Our process will now enter second stage. I think this stage will be far longer than previous stage. Until i will create special thread, i want to discuss here about the form of stage two. If we look to the PvP constitution, it is divided to some chapters, so one way how to start, is start discuss about every chapters.. But, they are connected, so maybe it will be impossible. But i see major chapters there: balance and fight style (the result of combat should not depend on your character stats, but it should depend on your fight style). So this could be a good topics to start. So maybe players could post their view over this topics, every player in one (big) respond to thread i will create
Yeah this is good chapter to begin with.
As Sius said we probably going to have to revisit our perks, stats and skills influences on player character. Because right now our perks and skills decide exactly how accurate, damaging and resilient you character is.
Following changes could take place:
1. Skill maximum reduced to 180-200
2. Skills and stats mainly unlock you perks, crafting options and profesions, rather than strongly change your performance.
3. Perks provide you abilities, passive or active. But not direct damage buffs, not direct hp and DT buffs. Indirect damage, ac and such buffs are okay.
4. Players should get a wider variety of perks to choose and more perk slots. They should also be forced to take not only pvp or utility perks, but both.
5. Minimum and maximum hitpoints are balanced. Same with carryweight and action points.
Reasoning:
1. anything over 200 in one skill is unnecessarily big. Nobody wants to play a character that can do only one thing well, it strongly encourages alts.
2. High skill% no longer means that you always succeed. It will depend on your enviroment and opponent's reactions. Having only some high number decide your success is very bad game mechanic. As was seen by the outrage caused by sneak, steal every now and then and long ago parley. Parley was very good example of what will happen if we let our skills determine the outcome of out conflicts.
3. The reason why perks shouldn't just give +2 dmg per bullet is because the game strongly encourages taking them if a player wishes to participate in pvp. +25 to carryweight won't save you from bullets the same way as toughness. The trade off isn't fair when it comes to pvp and utility perks. The new perks could provide new abilities that were case sensitive and useful only if the player knew how to utilize them. For example you could get additional ac when behind cover, or faster reload when you havent moved for a while or additional damage when shooting stationary enemy. This kind of abilities encourage players to choose a style how to play. Rather than just enjoy the benefits of passive damage enhancers.
4. We need more perks to create differend characters. We also need to force players to choose combat perks and utility perks, not just single type. So I suggest that Player could get around 20 perks overall. 10 pvp related perks which are unlocked by his skills and stats, and 10 utility perks. Utility perks would be like strong back, pathfinder and mr fixit.
5. Nobody wants to pvp with weak character. Like sius said, everyone must have the potential to pvp in his character even if he doesn't want to. But also everyone has the potential to do other than pvp related things even if he doesn't want to. Players musn't be allowed to cripple their character too much from one area and relocate that potential to another. Just like real humans can't just make themselves deaf, mute and retarded but get super duper eyesight. Everyone must have the basic necessities for simple tasks. Like talking to npcs.