Other > Suggestions

PvP balancing, part 0., part 1., PvP Constitution

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corosive:
i like the pvp system lol i get my ass kicked everytime but its still fun

Drakonis:
Armors need to be enchanced. killing someone in 1-2 hits shoudl be possible only if he is not wearing any armor. Increase armor strenght so the fights lasts longer and are not just a who shots first/bypass armor fest. While making fights last longer= ammo should weight less and be cheaper and easier to make

also i vote for disabled turn based. or creating full TB/ RT SEPARATE servers.

Quentin Lang:

--- Quote from: Drakonis on May 01, 2010, 02:23:14 pm ---Armors need to be enchanced. killing someone in 1-2 hits shoudl be possible only if he is not wearing any armor. Increase armor strenght so the fights lasts longer and are not just a who shots first/bypass armor fest. While making fights last longer= ammo should weight less and be cheaper and easier to make

also i vote for disabled turn based. or creating full TB/ RT SEPARATE servers.

--- End quote ---
''Separate servers for...''
Have you ever noticed how many people play and are simulanteously online? 200 to 400. More servers? For splitting the community into different servers? Damn, i already want 2238 server have 600 people online, i rarely meet someone in places aside PvP (and all of them are known) and NCR (and thoes guys never leave NCR, cause ''wasteland iz harzh''). Also, separate servers just for combat mode? You could aswell make another server just for the heck of it...
Only-RT server wouldnt be that good, and only TB server would be fail for sanity, time and humanity.

Lordus:
 I tried to reduce the ideas into one complex list. If you want to add something, if you have any notes or you disagree with the list, now is your turn. After this sub stage (suggestions to the final view of basic ideas list) we can make a vote.

 IMO:

 1) Fonline should be a multiplayer game.

 2) We should create new PvP system (but use current SPECIAL, guns 3D models, enviroment,...). Because we want to make system, that should not be hard to realize. Only few changes (trait, or some minor perk) should be allowed.

 3) The fights should be longer than now. Not quicker but also not neverending story.

 4) The combat should be more tactical.

 5) There should exist various combat. This will allow to create combat more tactical.

 6) There should exist balance. Now, we have various combat classes, weapons.. but without balance, combat is not as much tactical, as it can be.

 IMO, in requirements of tactical combats, various combat and balance results into this:
 
  a) characters - There should not exist universal soldier class at one side (one char can use sniper riffles and minigun too), and also, there should not exist reduction like this one char = only one weapon = only one fight style. I know that you cant change your char stat and "purpose" (big gun, sg, ew) of your char if you reach level 21, but you can use various weapons

  b) weapons - almost every combat char (at level 21), should be able to use more than one weapon with very different kind of effect, that will allow you to choose your fight style. Also most of weapons should have ability to choose at least 2 kinds of their fire ability (single shot, burst,..)

  c) fight style - the result of combat should not depend on your character stats, but it should depend on your fight style. Even if enemy has bigger firepower, you should be able to defeat him, if you use your merits and enemy disadvatages

 7) The economy. Time the player spend in game.
  a) Economy benefits. Benefits from player ingame wealth, plurality of resources, should mean that player has bigger variety of choices, not that he has possibility to get more powerfull gun (in all or major attributes).

  b) Economy (the weapons, ammo price, avaiability (of professions/weapons/classes) should be balanced at the end of balance process.

 8 ) Everybody, not only power builds, should be able to join PvP combat.

 a) Everybody is wide term, in my point of view, it is somebody who has enough hit points, chars skill to use weapon's best effect and brain to use player fight style and maximalize the effect of this gun. Everybody is not nolifers only.

 b) This has also economy effect. Not only the expensives weapons and armors should be the neccesary items to join PvP and win. (point 8a)

 9) There should exist at least little similarity between game world and real world.
   I.e.: if you have pistol, short barreled gun, you expect that the gun will not fire to longer distance than rifle, long barreled gun. Or at night, you perception will be reduced than in day time.

 10) We are unable to balance 3 firearms classes and melee and unarmed class together. Lets focus on firearms and throwing.

 11) We should focus on realtime combat, not turn based.
 
 IMO turnbased is part of the game, i would not disable it, but i dont like it (you know, neverending combats, 4 hours long, when only player with no life wins). So we will focus or attention to realtime only, if there will be any negative side effect on turnbased PvP, we dont care. Turnbased is good mostly for PvE. We are unable to fix turnbased too.

