 30g or 15g each,making the total reward each 25g for both group members who legitimately killed "john".</p><p>E.G. you are solo and legitimately kill "john" who had a bounty of 60 gold on his head (john is in a group or solo doesn't matter). You receive 60 gold + the addition gold paid by each person for the same bounty.</p><ul><li>Everyone else who has the bounty receives a message saying the bounty has been complete.</li><li>There is a new simple menu with your current bounties.</li><li>You receive your cash when you get back to town.</li></ul><p>Encourage solo pvp? probably.. the addition of the entry fee going to the winner(s) should help encourage people to stick in teams. </p><p>A group ganking someone and that person getting full reward imo is not fair. The entry fee should make up for the lost cash due to grp members.</p><p>My 2cp</p>
<cite>Siphar wrote:</cite><blockquote><p>Bounty system:</p><ul><li>Pin board (similar to the house board look) at the docks of each city, click it to get a list of the current bounties and the respective names.</li><li>There is a minimum cash fee (depending on tier) for each bounty and a maximum of 10? bounties each character can set.</li><li>You pay a small fee (5-10% of the reward) to enter the bounty, which is added to the final reward including the initial amount of cash offered by the person who placed the bounty.</li></ul><p>E.G. you set a bounty for 1p and 10 people enter it (at say 5% entry fee). The winner will receive (assuming he kills the bounty solo) 1p + (5g entry fee*10people) = 1.5p.</p><ul><li>You can join up to 10? bounties at any one time</li><li>The bounty is only successful if faction/reward is attained for the kill.</li><li>Reds/greys do not count for bounties.</li><li>The cash reward is reduced depending on the number of people in your group/raid. </li></ul><p>E.G. your group of 6 legitimately kill "john" who had a bounty of 60 gold on his head (john is in a group or solo doesn't matter). You are the only one in the group with the bounty for john. You receive only 10 gold for the bounty + the addition gold paid by each person for the same bounty.</p><p>E.G. your group of 6 legitimately kill "john" who had a bounty of 60 gold on his head (john is in a group or solo doesn't matter). Two members including you in the group have the bounty for john. You each receive 10 gold for the bounty + split the the addition gold paid by each person for the bounty, 50% each. SO say 10 people entered into the bounty, at 5% entry fee (60g * 0.05= 3g per) therefore the additional reward is 30g or 15g each,making the total reward each 25g for both group members who legitimately killed "john".</p><p>E.G. you are solo and legitimately kill "john" who had a bounty of 60 gold on his head (john is in a group or solo doesn't matter). You receive 60 gold + the addition gold paid by each person for the same bounty.</p><ul><li>Everyone else who has the bounty receives a message saying the bounty has been complete.</li><li>There is a new simple menu with your current bounties.</li><li>You receive your cash when you get back to town.</li></ul><p>Encourage solo pvp? probably.. the addition of the entry fee going to the winner(s) should help encourage people to stick in teams. </p><p>A group ganking someone and that person getting full reward imo is not fair. The entry fee should make up for the lost cash due to grp members.</p><p>My 2cp</p></blockquote>Very detailed and well put. I wouldn't concern myself too much over someone collecting a bounty while in a group killing that person. The person with the bounty still should lose something that is noticable to themselves, and others. Imagine how good people would act if they feared reprisal, and had the chance of losing something they cherished.
Armironhead
08-28-2007, 12:15 PM
<cite>azekah wrote:</cite><blockquote><cite>Demron wrote:</cite><blockquote><b><u>Bounty system</u></b> <ul><li>Pay 10 plat to have someone killed and they lose their title and are now one title below where they were.</li><li>Pay 50 plat and you can have someone reduced to no title.</li></ul><p>A good bounty system could make for a very interesting twist to the game.</p></blockquote>No way you could have something like that when people can buy plat online so easily...Unless, when you put out a bounty...the next time the other person logged on they would be notified that someone would be coming for them. And have them send a mob or something after them at a random place or time, or immediately zone them into a arena or something...at least give them a chance to fight back...</blockquote>I dont see any problem with notifying them -- would make it more fun if they were on the run. The only thing is that the city immunity rule would have to be changed so the bounty could be hunted where ever he was.
