View Full Version : Idea to save world pvp...
Xmcdaniel
15-05-2007, 06:32 PM
I've seen a lot of posts lamenting that world pvp is dead in Outlands due to the flying mount issue. Which is sad because I'm leveling up another mage (little guy is only level 12 right now) on a PvP server and this is what I specifically wanted to do!
Anyway, I was thinking about it...would it be a good idea to be able to loot the corpse of your opponent for money? Not their items, no durability loss. I think it would start a bloodbath...which is what a PvP server should be. I also think they need to introduce something similar to UO where your rep goes down and up with kills and you receive a title for it....Horde would get the evil titles, Alliance will get the good ones. So if Alliance see "High Grim Reaper Xmcdaniel" above my head in flaming letters, they'll know that I'm one of the most hated PK'ers on the server. I know this was implemented and removed with the 2.0 patch, but those titles were based on time spent in BG's not so much sheer amount of killing done.
Finally...with regard to the money issue. My opinion is, if you are willing to kill someone...you should be willing to give something up if you are unsuccessful or killed yourself. I would propose that a small % of a character's total gold be what the winning player loots. A player killed by you will not yield any additional gold OR rep for a period of 1 hour...which would effectively take out the problem of camping an opposing player. I know what you are thinking...what if you formed a ganking group of 10 and camped the guy with each toon. Well, they could also make you a goldless/honorless target for 10 minutes so you can get out of there easily. The % of gold that you yield if killed is determined by your reputation as a killer. For instance, if you are a Lieutenant and you are killed you will yield 0.5% of your gold, if you are a Major, you will yield 0.75% of your gold, and if you are the "xxxUbah Alliance Killaxxx" or whatever, you will yield 2% of your gold, and so on.
Make it risky and profitable. Keep the PvP grind rewards to the battlegrounds. Keep players who don't want to PvP off of PvP servers. Make a completely different honor and loot system for world PvP. I think this would cure what ails world PvP as it is right now.
Any comments are appreciated!
xDarkDrifterx
15-05-2007, 06:43 PM
IMO - World PVP isn't dead (at least not on Andorhal)
It may go down in OL a bit, but there's still alot (most zones have pvp events going on now) and I've seen some dropping off your mount and slowfalling /casting / shooting while doing so.
I've seen an increase in PvP in Azeroth though - alot of players are coming back to test out that OL gear.
SS, TaurenMill, ST, Astro, etc are getting raided by 3-20 players almost daily it seems.
Your idea isn't bad though - I've played other mmorpgs where you could loot the corpse of another player - rogues actually stole items out of your bag and you had to cary traps to hurt/kill them when the tried. They could make it like in BG's when you get a little silver from taking their insignia.
It would be insteresting definately - maybe they could roll out a specail pvp server for that as well.
Xmcdaniel
15-05-2007, 07:27 PM
Eh, those "world pvp" objectives are so contrived and lame it's laughable. I just think my ideas would make WoW World PvP so much more exciting. You know how people pay 100's of gold for a rare pet just so they can say they have one? Well, people would go crazy for titles associated with the sheer number of players killed in World PvP (again NOT the grind BG titles where you have 3,000 Generals running around or whatever...these would be given for impressive feats on the server and would only be given to a select few using a pyramid system)
I also have another idea!
To prohibit/discourage lowbie ganking, the rep system has a special title or color coding system for those who INITIATED attacks on players 10 levels or lower than them. I say initiated because then lowbies couldn't exploit the system and attack higher level players to ruin their rep. This is sort of like the system in UO where, if you killed enough in a given period of time, you were labeled as a "murderer" for a certain period of time and could be killed by anyone, anywhere on site (even in towns). It was funny, you'd actually have to hide out in the woods for awhile until your tag came off, and you couldn't just log off and get credit for that time, it was only your logged time that counted toward your time served.
Average of 50 lowbies kills every 30 days: Manslaughterer
Average of 100: Murderer
Average of 150: Mass-murderer
and so on...
Kerosene
15-05-2007, 07:51 PM
2% of 5000g is 100g. i don't think so.
xDarkDrifterx
15-05-2007, 08:07 PM
Average of 50 lowbies kills every 30 days: Manslaughterer
Average of 100: Murderer
Average of 150: Mass-murderer
and so on...
Hehe - woot - that would encourage lowbie ganking with titles like that - wouldnt mind Mass-Murderer eheh
:grin:
But yeah, not a bad idea - would be interesting to see, but the % of gold would have to waaaaay less.
Xmcdaniel
15-05-2007, 09:15 PM
2% of 5000g is 100g. i don't think so.
If you are the best PvPer on your server (only a select few would have the 2% penalty) that should be a drop in the bucket...not to mention that you would rarely lose.
To mitigate mass gankings of said players to exploit the reward/loss, they could install a mechanic that would not penalize the player if he/she takes damage from multiple opponents.
At the moment World PvP sucks because there's no risk/reward in engaging in it.
Hehe - woot - that would encourage lowbie ganking with titles like that - wouldnt mind Mass-Murderer eheh
:grin:
But yeah, not a bad idea - would be interesting to see, but the % of gold would have to waaaaay less.
The high %'s would only apply to the highest ranked players, and as I said there would be only a few players with that distinction on a given server. Beating a player like that would be akin to beating an elite so the reward should be commensurate with risk involved.
