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  1. As per Dakynos' final post in the 13 page PvP thread, that someone could make a topic to summarize the 13 pages of discussion into one mass document of ideas, I will attempt to compile everything mentioned here. https://forum.enb-emulator.com/index.php?/topic/6408-if-pvp-were-added-how-to-make-it-fun-for-all/ There were five major systems talked about. 1. Sector Based PvP in which anyone entering the sector (or sectors) would be flagged attackable by other players in the sector(s). Addressable issues to this would be: - Number of sectors involved (from one all the way up to a whole PvP "system" with various locations and bases maybe even based on factional/race alliance and so forth. Perhaps something akin to Moto with the Terran vs. Progen thing only with all three races and another neutral sector for everyone to just mash up in) - Level requirements for entry (100+, 135+, free for all?) - Warnings to players gating into the system that they have X minutes to gate back out or risk being attacked (preventative measure for accidental entry/griefing) - Safe zones within the sector (respawn/tow locations as well as a place to group up or go afk safely for a moment) - Explorer/trader based content with items out of roids and possibly random mobs dropping gear specifically for PvP only combat (nothing that would give advantage/disadvantage outside of the PvP sector) - Whether there would be missions based around PvP with token awards or other incentives to participate (job runs in the sector for double xp with the risk of getting killed and losing the bonus and the like) - No quality loss or XP debt on player death by another player. 2. Arena Based PvP like in live where participants would line up to a queue and be gated at the appropriate time to a mini sector with two respawn/safe locations and the two teams (or single players) would just duke it out in a deathmatch. - In live there were arenas for different level ranges, based on HU level iirc. - Moderate XP rewards possibly to the winners, and half that to the losers. - 30 minute replay timer to prevent exploiting the XP reward. - No quality loss or XP debt on player death by another player. - The capture the flag ball game "The object of the game was soccer: get orbs of varying value to the goal(s)/safe zone. The different maps had different goal zones and orb spawn points. If you killed someone carrying a orb, they dropped it and you could tractor it and drive it to the goal. The highest value orbs were mined from outlying areas of the map, so you needed a miner to mine it and most cases a guard(s) to protect them while they did and drove it in." 3. Guildwar Based PvP in which players would join PvP only guilds on their PvP toons (or have an option in guild controls to flag certain rank? of players overt and attackable. Then whoever was in another guild with their flag up, open world anywhere PvP. - Five minute cycle time to "flag down/up" off overt status so the /pvpon /pvpoff couldnt be exploited to avoid dying fairly. - Certain sectors would be deemed safe zones (newbie areas and all common commerce sectors like Glenn, Carp, Saturn, and a few others) to prevent lag or interference. - Explorer/trader based content with items out of roids and possibly random mobs dropping gear specifically for PvP only combat (nothing that would give advantage/disadvantage outside of PvP) - Possible PvP only manufacturable gear that has no benefit when used on mobs or NPCs. - No quality loss or XP debt on player death by another player. 4. Open world PvP. Much like the above guild war except the player controls when they flag overt, without having to join a specific guild to do so. Only players that flag overt would be attackable, and could only attack while overt. - Five minute cycle time to "flag down/up" off overt status so the /pvpon /pvpoff couldnt be exploited to avoid dying fairly. - Certain sectors would be deemed safe zones (newbie areas and all common commerce sectors like Glenn, Carp, Saturn, and a few others) to prevent lag or interference. - Explorer/trader based content with items out of roids and possibly random mobs dropping gear specifically for PvP only combat (nothing that would give advantage/disadvantage outside of the PvP sector) - Possible PvP only manufacturable gear that has no benefit when used on mobs or NPCs. - No quality loss or XP debt on player death by another player. 5. Job based PvP, like a bounty system. - The hunter goes to the terminal, gets a "Hunt Job" where a PvP Delivery/Base defense is actively headed or occurring. (for exploitation sake and camping spots, these should be completely random locations around the galaxy) - The hunted gets a PvP Delivery/Defense from a jobs terminal that gives double XP for completing the job safely. (available from any job terminal regardless of level to prevent camping the pickup location) - At any location along the route if the hunted is attacked by the hunter, PvP ensues until one of them is dead. - Base defenses would last 10 minutes minimum. - If the hunted is successful in arriving at the dropoff location for a delivery without being caught, they enter a 30-60 second period of "uploading the data" where they must be decloaked/stopped. If they are attacked by the hunter, all movement and cloaking ability returns and combat will then ensue to the death. This provides at least one opportunity for a quick hunter to get a chance to attack outside of incidental gating contact. In all forms of PvP profession skills and balance will have to be looked at. Some professions (PW and JD) will be excellent solo combatants, whereas JE and TS would be better at group based PvP in a support role. Under no circumstances would PvP balancing affect PvE balance, in other words a skill may work totally different on a player than it does on a mob, for the sake of fairness, etc. Skill interruption and countering would have to be looked at (see cloak, anti-menace, armor piercing rounds vs PW and TE, shield charging debuffs, and the like), the possibilities here are endless. For all we know the weak little JE could be a ruthless debuffing monster in PvP. The PW might be a kiters dream, and so on. Ive condensed the other thread as best I could, if I missed anything let me know and I will add it as soon as possible. =D Lets get this discussion going again.
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