Armironhead
08-28-2007, 12:17 PM
<cite>Siphar wrote:</cite><blockquote><p>I like the bounty idea a lot as well and would be kool logging in and seeing a message saying you have a bounty on your head.</p><p>Perhaps there could be an additional symbol over your head showing you have a bounty as well, people could identify with that...</p></blockquote>If they wanted to be really hardcore -- the bounty could be without regard to faction -- then the target would have to watch their back as to everyone.
convict
08-28-2007, 12:46 PM
If you went with a bounty system, it would have to NOT show the targets name, or else there will be so much griefing on the same person... Also, if they are notified theres a bounty on thier head, good luck getting them out of town without a raid..
Bloodfa
08-28-2007, 12:58 PM
<p>Pay 10x's the amount to an NPC to buy back the bounty. <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> Bribing the hitmen, so to speak. </p><p>Actually, if there were some sort of indicator that there was a bounty on somebody and they hugged the town, a raid would be a great way to terrorize the enemy. And that goes back somewhat to the concept of the guards dropping loot for opposing factions. An indicator above their head announcing that the bounty has been collected, or the bounty quest auto-deleting upon collection with a message that somebody beat you to it would alleviate the possibility of griefing.</p>
Siphar
08-28-2007, 01:05 PM
<cite>convict wrote:</cite><blockquote>If you went with a bounty system, it would have to NOT show the targets name, or else there will be so much griefing on the same person... Also, if they are notified theres a bounty on thier head, good luck getting them out of town without a raid..</blockquote><p>you don't lose anything extra when you die to a bounty? why would people be less likely to leave town?</p><p>People are always hunting you...</p>
Armironhead
08-28-2007, 01:07 PM
<cite>convict wrote:</cite><blockquote>If you went with a bounty system, it would have to NOT show the targets name, or else there will be so much griefing on the same person... Also, if they are notified theres a bounty on thier head, good luck getting them out of town without a raid..</blockquote>Well the idea is to bring the opposing factions together -- so city hugging is not neccessarily a bad thing -- it just means that the opposing factions have more reason to get together. Besides it is relatively easy to sneak into the cities as they are now set up. Sure it may take some doing to get the target when there are guards around to help them, but hey, nothing easy is ever really that fun. Also maybe the bounty could take into effect the difficulty of getting the target -- more gold if the target killed in the city. Further, if the bounty was setup to work without regard to faction -- well then city hugging wouldnt help. As for griefing -- well if it really becomes a problem they could also use something like a recent list -- cant place a bounty on someone who has already had a bounty completed againt them in the last 24 hours or something like that.
convict
08-28-2007, 01:09 PM
<cite>Siphar wrote:</cite><blockquote><cite>convict wrote:</cite><blockquote>If you went with a bounty system, it would have to NOT show the targets name, or else there will be so much griefing on the same person... Also, if they are notified theres a bounty on thier head, good luck getting them out of town without a raid..</blockquote><p>you don't lose anything extra when you die to a bounty? why would people be less likely to leave town?</p><p>People are always hunting you...</p></blockquote>Same way they wont leave town with thier title. Show thier name in the writ, and they will get killed over and over, SoE had a bounty system in swg for bounty hunters, you could not pick a bounty by the players name for this reason, only by cash payout..Let them know they have a bounty on thier heads and they will hug town for the simple fact you wont get your bounty..
