View Full Version : PvP Idea: Villainous Scourge & Call of Heroes...
Xelphneigh
11-06-2007, 10:34 PM
<b> Rules of Engagement:</b> <ul><li>Both factions, except Exiles, have agreed upon a base set of RoE. Can incorporate current kill ranges in zones into some Lore to explain the decision. </li></ul> "While we are at war we have decided to take on these RoE to show honor and civility in these times of conflict and strife. We acknowledge for these years of war the most unfortunate loss has been of those just becoming of age and the start of their training to defend our thrones. We now agree upon these RoE as follows..." <b> Improvements:</b> <ul><li>Increase /recent kill list to 60 mins and develop specific window UI to manage kill lists</li></ul> <ul><li>Penalize those who repeatedly kill those on /recent list</li><ul><li>Detrimental debuff applied to those players who abuse these RoE, "Villainous Scourge"</li><li>Increase in strength and time applied to those offenders up to a max threshold where FFA becomes enabled.</li><li>Effect remains over sessions, no logging out for 30 mins while your timer expires to save your soul.</li><li>Upon reaching FFA threshold, user becomes FFA for any level of opposing faction & Exile</li><li>Increase deduction of fame/infamy so the penalty fits the offender</li><li>Lock "zoning" from current zone until debuff expires - no more zone hoping to save face</li><li>Channel wide broadcast of those offenders who meet FFA status so everyone knows their name and zone (Like CHEERS! <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></li></ul></ul> <ul><li>Reward those who help purge the zone of these offenders</li><ul><li>Beneficial buff applied to those players who engage in the FFA "clean-up", "Heroes Call"</li><li>Increase in strength and time applied to those "hero's" who heed the calling of their brethren.</li><li>Allow increased "kill" ranges so the higher tiers can gain benefit while helping lower tiers.</li><li>Allow infamy/fame gain from any kill within the "clean-up". T7 Killing T2 Gank Squad = Love</li><li>Effect remains over sessions but not as long as the detrimental counter debuff above.</li><li>Increased fame/infamy gain from those offenders detailed above.</li></ul></ul> <ul><li>Those in EITHER states of buff or debuff, stated above, can counter the effects by engaging in the opposite RoE.</li><ul><li>Those players who have "Heroes Call" applied, as stated above, if found to engage in counter tactics reduction of beneficial buff based on threshold. Same as those with "Villainous Scourge".</li><li>Example: Qeynos player decides on night of heavy griefing in CommandLands. After an hour he's received the "Villainous Scourge" debuff and max it. His name is broadcast and now he's FFA for any player of opposing faction. Now knowing what he has to lose and the the effect lasting X # of mins to hours and he cannot zone, he makes the decision to not only STOP his current tactics but also begin to help those of his faction by countering the griefing tactics of the Freeport players who have the same "Villainous Scourge". In doing so he not only works off his debt faster he is also rewarded with "Call of Heroes" after only 30 mins defending his stricken brethren. And so a cycle begins.</li></ul></ul> <b>Benefits:</b><ul><li>Provides those who've been griefed the ability and opportunity to seek "Revenge" on those who've done so.</li></ul><ul><li>Provides both factions with the ability to gain beneficial buffs to help their PvP game -or- PvE if so desired.</li></ul><ul><li>Reduces Zone Hopping and Title Whoring</li></ul><ul><li>Over time evens playing field of those griefer vs grief stricken</li></ul><ul><li>Grants higher level tiers to get into the action by allowing not only kill rights but also infamy/fame gains</li></ul><ul><li>Over time those with "Call of Heroes" will seek and battle those with "Villainous Scourge" while keeping those who are not within the engagement safe to level or quest because there is no gain in killing.</li></ul> Your thoughts? I know it needs some work but I feel is a good "framework" to help the problems while NOT eliminating level locking and to also allow those brethren of higher tiers share in the fun of pvp while helping lower tiers "compete" Thanks...