Drakonis:

--- Quote from: Lordus on May 01, 2010, 04:06:01 pm --- I tried to reduce the ideas into one complex list. If you want to add something, if you have any notes or you disagree with the list, now is your turn. After this sub stage (suggestions to the final view of basic ideas list) we can make a vote.

 IMO:

 1) Fonline should be a multiplayer game.

 2) We should create new PvP system (but use current SPECIAL, guns 3D models, enviroment,...). Because we want to make system, that should not be hard to realize. Only few changes (trait, or some minor perk) should be allowed.

 3) The fights should be longer than now. Not quicker but also not neverending story.

 4) The combat should be more tactical.

 5) There should exist various combat. This will allow to create combat more tactical.

 6) There should exist balance. Now, we have various combat classes, weapons.. but without balance, combat is not as much tactical, as it can be.

 IMO, in requirements of tactical combats, various combat and balance results into this:
 
  a) characters - There should not exist universal soldier class at one side (one char can use sniper riffles and minigun too), and also, there should not exist reduction like this one char = only one weapon = only one fight style. I know that you cant change your char stat and "purpose" (big gun, sg, ew) of your char if you reach level 21, but you can use various weapons

  b) weapons - almost every combat char (at level 21), should be able to use more than one weapon with very different kind of effect, that will allow you to choose your fight style. Also most of weapons should have ability to choose at least 2 kinds of their fire ability (single shot, burst,..)

  c) fight style - the result of combat should not depend on your character stats, but it should depend on your fight style. Even if enemy has bigger firepower, you should be able to defeat him, if you use your merits and enemy disadvatages

 7) The economy. Time the player spend in game.
  a) Economy benefits. Benefits from player ingame wealth, plurality of resources, should mean that player has bigger variety of choices, not that he has possibility to get more powerfull gun (in all or major attributes).

  b) Economy (the weapons, ammo price, avaiability (of professions/weapons/classes) should be balanced at the end of balance process.

 8 ) Everybody, not only power builds, should be able to join PvP combat.

 a) Everybody is wide term, in my point of view, it is somebody who has enough hit points, chars skill to use weapon's best effect and brain to use player fight style and maximalize the effect of this gun. Everybody is not nolifers only.

 b) This has also economy effect. Not only the expensives weapons and armors should be the neccesary items to join PvP and win. (point 8a)

 9) There should exist at least little similarity between game world and real world.
   I.e.: if you have pistol, short barreled gun, you expect that the gun will not fire to longer distance than rifle, long barreled gun. Or at night, you perception will be reduced than in day time.

 10) We are unable to balance 3 firearms classes and melee and unarmed class together. Lets focus on firearms and throwing.

 11) We should focus on realtime combat, not turn based.
 
 IMO turnbased is part of the game, i would not disable it, but i dont like it (you know, neverending combats, 4 hours long, when only player with no life wins). So we will focus or attention to realtime only, if there will be any negative side effect on turnbased PvP, we dont care. Turnbased is good mostly for PvE. We are unable to fix turnbased too.

--- End quote ---

Only way to make it possible is to rework leveling/advancement system completly. Skill % should raise within skill usage.
You fire up some mantis with flamer? your bigguns will slighty advance.
After that you decide to switch back to your favourite(tagged) kind of weapons which is small guns and shot some mantis with a .223 pistol? Your small guns exp will raise(but better than in case of bigguns, since it was not your tagged skills).
After that you notice you are wounded because 1 of the mantis hve bitten you in your middle finger so you First Aid yourself. Your FA exp raise a bit(since its non tagged).
Oh look your weapon detoriated during the fight: you repair them and get some repair descent repair exp since it's your tagged skill.
(I allready suggested it somehere. also there should be % limit for tagged: 300% and for non tagged: 150% MAX. Of course reaching MAX in ANY skill should take WEEKS OF REAL TIME INGAME PLAYING. Imagine 2238 liveliness with such system oh btw. alts would be gone.)

Perk could be gained from quests that you meet requirements to make. Perks should be nerfed a lot(some) since it's just passive way to make a good character/
Overall lvl could stay and raise HP with each level. but still NOT MUCH. diffrence between a starting character HP and a END GAME character HP should be NOT THAT BIG: the biggest diffrence in how many hits you can survive should depend on your armor.

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