Armironhead
08-28-2007, 01:12 PM
<cite>Siphar wrote:</cite><blockquote><cite>convict wrote:</cite><blockquote>If you went with a bounty system, it would have to NOT show the targets name, or else there will be so much griefing on the same person... Also, if they are notified theres a bounty on thier head, good luck getting them out of town without a raid..</blockquote><p>you don't lose anything extra when you die to a bounty? why would people be less likely to leave town?</p><p>People are always hunting you...</p></blockquote>People are proposing that you lose your title if you get killed while a bounty is placed against you. Personally I like that idea. But if something like that is imposed -- I think the ability to place the bounty should reflect the difference in title -- for instance you want to place a hit on a hunter its 50g, while on a Master its 3p or something or other. Its only fair that the difficulty of obtaining the title is taken into account in the system.
kreepr
08-28-2007, 01:18 PM
<cite>convict wrote:</cite><blockquote><cite>Siphar wrote:</cite><blockquote><cite>convict wrote:</cite><blockquote>If you went with a bounty system, it would have to NOT show the targets name, or else there will be so much griefing on the same person... Also, if they are notified theres a bounty on thier head, good luck getting them out of town without a raid..</blockquote><p>you don't lose anything extra when you die to a bounty? why would people be less likely to leave town?</p><p>People are always hunting you...</p></blockquote>Same way they wont leave town with thier title. Show thier name in the writ, and they will get killed over and over, SoE had a bounty system in swg for bounty hunters, you could not pick a bounty by the players name for this reason, only by cash payout..Let them know they have a bounty on thier heads and they will hug town for the simple fact you wont get your bounty..</blockquote><span style="color: #ff0000;">Solution- Make the quest auto delete if someone collects and if there is a bounty on someones head they are alerted by message upon log in. If you pick a bounty up on player A they are agro to you in city or not they are agro to you everywhere. so hiding in the city, wont help someone could come in and pick you off. Worried about getting ganked in the city with cash on you cause there's a bounty on you well the can make it so if a bounty is collected on you you drop no money or items you get your prize from the bounty it's self. Problem solved</span>
You will not be griefed if there is a bounty on your head because another player has to pay for that bounty, not the game. So unless a player has a fortune he wants to spend on you getting killed, you will not be griefed.
convict
08-28-2007, 01:48 PM
<cite>Demron wrote:</cite><blockquote>You will not be griefed if there is a bounty on your head because another player has to pay for that bounty, not the game. So unless a player has a fortune he wants to spend on you getting killed, you will not be griefed.</blockquote>And theres how many plat sellers doing well in game?Im all for a bounty system, anything that promotes more pvp, I just feel the idea needs more options or ideas..
Armironhead
08-28-2007, 02:47 PM
<cite>convict wrote:</cite><blockquote><cite>Demron wrote:</cite><blockquote>You will not be griefed if there is a bounty on your head because another player has to pay for that bounty, not the game. So unless a player has a fortune he wants to spend on you getting killed, you will not be griefed.</blockquote>And theres how many plat sellers doing well in game?Im all for a bounty system, anything that promotes more pvp, I just feel the idea needs more options or ideas..</blockquote>God, if someone wants to spend all their money killing my cartoon player -- well, who really wins?
Earthshine
08-28-2007, 02:56 PM
The idea of pvp writs or quests is an excellent idea. It would definitely promote more Pvp and would make the expendable PvP/status items more available. Also, if a small amount of faction were included the lower tier PvP items would be easier to attain thus making the twinking "problem" less severe. Even if the writs did not include faction gain, just the fact that more pvp was going on would help with that part of it. Alot of imaginative things could be used for the ultimate goal of each writ- Im sure everyone could make a suggestion of something they would like to see regarding this. And if its as easy as an update to include the new harbor quest involving the Sarnak by adding a few NPCs, I dont see how difficult it would be to add an npc that offered PvP writs. The only difficult part about it would be on deciding what type of content these writs/quests offered.