Either way, I used those percentages as an example to keep it simple. I didn't want to have to get into micro-fractions to explain my reasoning.
Kerosene
16-05-2007, 01:47 PM
If you are the best PvPer on your server (only a select few would have the 2% penalty) that should be a drop in the bucket...not to mention that you would rarely lose.
To mitigate mass gankings of said players to exploit the reward/loss, they could install a mechanic that would not penalize the player if he/she takes damage from multiple opponents.
At the moment World PvP sucks because there's no risk/reward in engaging in it.
The high %'s would only apply to the highest ranked players, and as I said there would be only a few players with that distinction on a given server. Beating a player like that would be akin to beating an elite so the reward should be commensurate with risk involved.
Either way, I used those percentages as an example to keep it simple. I didn't want to have to get into micro-fractions to explain my reasoning.
even the "best" at pvp on a pvp server will get ganked often enough. 100g every hour is a lot, i don't care who you are (kcma?).
Xmcdaniel
16-05-2007, 05:52 PM
even the "best" at pvp on a pvp server will get ganked often enough. 100g every hour is a lot, i don't care who you are (kcma?).
Again, I was just using that % as an example to keep my explanation simple, instead of trying to do the math with incredibly small fractions.
Stigg
16-05-2007, 05:56 PM
Or, don't keep 5kg on your main.
I love an idea like this. When I began playing I thought you could loot the gear off the player if you killed them. I was sad when I found out you couldn't get a darn thing.
Ryste
16-05-2007, 06:27 PM
Or, don't keep 5kg on your main.
I love an idea like this. When I began playing I thought you could loot the gear off the player if you killed them. I was sad when I found out you couldn't get a darn thing.
So that's one way to go around being pvp without penality, not keeping coins on the main character.
Why not just make it pvp without penalty? One thing most people don't like is lose something in their possession if they die in pvp. It will not appear to the masses if we introduce some penalty to pvp. The one thing DAoC did right and RvR worked is because there was no penalties for dying. The only way world pvp would work is if the rewards are on par with or better than the BG/Arena rewards.
5% more damage for controlling towers is crap, make it like BG, every 15 minutes give everyone in the zone 200 honor bonus for holding Halaa or something, and 300 honor every 15 minutes if you hold it for longer than 1-2 hours. Give people a reason to do world pvp instead of BG.
Helvetica
16-05-2007, 08:05 PM
So that's one way to go around being pvp without penality, not keeping coins on the main character.
Why not just make it pvp without penalty? One thing most people don't like is lose something in their possession if they die in pvp. It will not appear to the masses if we introduce some penalty to pvp. The one thing DAoC did right and RvR worked is because there was no penalties for dying. The only way world pvp would work is if the rewards are on par with or better than the BG/Arena rewards.
5% more damage for controlling towers is crap, make it like BG, every 15 minutes give everyone in the zone 200 honor bonus for holding Halaa or something, and 300 honor every 15 minutes if you hold it for longer than 1-2 hours. Give people a reason to do world pvp instead of BG.
Best idea here.
I wouldn't play on a PvP server if I had to risk losing an item or a chuck of my gold. And I don't know about your servers, but on Shadowmoon the PVP is brutal...You will still run into the honorable people who won't gank greys, but 9 times out of 10 when you pass an ally, expect a fight...and vice versa.
I am a huge advocate of World PvP too, I believe the dynamics of it are so much better than BGs or Arena and that it really should give a different kind of reward like small faction hits, kill someone whos >= friendly with Stormwind, get x amount of honor with Ogrim etc. etc.
Kerosene
16-05-2007, 09:18 PM
Or, don't keep 5kg on your main.
I love an idea like this. When I began playing I thought you could loot the gear off the player if you killed them. I was sad when I found out you couldn't get a darn thing.
so.. uhhh... whats the point of giving a percentage of gold again? :ponder:
well that one is officially out the window
CripTiK
16-05-2007, 10:53 PM
Maybe some sort of bounty system where you can donate some gold if ganked/camped/killed/whatever. Then they would be added to a wanted poster in town and if killed, a % of the loot would be received.
Muitnep
16-05-2007, 11:10 PM
I always thought that the guards should drop like 5-10 silvers each or something, to encourage faction fighting.
In fact, when I bought the game many moons ago I did think that, until I raided the Wetlands with my horde warrior and didn't get jack - at which point I stopped raiding ally towns.
Of course, the flip side is that at 10s per guard a lvl 70 can (and would) just sit in the barrens/wherever and just grind the low lvl guards.
Helvetica
16-05-2007, 11:43 PM
Heh, we(guild) have been raiding alliance outposts and towns since we were all level 35ish...In fact at level 10 when we had JUST bought the game, we thought we could PVP anywhere, and took a trip to westfall, then into Eversongwoods by cover of moat, and when we realized we couldn't kill in their green zones...we were greatly dissapointed.
Of course all 5 of us ended up in Westfall picking fights with level 20-25s and winning....Good times good times...
Level 70s often don't care much about Astranar.
Amurko
18-05-2007, 08:56 PM
even the "best" at pvp on a pvp server will get ganked often enough. 100g every hour is a lot, i don't care who you are (kcma?).
But if you're the *best*, you should be able to gank others and end up gaining more money than losing.
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