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PVP improvements
Hello all,
Despise I enjoy PvE the most. taking care of PvP is a necessary part of any Lineage 1 server.
I like to open this topic so everyone can add some suggestions to improve the server PvP: I mean that we see more pledge-related action or squirmishes.
- Increase Open Siege Castles.
- Increase amount of Siege defending periods.
= Add the Gludio arean 5 vs 5 / 3 vs 3.
All Ideas welcome. For the population health of this server.
Thanks.
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Re: PVP improvements
Not enough people for a second castle yet. Siege point system will remove the whole waiting until last minutes to attack and reinvigorate it to be a move active siege throughout the full hour. I don't care for arena based pvp as I'd play a different non-open world mmo game for that. There should be some changes to increase pvp or general player interaction with each other outside of siege.
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Re: PVP improvements
The thing is not everyone plays Lineage for PvP.
I have some compulsion disorder, and grinding satisfy a great deal. There is people that likes pure PvE.
Even though, I like to PvP. And I sure can relate to people that plays to PvP.
I would say that "point system" is exploitable if its based on KDA. But thinking about it, easy to solve: timer on holding guard tower. The pledge who held the longer the control, owns the castle.
This kills two birds with one stone, because the defending pledge has the start bonus time. Declaring and taking it would neat at least a couple of minutes at least.
About COI ganking. Also found a resolution thinking about it... If you are COI-detected there is 5% chance that COI evaporates. Simple as that. You want to COI gank? Fine.
It seems harsh, but, that would COI a real strategic and tactical value.
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Re: PVP improvements
What about DEs and Mages ? Are they going to evaporate when using Invisibility spell ? lol...
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Re: PVP improvements
If you want to increase PVP, lower the possibility of something terrible happening when you do it.
In most of the games where there is a ton of PVP, there is virtually no downside to dying.
If there was no exp loss on death/item drop, etc etc. You'd see people fighting more. However, in lineage, dying fucking sucks, so people will avoid it.
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Re: PVP improvements
However the sting of exp loss is what makes pvp rewarding.
As far as dropping goes, i always thought of it as a way to keep the assholes in check. You go around noob bashing, you're putting yourself at risk of dropping your stuff. If there was 0 punishment or risk of drop no one would care if they went red.
I fight for the rights of all dark skinned elfs.
#DE'sMatter
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Re: PVP improvements
There will be an anti-coi gank measure added to the next update. Nothing game changing, but will help players avoid getting ganked constantly, while not removing it entirely from the game.
Edit: I already cleaned up this thread once, I really enjoy reading suggestions and feedback from the community. Anything in the "Suggestions" forum that trolls, bashs, or even antagonizes will be removed. There is ZERO reason to call out someone, or a BP for anything in the suggestions forum. Productive posts only please... they make a difference, we read them all.
GM Charles - Global Admin & Developer - Server / Website
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Re: PVP improvements
Making COI so it evaporates isn't that great of an idea honestly. If you wanted to stop COI pks just add a 2-3 second delay on attacks/spells when people get detected out of COI. Problem solved. If you can't escape after that you probably deserve to get pk'd.
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Re: PVP improvements
I think the biggest problem affecting PVP is the population. On live there were at least 200 players at one point, and the amount of areas to grind in were considerably limited (at least when I played).
I would like to fight, but I am at such a low level, comparitively, I can barely hit most enemies - and that is another issue, level discrepancy. I understand that investing the most time reaps the most reward in Lineage, thus the opportunity cost of fighting when I could simply venz and continue grinding elsewhere to catch up, is tantamount to dying in game. The biggest problem with this is that even with a softcap of 72, there were people level 75, two months after the server launched. How anyone who gets to play < 10 hours a week is supposed to compete with that is beyond me. I am not suggesting that getting high level can't be done or that those that can invest > 20 hours a week be penalized, but this is no doubt affecting my and others', likelihood of PVP. That being said, I recognize who and when I should and shouldn't (attempt to) fight. Especially considering the most likely outcome is that I will die, I venz ASAP in most scenarios. I am pretty sure I'm not alone in this sentiment, thus the COI ganking.