Armironhead
08-28-2007, 03:36 PM
<cite>dreamshadow wrote:</cite><blockquote>The idea of pvp writs or quests is an excellent idea. It would definitely promote more Pvp and would make the expendable PvP/status items more available. Also, if a small amount of faction were included the lower tier PvP items would be easier to attain thus making the twinking "problem" less severe. Even if the writs did not include faction gain, just the fact that more pvp was going on would help with that part of it. Alot of imaginative things could be used for the ultimate goal of each writ- Im sure everyone could make a suggestion of something they would like to see regarding this. And if its as easy as an update to include the new harbor quest involving the Sarnak by adding a few NPCs, I dont see how difficult it would be to add an npc that offered PvP writs. The only difficult part about it would be on deciding what type of content these writs/quests offered.</blockquote>It is a question of focus. It took soe just about forever to get its act together on the TS writs, even though the crafting community really really wanted them. Here, ultimately the question we are faced with is -- will this be the same sort of thing? I have yet to see any fellow pvper opposed to pvp writs, etc... Such common ground is very unusal on this forum. It would be nice to know that soe was at least taking alook at it...
kreepr
08-28-2007, 03:58 PM
<cite>Armironhead@Vox wrote:</cite><blockquote><cite>dreamshadow wrote:</cite><blockquote>The idea of pvp writs or quests is an excellent idea. It would definitely promote more Pvp and would make the expendable PvP/status items more available. Also, if a small amount of faction were included the lower tier PvP items would be easier to attain thus making the twinking "problem" less severe. Even if the writs did not include faction gain, just the fact that more pvp was going on would help with that part of it. Alot of imaginative things could be used for the ultimate goal of each writ- Im sure everyone could make a suggestion of something they would like to see regarding this. And if its as easy as an update to include the new harbor quest involving the Sarnak by adding a few NPCs, I dont see how difficult it would be to add an npc that offered PvP writs. The only difficult part about it would be on deciding what type of content these writs/quests offered.</blockquote>It is a question of focus. It took soe just about forever to get its act together on the TS writs, even though the crafting community really really wanted them. Here, ultimately the question we are faced with is -- will this be the same sort of thing? <span style="color: #66cc00;"> I have yet to see any fellow pvper opposed to pvp writs, etc... Such common ground is very unusal on this forum. </span> It would be nice to know that soe was at least taking alook at it... </blockquote><span style="color: #ff0000;">I think this might be a PVP server first.............. LOL</span>
these are awsome ideas. I hope they look into it <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />
<cite>convict wrote:</cite><blockquote><cite>Demron wrote:</cite><blockquote>You will not be griefed if there is a bounty on your head because another player has to pay for that bounty, not the game. So unless a player has a fortune he wants to spend on you getting killed, you will not be griefed.</blockquote>And theres how many plat sellers doing well in game?Im all for a bounty system, anything that promotes more pvp, I just feel the idea needs more options or ideas..</blockquote>I would be quite honored if someone spent a fortune to have me killed, and it would also keep people with bad attitudes, or childish attitudes in check. This would give us an awesome tool to keep people in check, if they had to pay the consequences for their bad actions.
Norrsken
08-28-2007, 05:28 PM
<cite>Demron wrote:</cite><blockquote><cite>convict wrote:</cite><blockquote><cite>Demron wrote:</cite><blockquote>You will not be griefed if there is a bounty on your head because another player has to pay for that bounty, not the game. So unless a player has a fortune he wants to spend on you getting killed, you will not be griefed.</blockquote>And theres how many plat sellers doing well in game?Im all for a bounty system, anything that promotes more pvp, I just feel the idea needs more options or ideas..</blockquote>I would be quite honored if someone spent a fortune to have me killed, and it would also keep people with bad attitudes, or childish attitudes in check. This would give us an awesome tool to keep people in check, if they had to pay the consequences for their bad actions.</blockquote>yah, just have a range of icons you can get by your name telling what range of bounty is on your head. So everyone cans ee, and when you die, you drop a token that someone can turn in for the bounty. Just 1, and after that all bounty on you is gone.