MokiCh
11-06-2007, 11:40 PM
The problem I see with this would be the fact that the /recent timer is increased to 60 minutes and that you get a debuff for killing people that are on your recent. What if you're fighting for control of a zone, say, Runnyeye? If a group of Freeps is in RE questing and named hunting, and they kill a group of Q's that are competing for their spawns and drops, the Freeps would have nothing to gain and everything to lose if the Q's revive and come back for round 2. If they kill the Q's again and retain control of the zone, they get debuffed, and if this goes on long enough they'll be FFA fodder when the Q's call in some high levels to clear out the zone.I know this is supposed to prevent people griefing and providing a way for higher levels to protect lowbies from gank squads, but in my opinion this idea would discourage PvP even more because once a player gets a kill, it would be in their best interests to avoid the person they just killed at all costs lest they get FFA flagged and rolled by a passing level 70. Meanwhile, the guy who got killed would be seeking out the person that killed them, knowing that they wont be in much danger because even if they get killed again, their opponent gets debuffed again or maybe even FFA flagged. It would be the exact same problem we have now with people avoiding PvP, except now the consequences are even more severe. If you get zerged at a revive point, now instead of just potentially losing some fame, you are actively discouraged from fighting back because if you do you debuff and flag yourself for FFA.The PvP system needs to be reworked some, but I don't think this is the answer
Xelphneigh
11-06-2007, 11:51 PM
Very good points indeed.I agree on those contested areas and hadn't fully thought of the consequences of being on the /recent list. Maybe removal off the list by getting killed by anyone on your list? I see your point and well noted.The `avoidance` of pvp comment I guess I just don't understand. Who is avoiding pvp? Those with titles who wish not to lose them? How did they come about those titles? Ganking possibly? So by doing so, to gain above fore mentioned title, they would receive the title by killing those not on the /recent list. Honestly we all understand it's a pvp server and your going to die and often but why should it be to the same duo or squad running around CL, or any other hotly contested T2 zone, slaughtering anyone of an opposing faction within level.I guess where I was drawing this up in my head was that there needs to be a Risk vs Reward system above and beyond the current Title system as we all know it can and is abused in one way or another. By giving the ability to allow the higher level tiers access to help combat this lower level problem it would give the T7 pvp action that many miss albeit similar to cloud hopping already. At least there is "something" different to do and why not help your fellow lower tier factions?Again, good points and I'll work off that. In your honest opinion do you find anything plausible even with enough thought and development of the idea or just rubbish to start? Input welcome... Just trying to do what I do best, solve problems and code logic <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />
Rattfa
11-07-2007, 07:32 AM
<cite>Xelphneigh@Nagafen wrote:</cite><blockquote>I agree on those contested areas and hadn't fully thought of the consequences of being on the /recent list. Maybe removal off the list by getting killed by anyone on your list? I see your point and well noted.</blockquote>That would just allow people to farm tokens easier, and faster =/I pretty much agree with the first reply.It was a nice post though, you put a lot of thought into it and it's far better than most of the ridiculous ideas you see here. I just dont think it'll work.
Siphar
11-07-2007, 07:42 AM
<cite>Xelphneigh@Nagafen wrote:</cite><blockquote><b>Rules of Engagement:</b><ul><li>Both factions, except Exiles, have agreed upon a base set of RoE. Can incorporate current kill ranges in zones into some Lore to explain the decision. </li></ul> "While we are at war we have decided to take on these RoE to show honor and civility in these times of conflict and strife. We acknowledge for these years of war the most unfortunate loss has been of those just becoming of age and the start of their training to defend our thrones. We now agree upon these RoE as follows..."<b>Improvements:</b><ul><li>Increase /recent kill list to 60 mins and develop specific window UI to manage kill lists</li><li><span style="color: #ff3399;">All the pvp servers except nagafen have population problems anyway (even nagafen sometimes). If you raise the recent timer to 60 minutes there will be half the target there was before. This will twist the blade in the heart of EQ2 pvp.</span></li></ul><ul><li>Penalize those who repeatedly kill those on /recent list</li><ul><li>Detrimental debuff applied to those players who abuse these RoE, "Villainous Scourge"</li><li>Increase in strength and time applied to those offenders up to a max threshold where FFA becomes enabled.</li><li>Effect remains over sessions, no logging out for 30 mins while your timer expires to save your soul.