Vyasa wrote:An idea for an easy, quick fix, consisting of three steps:
- Make all equipment and items belonging to a player slain in PVP remain on the player. If it is too difficult to implement, then simply make player bodies non lootable except by the player they belong to.
- Create a hard-coded, automatic PVP off option that marks both the victim and the aggressor, rendering them unable to participate in it until next Arma.
- Establish a dynamic stat-based check for PVP similar to discipline which limits not only the small player from attacking the big one, but the other way around too
Rationale per step:
- Death exp loss is covered by recovery. Not the biggest of issues. The main problem is the loss of equipment which is an arduous task, oftentimes the main reason a player says 'Oh to hell with it... ' and quits is because of the loss of equipment and the pain it is to gather more.
- A hard-coded way to avoid griefing or overdoing pvp.
- A way to preventing #2 from becoming a: 'I'll catch you next Arma!' (The player will need to recover first) as well as avoiding disparate size differences from becoming an issue.
Additional suggestion:
- Remove snares as a guild-only ability and make them global, item or skill based (global high enough block for everyone?) The rationale for this being a way to make everyone equally capable of trapping you, or simply walking away.
Interesting at all? Ideas? Suggestions? Possible consequences? Any foreseeable issues here that could be prevented?
1 - equipment loss vs xp loss: lol, what mortal lvl/guild affiliation you have/had? this point is ridiculous.
2 - hard-coded aggressor/victim stuff - that is actually nice idea; but I would even expand it - if you was involved in killing of another player you can't attack him for let's say month ('you can't attack xxx, because you feel pity looking at him/her'). maybe make possible for guild councils to officially agree for war to shorten this period (to couple of days for example) - war declaration must be mutually accepted by two guilds involved.
3 - dynamic stat check: well I don't like your idea here, but I am thinking of something to achieve similar goal: make numbers count!
a) more ppl attacking one guy = def/parry significantly decresed - it's actually reasonable, cause it's way harder to defend urself from number of foes
b) make team skills global (I am doing something against my personal agenda as a Knight - yay!): global rescue (failures should exhaust), some kind of global skill to 'break' the rescue (failures should exhaust), block should work faster.
c) increase fatigue while pvp'ing
d) decrease discipline checks while teamed (well isn't how it works in reality - ppl are way braver while backed up)
this way smaller chars that are being griefed could gang up and go against the opressor.
of course reward/punishment system regarding pvp should be reviewed (Kitriana made a big note about it, but I am repeating this every now and then since quite some time, cause currently the only reward* from pvp is some kind of psycho-satisfaction for griefers / maybe and punishment for victim can discourage ppl from the game - just like we re witnessing it in this topic)
of course no 2 (stuff that Dread is repeating) - balance (not only guilds/races - but also eq and pvp-related items)
* i can imagine something like list on official website with best pvpers and all kills noted (xxx killed yyy + log?

) - something similar to current rankings (so 'prestige' could be kind of reward for pvpers - just like rankings are 'reward' for grinders).
just my 2 cents (or even less, since ideas are cheap

)