Bloodfa
08-28-2007, 05:33 PM
<cite>Ulvhamne@Nagafen wrote:</cite><blockquote><cite>Demron wrote:</cite><blockquote><cite>convict wrote:</cite><blockquote><cite>Demron wrote:</cite><blockquote>You will not be griefed if there is a bounty on your head because another player has to pay for that bounty, not the game. So unless a player has a fortune he wants to spend on you getting killed, you will not be griefed.</blockquote>And theres how many plat sellers doing well in game?Im all for a bounty system, anything that promotes more pvp, I just feel the idea needs more options or ideas..</blockquote>I would be quite honored if someone spent a fortune to have me killed, and it would also keep people with bad attitudes, or childish attitudes in check. This would give us an awesome tool to keep people in check, if they had to pay the consequences for their bad actions.</blockquote>yah, just have a range of icons you can get by your name telling what range of bounty is on your head. So everyone cans ee, and when you die, you drop a token that someone can turn in for the bounty. Just 1, and after that all bounty on you is gone. </blockquote>Nice. A no-trade so that you can go stalking in the enemy city without worrying about dropping a plat reward.
Wildfury77
08-28-2007, 10:40 PM
<p>If they brought in Bountys - I'd log back on to Vox on my (retired)26 Bruiser and put 50plat on a couple of the "make-it-easy-crowd" <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></p>
othera1
08-31-2007, 11:02 AM
<cite>Demron wrote:</cite><blockquote><p>There have been some good ideas floating around and I have a few of my own.</p><p><b><u>Writs</u></b></p><p>There is more status used on the PvP server than on a PvE server. This will become more evident when they fix the bug that revolves around Pumice Stones. Because of this I think there needs to be more ways to earn status, that revolves around PvP. Fullfilling writs that require you to kill other players would be a great addition to the PvP servers. Harder writs like killing; <u><b>Writ one:</b></u> 5 priests, 5 scouts, 5 crusaders, 5 fighters, 5 mages, 5 summoners could give larger rewards.</p><p><b><u>Bounty system</u></b></p><ul><li>Pay 10 plat to have someone killed and they lose their title and are now one title below where they were.</li><li>Pay 50 plat and you can have someone reduced to no title.</li></ul><p>A good bounty system could make for a very interesting twist to the game.</p><p><b><u>PvP places</u></b></p><p>Large keeps like Deathfist Citadel that have a PvP meaning. A guild, or several groups move into the keep and start a timer (a quest) that requires them to defend the place for 2 hours until they're all dead, or at least one of them have remained alive. (rulesets for such keeps should be: No zoning out, once inside, no evacs, once dead you can not re-enter). The places would have to have multiple entry areas, at least four, maybe even five. If they manage to hold the place for 2 hours without them all dying at least once, they gain some kind of bonuse like...</p><ul><li>24 hour buffs that enhance their characters abilities.</li><li>24 hour buff that grants them more tokens when they kill other players.</li><li>24 hour buff that grants them a sufficient amount of money when they kill other players.</li></ul></blockquote>ide like to see a type of bounty system where like ya offer 10 plat for someone to be killed 15 times like players get to go through a list and get targets etc . would be cool was done on another game i playd was best thing <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" />
Alagan
08-31-2007, 11:06 AM
<p> </p><p align="left"> </p>
othera1
08-31-2007, 11:17 AM
Hmm just an idea... for pvp gear add in items like little shards orbs anything that are no trade(must have on you meaning cant bank them and stack, only 1 type so doesnt take up much room) anyway its like 5 per white 1 per green 2 per blue 5 per yellow/orange or something and an extra 1 per title higher then hunter they are(white slayer gives 6 yellow dessy gives 7 etc) and well its like get 5K to get pvp gear you also lose(dont drop for them to take) 1% of all you have on you when you die ^^ this would encourage more fighting less running would also encourage fights for something other then imfamy etc... i mean atm its a hunter sees destroyer they both run cause they know theres no point. This would be very very good if it is put in <img src="/eq2/images/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY<img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" />" />EDIT: i wouldnt know what to make it with the amounts for gear etc but 5K is just an exampl <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> this would mean you need say 25K faction 20 gold and like 5K of the shards for a pvp gear item <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />
Jibantic
08-31-2007, 11:23 AM