</li><li>Upon reaching FFA threshold, user becomes FFA for any level of opposing faction & Exile</li><li>Increase deduction of fame/infamy so the penalty fits the offender</li><li>Lock "zoning" from current zone until debuff expires - no more zone hoping to save face</li><li>Channel wide broadcast of those offenders who meet FFA status so everyone knows their name and zone (Like CHEERS! <img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY<img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />" width="15" height="15" /></li></ul><li><span style="color: #ff3399;">As someone pointed out, protecting contested mobs would be even harder if this change came about - no thanks</span></li><li><span style="color: #ff3399;">Add in the fact that the game would reduce (further) into chaos because once you have successfully killed someone you would have to move. The whole point of killing someone is claiming that location. Didn't you even watch any war films? or understand how controlling certain areas is a very viable and strong tactic in war? You idea(s) would kill this - no thanks</span></li><li><span style="color: #ff3399;">Besides, if I kill someone fair and square or even gank them, why should they get buffed up? They should if anything be sent back to their city in shame.</span></li></ul><ul><li>Reward those who help purge the zone of these offenders</li><ul><li>Beneficial buff applied to those players who engage in the FFA "clean-up", "Heroes Call"</li><li>Increase in strength and time applied to those "hero's" who heed the calling of their brethren.</li><li>Allow increased "kill" ranges so the higher tiers can gain benefit while helping lower tiers.</li><li>Allow infamy/fame gain from any kill within the "clean-up". T7 Killing T2 Gank Squad = Love</li><li>Effect remains over sessions but not as long as the detrimental counter debuff above.</li><li>Increased fame/infamy gain from those offenders detailed above.</li></ul><li><span style="color: #ff3399;">Interesting FFA idea. I am sure though it would be abused somehow. EIther make it all FFA or keep it as it is imo. Besides all the T7 zones are FFA anyway. I don't fight anywhere else.</span></li></ul><ul><li>Those in EITHER states of buff or debuff, stated above, can counter the effects by engaging in the opposite RoE.</li><ul><li>Those players who have "Heroes Call" applied, as stated above, if found to engage in counter tactics reduction of beneficial buff based on threshold. Same as those with "Villainous Scourge".</li><li>Example: Qeynos player decides on night of heavy griefing in CommandLands. After an hour he's received the "Villainous Scourge" debuff and max it. His name is broadcast and now he's FFA for any player of opposing faction. Now knowing what he has to lose and the the effect lasting X # of mins to hours and he cannot zone, he makes the decision to not only STOP his current tactics but also begin to help those of his faction by countering the griefing tactics of the Freeport players who have the same "Villainous Scourge". In doing so he not only works off his debt faster he is also rewarded with "Call of Heroes" after only 30 mins defending his stricken brethren. And so a cycle begins.</li></ul><li><span style="color: #ff3399;">I like the idea of broadcasting - maybe it could be implemented if some has a certain kill streak or has killed enough people in a zone to qualify for it. I smell Counter Strike and unreal tournament TBH...</span></li></ul><b>Benefits:</b><ul><li>Provides those who've been griefed the ability and opportunity to seek "Revenge" on those who've done so.</li><li><span style="color: #ff3399;">IMO they don't and shouldn't get a buff for being owned.</span></li></ul><ul><li>Provides both factions with the ability to gain beneficial buffs to help their PvP game -or- PvE if so desired.</li><li><span style="color: #ff3399;">I don't think anyone really needs a buff. It will just unbalance the game further.</span></li></ul><ul><li>Reduces Zone Hopping and Title Whoring</li><li><span style="color: #ff3399;">Reduce zone hoping by having less ways to escape the zone (less portals), having re-zone immunitry timers and stop title whoring by implementing title decay or removing them.</span></li></ul><ul><li>Over time evens playing field of those griefer vs grief stricken</li></ul><ul><li>Grants higher level tiers to get into the action by allowing not only kill rights but also infamy/fame gains</li><li><span style="color: #ff3399;">Are you agreeing with title whoring now or what? /confused</span></li></ul><ul><li>Over time those with "Call of Heroes" will seek and battle those with "Villainous Scourge" while keeping those who are not within the engagement safe to level or quest because there is no gain in killing.</li></ul><p> Your thoughts?</p><p><span style="color: #ff3399;">Provided...</span> I know it needs some work but I feel is a good "framework" to help the problems while NOT eliminating level locking and to also allow those brethren of higher tiers share in the fun of pvp while helping lower tiers "compete" Thanks...</p></blockquote>
Xelphneigh
11-07-2007, 09:36 AM
Again, all great info and comments.. I appriciate.I kinda had to laugh.. I was thinking Unreal Tourney, shortly after writing it down as such.. `KILL STREAK!...` <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />Well, it's being proven to me that maybe not such a grand plan afterwards or even to continue developing it. Maybe back the drawing board because it's not an easy solution as true PvP is such a hard thing to get right <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" />Will continue to think this through.. Many thanks..
sprogn
11-07-2007, 09:55 AM
<p>The initial concept looks solid, the problem lies as others have said in repeated killing penalties.</p><p>My 70 zerker was in SS this morning looking for some PVP. A L70 Coercer attacked me, I killed him. 3 minutes later I'm mezzed and he's attacking me again, I killed him again. 3 minutes later I'm mezzed etc.</p><p>End of it all I think I killed him 4 times and he was STILL coming back, I had to move on to another zone to carry on my PVP.</p>
vBulletin® v3.7.5, Copyright ©2000-2025, Jelsoft Enterprises Ltd.