Possible solution: Seeing as GP is the best place for exp, adjust GP such that once you enter it the timer starts and continues until it expires regardless of your whereabouts - eg: enter at 5pm UTC close at 8pm UTC for the player; timer resets with server. Deny the usage of invisibility and random teleport in GP, except for the first ten (arbitrary) seconds of entering a GP floor. Allow the npc of GP to grant players access to their desired floor to circumvent the need for RTP to get to 2f/3f/4f.
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Re: PVP improvements
For people with limited playtime - I'd suggest adding more than 200% stacked rested XP. Maybe 400-600% as a catch up mechanic to make it easier for those with less play time.
This can be staggered as well where you can only stack up to 600% under level 65, 400% under 72, etc.
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Re: PVP improvements
K like where shitcoins is going with this 200% rested is honestly worthless once your 73 +. I just played my knight the other day for the first time in weeks and had full rested and mushroom soup gain a whole 1.5 % when rested was gone. That being said I am not complaining about the xp but maybe taking rested away completely once you hit the soft cap? Maybe allow it to stack much higher for under softcap? Maybe put in potions you can buy and use if under 72 to fill rested? I have seen these on other servers and if the goal is the bridge the lvl gaps so they 2 can pvp then I don't see any harm.
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Re: PVP improvements
Trying to mitigate level differences, which is a huge core of lineage, is probably very difficult at best and impossible at worst without instituting a literal hard level cap, as in you cannot level past it at all.
that said, you could institute buffs or pvp gear of some kind to say mitigate the issue a bit, however the core of it is that very few people will want to fight if they can lose because they risk dying.
more people will fight even if they are 50 and their opponents are 75 if they have no risk to do so.
a lot of the argument around we need to have people go chao and drop stuff is still sound and we can still have that mechanic, but if there was no penalty for a full lawful guy to die, more of them would do it because even if we ignored level and gear disparity some people don't fight because they suck at it or have bad connections.
They might be more likely to participate if that lag death in a fight didn't take anything away from them.
sure, you don't get the joy of knowing they lost exp when you kill them, but this thread is sort of about how to make people fight more especially when there is virtually no reason to do so, especially given a level disparity.
pretty much every game with healthy pvp has no penalty for dying in pvp.
like okay, if I got coi jumped or fought against a lot of enemies at once in gp and died, and I lost no exp, i would Poly back up and go down and keep hunting, fighting, etc etc.
right now, if I think I'll get coi jumped or will fight a lot, I don't go there at all.
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Re: PVP improvements
The main issue is the rewards you get out of fighting. After being more active in PvP the last 2 weeks than in 10 years.
1) There is a bunch of people that the reward itself is fighting. BBQ. I am pretty sure about that. SO fighting by itself satisfy them. Most of them have no hard feelings.
2) There is people that RMT/Service Level and will not engage a fight for fun. They have nothing to win. They might fight to get the control of an area if that reports benefits.
3) There is people that dislikes fighting. Literally. They play lineage to chill. Fighting stress them.
I personally fight for my ideals (what falls under the first category, fighting by itself is rewarding). You grief my pledge or me. I will fight. Sorry BBQs, you have fallen from the category of griefers. You fight for fun. I dislike some of your methods but it is what it is.
The thing is, PvP rewards shouldn't get buffed. Because: only one third of the population is legit fighting (third group is forced to fight) . But, Enforcing Siege PvP takes away the 3rd group because it is a eligible environment. You choose to fight.
- Guardian Turrets should regenerate.
- Castle goes to whomever held turret castle the longer. No matter if they had more casualties. This would encourage to actively participate the whole siege time.
- Introduce more sieges and customize castle reward a bit further.
And for GOD SAKE. Make mainland (or all) bosses random spawn greater like Kurtz or Phoenix or TOI. Either by time/location (actually location is important). There are probably still some RMTers enjoying freebies. All those fuckers that stood at Kurtz/AG. Want some names? do some select at the history tables and IP crossovers checks.For instance if Diamond Golem/CHAOS spawns in 3 different places in the dungeon forces them to ACTIVELY look at the screen. Not much time wasted because it is a small dungeon but it is a first step.