I really like the bounty idea, but don't think loosing title for such a bounty would be a good idea. The title system is messed up on it's own and needs to be fixed, this will not help.Some ideas for the bounty system<ul><li>A board type system like someone mentioned where you can add / look for bounties.</li><li>Bounty Hunters in each zone that work like guards, put in a name of someone that has a bounty, and if they are in the zone get a track to them. Maybe make it so that the bigger the bounty on the person, the larger the track radius.</li><li>There should be a reward for the hunted as well, this would make running from bounty hunters less likely. Maybe the bigger the bounty on you, the more fame you get for killing your bounty hunters.</li><li>Anyone can add to a bounty, simple visit a board in your nearest city, add the persons name and amount to add to the bounty.</li><li>system wide message when players with extremely high bounties are killed. ** player so and so has been brought to justice by playername **</li><li>The bounties should be claimed by a head dropped in a player chest, that way they can be rolled on, or maybe a cash split when the kill has been made.</li><li>A title system for the hunted, the longer you stay alive .. The Hunted, The Vigilantly, The Outcast and so on.</li><li>A title system for the hunters, the more bounties you collect.. The Bounty Hunter, The Hero ...</li><li>Viewing a players profile shows current bounty / bounties collected</li></ul>
othera1
08-31-2007, 11:56 AM
I agree with jib alot <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> it would own with guards to like maybe if they have bounty of 50g(must have min bounty or people will put like 500 people with 1 copper bounty <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" />) then the guards just hit them if they run past them but if they have like 5+ plat then there is a few guards on nightmare horses that run after you that have alot of stuns and crap so everyone else can bash ya <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> 50+ plat you get an army of guards chasing you with there little doggies! <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />
vufvof
08-31-2007, 12:59 PM
- Make epic guards contested (for the opposing faction, obviously). Either just simple [Removed for Content], or make a guild writ, that requires X update (with a server wide emote, so the opposing faction can put up a force) and then an ending in one of the city zones. Lagged raid pvp inc!- Make writs that takes you into the opposing cities for updates of a sort.
I dont believe that SOE has not found out yet that a good/fun PVP System is the major factor of success in modern MMORPGS. But perhaps they`ll find out when WAR and WOW owns the whole mmorpg market with their PvP heavy concepts......
Ameniel
08-31-2007, 02:09 PM
<cite>Demron wrote:</cite><blockquote>I would be quite honored if someone spent a fortune to have me killed, and it would also keep people with bad attitudes, or childish attitudes in check. This would give us an awesome tool to keep people in check, if they had to pay the consequences for their bad actions.</blockquote><p>Don't think it would really work in this game since it's so easy to avoid pvp. Instances, immunity, etc etc. </p>
Lithran
08-31-2007, 02:30 PM
Here are a couple of ideas I have to make PvP more interesting.<ul><li>Not looking for battlegrounds. But make it so there is like a duel board. Available on both sides. This will allow the following</li><ul><li>Evil or Good advertise they are looking for Duel by levels they choose. </li><li>You must put up a bet. 1g to 5p max. If someone wants to dual you they need to match bet.</li><li>For this you need to be at the board. You leave so does your request. </li><li>Someone accepts and you go into an arena type place with either open area or obstacles. Random</li><li>The winner gets their money back and the losers.</li></ul></ul><ul><li>Make zones that PvP locks encounters based on group make up. </li><ul><li>1v1 locked</li><li>2v1 unlocked since this person is being jumped on (and it has to be the 2 that initiates. If the 1 initiats it's locked)</li><li>2v2 locked</li><li>3v2 unlocked. And so on. Even groups get locked if the 3 jumped on the 2.</li></ul></ul>
Armironhead
09-10-2007, 02:36 PM
i'd like to see them add contestable areas to ant and cl. For instance, plant a flag at the x-roads and put an epic scaleable guard next to it. When the guard is killed by the qs the flag comes down and a q flag is raised. If the qs can then hold the x-roads for 30 min the x-roads becomes q territory with q guards spawning instead of fp guards. As a reward for adding this territory to the q empire the qs gain a bonus to infamy gain and a decrease to infamy loss for as long as the x-roads remains q terrioty (meaning that some fpers have to come along kill all the q guards and hold the territory for 30 min). Conversly the fpers should suffer a penalty to infamy gain/loss during the same duration due to shame of losing the territory. I think such contesatable areas would certainly add to pvp as it would allow for the setting up of goals to be achieved through pvp.
