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 Post subject: Re: Smallpotting
PostPosted: Wed Feb 03, 2010 9:27 am 

Joined: Tue Dec 22, 2009 6:39 pm
Posts: 215
Location: Edinburgh
Well then, I suppose we will just have to wait to see what Luke does with your idea and see how it goes. For me though, damage taken as well as damage inflicted needs to be taken into acount when calculating experience to make your idea a real winner. If so, then you have a system that motivates players to fight proper battles.

I just don't think many players cared that much about getting on the win kill leader board but maybe if there were prizes for that or something it might become more important than leveling for some of them at least and make players think about whether they should let other players kill them or not but then there would probably still be players who would be willing to sell smallpots for gold or they might trade smallpots against unequipped battles so that one party gets more victories and the other gets more experience. It does sound to me like a way to still give players some reason to keep smallpotting and I'm against that. Anything that makes it worth rigging a fight spoils the game I would say even if smallpotting and unequipping players did keep the game going with their donations.


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 Post subject: Re: Smallpotting
PostPosted: Sun Feb 07, 2010 3:25 pm 

Joined: Thu Dec 10, 2009 5:48 pm
Posts: 98
i love vimes' idea...

it's gr8

now, there's another question i got.... if ur in a bg with a mage, could ur mage friend heal u after battle, or in battle for that matter, u know in a way to make mages more useful in pvp to begin with. The best hting to do tho, would be to make it so u could only be healed in battle if u were battling a currently online player, otherwise it would be a random heal post battle, this would cut down on the number of exploits ppl r doing on the system. And obviously if the mage is dead, u can't heal.


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 Post subject: Re: Smallpotting
PostPosted: Sun Feb 07, 2010 4:58 pm 

Joined: Tue Dec 22, 2009 6:39 pm
Posts: 215
Location: Edinburgh
Another one that says he loves Vines' idea without actually explaining why it's a good idea and not actually something that would just make it worse.

Sorry to keep repeating myself but the main problems with it are as follows.

1. Players could just unequip instead of smallpot.

2. It makes it pretty pointless to attack anybody you can't beat with one PVP. That is an extra reason for players to want to cheat instead of fight real battles and even with real battles it makes PVP all about beating up people that you are stronger than.

3. However the pride bar is divided up it isn't really going to result in anything more than a situation where there actually wouldn't be that many people there that weren't dead or in full health except for people that were too lazy or unable to heal and even where that might happen it is hard to see how it improves the game in any real way.

I'm not sure about your idea about mages either, although it is something that I have thought about. Mages are usually the first to die in PVP, so they are hardly ever actually going to be alive after a battle to do any healing. I'm not totally against bringing magic into actual battles but that would make the whole system a lot more complicated depending on how many spells were introduced and then you move towards making mages the most powerful class in all parts of the game. If anybody can use spells in player battles but mages were just best at it it might look more interesting on the screen but not really make much difference to the outcome of battles. I don't really see it doing a lot to stop cheating anyway because the other two classes did most of the smallpotting and mages would probably just be booted out of battlegroups by players that were trying to rig a fight if mages were the only ones that could do the healing and it was hard enough for mages to find a BG as it was.

I really wish that you guys could see that it simply isn't good enough to just have more "varients" in the game instead of tackling the problem head on. It looks very much to me that we will just have the same situation again where certain exploits will "become part of the game" and nobody that won't want to join in with that rubbish will have any chance of becoming one of the "top players".


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 Post subject: Re: Smallpotting
PostPosted: Mon Feb 15, 2010 10:41 am 
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Joined: Tue Jan 19, 2010 8:03 am
Posts: 20
Im not saying it would be a perfect cure for the game Risk...But i think it could better the game.
Im not sure...but are you actually looking for a game where MB's are the only form of battles??
Because, any implemented plan for PvP's has one major floor....Gamers are not all honest...and those that are, are even prone to a bad decision....
No matter what the starting point..There will always be those that search for the easiest way forward. :)

_________________
Im old!!...Whats your excuse???


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 Post subject: Re: Smallpotting
PostPosted: Mon Feb 15, 2010 2:04 pm 

Joined: Tue Dec 22, 2009 6:39 pm
Posts: 215
Location: Edinburgh
Not at all. Player battles were my favorite part of the game and I have suggested elsewhere in this forum things like automatic pride regeneration to improve the player battle situation and give players more chance to do it. I'm just concerned that your idea with the pride bars gives players more incentive to unequip instead of smallpot and it does take away something I quite liked about the game, which was the fact that it could be worth trying to bring down someone stronger with more than one PVP. I often left people that were weaker than me alone because they were just small fry that I wouldn't get much exp for killing but with your idea it's going to end up with it only being worth attacking weaker people.

It will totally change the game I think but not stop players from fighting mock battles. As I have said, I would endorse your idea if experience was calculated from the amount of damage the winner of a battle took as well as dealt out. I don't see what's wrong with that. It seems like the best way to do it to me. I'm not even sure that the pride bar thing would be necessary if experience was from the amount of damage the winner took. That's how I would do it anyway.

I can see some merit in your idea but on it's own I don't think it really improves the game. What I think is that there also needs to be reasons for players not to want to be killed and I think the ideas discussed by Garlaanx and myself in the Automatic pride regeneration thread about that could make PVP much better. I don't want the game to be all about monster battles and I'm hoping that all aspects of the game are going to be more fun and challenging and that there will also be other things to do involving things like armies and professions that will be coded this time. I am just pointing out the problems where I see them and saying what I think would improve the game. I don't expect the game to be perfect and I'm not kidding myself that Luke is going to pay much atention to anything I have to say but I'm saying what I think anyway.

I do have some doubts and I'm not one of the many people that are saying that they will be happy with the new game whatever it's going to be like. I'm only one guy and Luke isn't designing this game for me but I don't think he would have finally decided to do this reset if he wasn't trying to make a game that's going to apeal to more people and keep them playing, so the suggestions I'm making aren't all about what I want but what I think other people might like as well. There are a bunch of things that I personally don't want but I've hardly said anything at all about them because they have to do with graphics and that sort of thing and I would really be wasting my time complaining about that.


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 Post subject: Re: Smallpotting
PostPosted: Tue Mar 16, 2010 4:18 pm 

Joined: Tue Mar 16, 2010 4:04 pm
Posts: 27
Kiez wrote:
Well, in retrospect, there is really no reason for a player (who is playing seriously) to use anything that would only recover part of their pride (PvP HP), so in future, the ways of restoring your life and health in PvP will be a full restore or nothing at all.



You should set level limits on potions.


Say that a small potion would only be for levels 1-20.

Then at level 21 you would have to use medium potions. (21-40)

And at 41-61 large potions. Or something along those lines.


This would make it so people would have to buy the more expensive item and it would be a fix to the "smallpotting" problem.


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