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How much do you enjoy playing FOnline?

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Onion:
I foresee adding people to gangs just for XP for holding town

Solar:
Well, this system is bit harder to give xp for keeping control because of the mechanics. I suppose one thing could be getting xp for killing Militia  ???

Sius:
Well TC is still rather high lvl feature and the main problem is to get from 1 to 15 lvl. At that point chars are getting useful more or less (depend on the build) so they can take part in bigger actions or lvl on their own by regular means.

The reason why something like low lvl PvP does not exist is that low lvl PvP chars or pretty much any low lvl char is not killing machine. In fact they are dieing machines. Also level difference between players makes everything even more messy than it already is and when you PvP at mid level then you can always expect that higher or max lvl player will come around and you are pretty much screwed. But thats also shame because something like low PvP would be certainly fun with worse gear etc. But I can't imagine how to implement such thing when we can't see our opponents level. Anyway things like PvP grounds (check my signature) could represent some kind of an exp gain for PvP chars. You join few fights in such PvP arena and reward would depend on your level scale. Lets say that players from 6 to 11 lvl would be able to join only something like "training ground" with no real reward from winning but some nice exp. From 12 to 17 lvl they would be able to connect to certain PvP arenas. At these mid levels they could be rewarded only with caps and/or exp (maybe possibility to choose between these or combine them). At higher levels 18-21 they would get also items as reward or maybe something like title to their name (when it comes down to tournaments then maybe cars as reward etc). Anyway PvP statistics should be implemented to "Kills" tab in pipboy. Number of killed players, deaths (not from environment), "honorable" kills (kills of players at your or higher lvl) etc. So when number of you "kills" exceeds number of "honorable kills" like 8 times you will get something like "Chicken" or "Psychopath" as prefix to your name (or just like player flag meaning we get reward for killing such guy or something).  Such features could make competing in PvP even more interesting.

Anyway leveling up PvP char in regular world using some "natural" means is tricky. Even when you find something that could work like source of exp its always hard to balance it and there is always abuse issue. But PvP/training grounds that stand apart from regular world could be easier to balance and abuse issues would be also not such threat there. Anyway if devs would just consider something like alternative means of exping for PvP chars or such training/PvP grounds then it will be more than appreciated.

Kilgore:

--- Quote from: JovankaB on April 04, 2010, 01:34:51 pm ---Hmmm, how XP for holding town is exploitable (if it's given for every hour of keeping control for example)?

--- End quote ---

You said that all gang members would gain exp for TC. So now:
1. if it's big, it would lvl up all alts, which you don't like so much,
2. if it's small, it doesn't matter, so it's pointless,

But yeah, gaining exp for killing militia seems a better idea, since players have to pay for them. Still, you need to consider the possibility of killing your own militia for exp and then buying more of them as some kind of an exploit

The idea of creating "PvP training grounds" in order to gain experience by killing others is even worse. Imagine 5 people joining the fight and dying to their buddy to let him exp quickly.

Sius:

--- Quote from: Kilgore on April 04, 2010, 02:16:52 pm ---The idea of creating "PvP training grounds" in order to gain experience by killing others is even worse. Imagine 5 people joining the fight and dying to their buddy to let him exp quickly.

--- End quote ---

Well the main strength of PvP training grounds is that they should stand apart from world and they could follow their own rules that are not possible to apply in rest of the wasteland (not loosing stuff with respawn, faster respawns etc). Maybe it should not be only pure PvP but mix of PvP and fight based PvE where you as group of players that joined the fight have to complete objectives such as infiltrating/defense of some fortress and AI would be your opponent (or combination of players and NPCs on both sides). That would leave real PvP battles only for higher lvl players. Anyway main problem with these is how to implement something like this with current game mechanics that are really nightmare to work with (insane balancing, a lot of abuse issues have to be taken in consideration etc...).

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