Bloodfa
09-10-2007, 02:52 PM
I've always liked capture the flag and king-of-the-mountain aspect of multiplayer games. They add in an objective.
Armironhead
09-10-2007, 03:42 PM
<cite>Bloodfang@Nagafen wrote:</cite><blockquote>I've always liked capture the flag and king-of-the-mountain aspect of multiplayer games. They add in an objective.</blockquote>apart from the ganking aspect -- pvp in eq2 imo lacks direction. SOE should add things like pvp writs, contestable areas, etc . . . to give players objectives consistent with the overall lore of game and their respective factions -- change the dynamic of the game so that bodycount isn't the only thing to acheived.
Norrsken
09-10-2007, 03:55 PM
<cite>Armironhead@Vox wrote:</cite><blockquote><cite>Bloodfang@Nagafen wrote:</cite><blockquote>I've always liked capture the flag and king-of-the-mountain aspect of multiplayer games. They add in an objective.</blockquote>apart from the ganking aspect -- pvp in eq2 imo lacks direction. SOE should add things like pvp writs, contestable areas, etc . . . to give players objectives consistent with the overall lore of game and their respective factions -- change the dynamic of the game so that bodycount isn't the only thing to acheived. </blockquote>With the advent of guild halls. LAYING SIEGE TO THEM!!!
Armironhead
09-10-2007, 04:31 PM
<cite>Ulvhamne@Nagafen wrote:</cite><blockquote><cite>Armironhead@Vox wrote:</cite><blockquote><cite>Bloodfang@Nagafen wrote:</cite><blockquote>I've always liked capture the flag and king-of-the-mountain aspect of multiplayer games. They add in an objective.</blockquote>apart from the ganking aspect -- pvp in eq2 imo lacks direction. SOE should add things like pvp writs, contestable areas, etc . . . to give players objectives consistent with the overall lore of game and their respective factions -- change the dynamic of the game so that bodycount isn't the only thing to acheived. </blockquote>With the advent of guild halls. LAYING SIEGE TO THEM!!!</blockquote>They kinda, sorta, going to do that in Age of Conan. Guild builds a guild city (like a guild hall, only better) and then enemy npcs build their own city and come and lay waste to urs. AOC also will allow guilds to build battle keeps and then other pvp'ers can come and lay siege to the keep. Unfortunately it looks like soe is playing catchup. Or worse, it is totally off the map while it trys to create its own pokemon. -- As an aside people who play lon should be required to yell "thunder shock, go!" as they play their "cards."
