gryneth
02-22-2009, 10:23 PM
First off, I put alot of time into thinking this out and have combined my knowledge of online mmorgs to create this pvp idea. If you don't like reading alot, you should skip this thread xD. Also, please read the whole thing before commenting ty :D. If it seems illogical in any way please post ways of improvement or a reason why the idea should be shot down. I'd appreciate it.
General Concept: Guild PVP. My idea is this: Create a non-sc sect of pvp strictly based on guilds participation. This should be divided into tiers(The tiers that are generally used for events) and the tiers should be decided by the average level of the party (minimum 40, armor adjustments to where low levels can deal no less than 10dmg to higher level players...ex: a level 40 neo with an ap6 weapon can hit a level 130 archmage for 10 dmg whereas the archmage can still deal its normal damage ratio to the neo. Minimum level applied for the sake of a lvl 1 xenian partying with a lvl 100 character and averageing at 50).
Rewards: Guild experience and player experience. I believe that the guilds should level up based upon its involvement as a guild rather than its individual players experience donations. As for player experience, I believe it should be given at a rate similar to this: (.05*x)/(100-x). This would ideally set a cap of 100 consecutive wins with a limit maximum of 5% gain per round. This would provide a bit of exp in pvp while at the same time not provideing too much. There aren't too many guilds in this game yet and it would take a bit of time for a guild to match another guild with its tier req. Not to mention this would provide a non-sc way to level by mere skill and make non-sc users happy.
Waits: Obviously, at certain times of the day people wont be on and there will be long waits and such...So to "pass the time" set 5 minute intervals between competitions and have a message pop up in the center of the screne with a countdown(before a warp to pvp). This way, people can still do there every-day grinding while waiting for a pvp match.
Class Bias: Naturally, if this was implemented any aco in a party would be targeted right off the bat. A simple way (I think) to help out the friendly acos would be to impose a skill Im thinking to call "Displacement."
This skill would basically release all aggros ( Or in pvp, when someone locks on the aco to chase him around, it would unlock the predators targetting system and force him/her to re-redouble click his/her targetted aco). This, in my opinion, would be no more biased than the neos invisibility skill. Acos should also get a skill I want to call
"Patient Spirit"
Defined like this: for 5 seconds, if target ally takes lethal damage, ally is healed for an incriment based on intellegence. Once guild parties start to get organized and use systems such as teamspeak or vent to coordinate spikes, minor heal won't be fast enough to catch it. Naturally this skill would have a recharge of 6-10 seconds so people aoeing can't survive on this skill alone. This would be ideal for Archers or Mage spikes utilizeing Amplification.
Pot Carrying Capacity: Limited to 100 Hp and 100Mp with an NPC based at each parties starting positions to replenish pots to its maximum when talked too. Other pots such as antidote potions are selfcarried or purchased at this npc? The pots given by the NPC would naturally be quest only based and be weightless or 2-4 pounds (my lvl 76 rogue can hold 100 potions total, so to make it fair, it needs to not make low-power based classes fat when picked up).
sz: None. However, upon being warped to PVP it should alot 10 seconds or so before the battle starts.
Like I said, I put alot of time into this, and I'm hoping to get some helpful feedback ^^ Thank you all for reading :D.
General Concept: Guild PVP. My idea is this: Create a non-sc sect of pvp strictly based on guilds participation. This should be divided into tiers(The tiers that are generally used for events) and the tiers should be decided by the average level of the party (minimum 40, armor adjustments to where low levels can deal no less than 10dmg to higher level players...ex: a level 40 neo with an ap6 weapon can hit a level 130 archmage for 10 dmg whereas the archmage can still deal its normal damage ratio to the neo. Minimum level applied for the sake of a lvl 1 xenian partying with a lvl 100 character and averageing at 50).
Rewards: Guild experience and player experience. I believe that the guilds should level up based upon its involvement as a guild rather than its individual players experience donations. As for player experience, I believe it should be given at a rate similar to this: (.05*x)/(100-x). This would ideally set a cap of 100 consecutive wins with a limit maximum of 5% gain per round. This would provide a bit of exp in pvp while at the same time not provideing too much. There aren't too many guilds in this game yet and it would take a bit of time for a guild to match another guild with its tier req. Not to mention this would provide a non-sc way to level by mere skill and make non-sc users happy.
Waits: Obviously, at certain times of the day people wont be on and there will be long waits and such...So to "pass the time" set 5 minute intervals between competitions and have a message pop up in the center of the screne with a countdown(before a warp to pvp). This way, people can still do there every-day grinding while waiting for a pvp match.
Class Bias: Naturally, if this was implemented any aco in a party would be targeted right off the bat. A simple way (I think) to help out the friendly acos would be to impose a skill Im thinking to call "Displacement."
This skill would basically release all aggros ( Or in pvp, when someone locks on the aco to chase him around, it would unlock the predators targetting system and force him/her to re-redouble click his/her targetted aco). This, in my opinion, would be no more biased than the neos invisibility skill. Acos should also get a skill I want to call
"Patient Spirit"
Defined like this: for 5 seconds, if target ally takes lethal damage, ally is healed for an incriment based on intellegence. Once guild parties start to get organized and use systems such as teamspeak or vent to coordinate spikes, minor heal won't be fast enough to catch it. Naturally this skill would have a recharge of 6-10 seconds so people aoeing can't survive on this skill alone. This would be ideal for Archers or Mage spikes utilizeing Amplification.
Pot Carrying Capacity: Limited to 100 Hp and 100Mp with an NPC based at each parties starting positions to replenish pots to its maximum when talked too. Other pots such as antidote potions are selfcarried or purchased at this npc? The pots given by the NPC would naturally be quest only based and be weightless or 2-4 pounds (my lvl 76 rogue can hold 100 potions total, so to make it fair, it needs to not make low-power based classes fat when picked up).
sz: None. However, upon being warped to PVP it should alot 10 seconds or so before the battle starts.
Like I said, I put alot of time into this, and I'm hoping to get some helpful feedback ^^ Thank you all for reading :D.