Norrsken
09-10-2007, 05:02 PM
<cite>Armironhead@Vox wrote:</cite><blockquote><cite>Ulvhamne@Nagafen wrote:</cite><blockquote><cite>Armironhead@Vox wrote:</cite><blockquote><cite>Bloodfang@Nagafen wrote:</cite><blockquote>I've always liked capture the flag and king-of-the-mountain aspect of multiplayer games. They add in an objective.</blockquote>apart from the ganking aspect -- pvp in eq2 imo lacks direction. SOE should add things like pvp writs, contestable areas, etc . . . to give players objectives consistent with the overall lore of game and their respective factions -- change the dynamic of the game so that bodycount isn't the only thing to acheived. </blockquote>With the advent of guild halls. LAYING SIEGE TO THEM!!!</blockquote>They kinda, sorta, going to do that in Age of Conan. Guild builds a guild city (like a guild hall, only better) and then enemy npcs build their own city and come and lay waste to urs. AOC also will allow guilds to build battle keeps and then other pvp'ers can come and lay siege to the keep. Unfortunately it looks like soe is playing catchup. Or worse, it is totally off the map while it trys to create its own pokemon. -- As an aside people who play lon should be required to yell "thunder shock, go!" as they play their "cards."</blockquote>A fwe things puts me off about AoC. Battle keeps are going to be instanced as far as I can understand, at least the actual siege. when two pvp guilds duke it out over a keep, they just dont walk over and attack, no. Cant do that. you agree on a good time as far as I can understand and then fight it out. All good if it wree a guild fight in an arena. This is a siege. "Hello boys, would us coming over to slaughter you, [Removed for Content] your daughters and sell your wifes to the lowest bidder go well with you on thursday afternoon" just feels.. off.Another thing is, well, specific zones for pvp. No open world pvp.but one neat thing would be the blood coins. <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />
Armironhead
09-10-2007, 05:26 PM
<cite>Ulvhamne@Nagafen wrote:</cite><blockquote><cite>Armironhead@Vox wrote:</cite><blockquote><cite>Ulvhamne@Nagafen wrote:</cite><blockquote><cite>Armironhead@Vox wrote:</cite><blockquote><cite>Bloodfang@Nagafen wrote:</cite><blockquote>I've always liked capture the flag and king-of-the-mountain aspect of multiplayer games. They add in an objective.</blockquote>apart from the ganking aspect -- pvp in eq2 imo lacks direction. SOE should add things like pvp writs, contestable areas, etc . . . to give players objectives consistent with the overall lore of game and their respective factions -- change the dynamic of the game so that bodycount isn't the only thing to acheived. </blockquote>With the advent of guild halls. LAYING SIEGE TO THEM!!!</blockquote>They kinda, sorta, going to do that in Age of Conan. Guild builds a guild city (like a guild hall, only better) and then enemy npcs build their own city and come and lay waste to urs. AOC also will allow guilds to build battle keeps and then other pvp'ers can come and lay siege to the keep. Unfortunately it looks like soe is playing catchup. Or worse, it is totally off the map while it trys to create its own pokemon. -- As an aside people who play lon should be required to yell "thunder shock, go!" as they play their "cards."</blockquote>A fwe things puts me off about AoC. Battle keeps are going to be instanced as far as I can understand, at least the actual siege. when two pvp guilds duke it out over a keep, they just dont walk over and attack, no. Cant do that. you agree on a good time as far as I can understand and then fight it out. All good if it wree a guild fight in an arena. This is a siege. "Hello boys, would us coming over to slaughter you, [I cannot control my vocabulary] your daughters and sell your wifes to the lowest bidder go well with you on thursday afternoon" just feels.. off.Another thing is, well, specific zones for pvp. No open world pvp.but one neat thing would be the blood coins. <img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY<img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />" width="15" height="15" /></blockquote>From what i could understand -- the problem with the battlekeeps was that after the guild built it, it would be unreasonable to expect that they would then be on guard 24/7 against the other guilds -- hence the reason why they have that idea of another guild building a tent and setting a time, etc... As for the open world thing -- well it seems that most of AOC is pvp directed, although there will be some areas which are non-pvp. I dont see that as much of a trade off. After all, with soe's lvl restrictions I havent pvp'd in ant and many other zones for well over a year, so its already kinda like most of the world is non-pvp from my perspective.
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