#3's definitive solution.
Borrowing from a dying MMORPG, but the one online game whose PvP is actually done right...
Any person dealing damage cannot leave the scene. This actually requires you to be semi-intelligent about targets, instead of alpha/run on anything you see. More standoffs occur with a bit more drama, and only people confident enough will actually trigger combat. Another intriguing scenario is what happens when an org begins to get attacked. Why? Tactical retreat actually plays a role. Don't begin assisting combat unless you actually think you can save your teammates. Three things could happen...
A) You win, good.
B) The teammate(s) you were helping out has died, and now you are alone and cannot zone.
C) You realize things are not good, and are able to zone because you retreated instead of staying with your mate.
Examples:
Tom zones into 2HO and sees a ton of enemies. He gets attacked, he zones out.
Tom zones into 2HO and sees 1 enemy. He unloads, then realizes there's more than 1. He tries to zone, but can't.
Tom zones into 2HO and sees 1 enemy. The enemy initiates combat on Tom, then Tom retaliates. Tom gets to 10% HP and cannot zone out because of retaliation.
Tom zones into 2HO and sees 1 enemy. He kills the enemy, but while they were fighting, a ganker stepped in and began to attack Tom. Tom can safely zone out.
How long does the no-zone feature last? Either until
1) The person you attacked is dead.
2) Your dead. : )
3) Two minutes after the last damage occured. This would apply to DoT's as well.
Healing does not apply to this because it's not a damage dealer. One person can have many, many doctors heal them while in combat - and those doctors can safely zone out.
Does it make sense from a real-world logistical standpoint? No.
Is this the real-world? No.
-Drenaline
Re: Drenaline, I disagree with your disagreeing
Quote:
Originally posted by Drenaline
I can see the high level players camping mob spawns now, waiting to take down lower level players. You're pretty much opening a blood bank and telling Vampires where to find it.
Nope, wouldn't happen. Well it would, but that is why I said that high players don't get any loot for mobs that they attack that are gray to them. High level players camping low level sites wouldn't get them anything. Now high level players camping a low level site to kill the opposing side's players is not only possible, but encouraged.
Hold on now. I'm not smoking the wacko weed.
Benefit in the PvP zones should be side based, not individually based. In my example, the quality or quantity of items that you can buy from your side's store is directly related to the amount of material that is turned in to it. That material randomly drops off of mobs in the zone and is NOT related to the mob's difficulty.
Now say that you are level 200 and want some of the good items offered in the special store. You can go hunt directly for the material and turn it in or you can go protect a party of 6 other players that are lower level so that they can get the material. Doing the second choice would be the better choice over the long run because you now have 6 people collecting instead of just yourself. As they collect and turn the material in the quality and quantity of items that you can buy will go up.
So what you would have is lower level players hunting NPCs for material with higher level players protecting them. The opposing side might be doing the same or try to attack your "harvesters" to either steal their material or make them go elsewhere. In the end we have PvP that actually matters.
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Who would hunt? For what? 25% more XP? At the risk of losing your entire level because you got wiped by a 180MA who was bored of missioning? It's takes enough time as is to find a team of 6, let alone 6 with an entourage of defense, whose only goal would be to sit and watch you wack Discontinue Eyes for a few hours.
Well the extra experience is there for exactly that situation. It is to compensate you for the experience points that you WILL lose due to PvP. It will entice players into PvP areas. It is just a matter of selecting the correct bonus. If you are likely to lose 25% of you experience over time due to PvP, but get a 25% bonus, then it evens out and you are not penalized for hunting in a PvP zone.
As for finding someone to protect you, I covered that in my first response.
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Only uber players capable of defending themselves would be there. And that kind of defeats the purpose - you're just making uber players more uber.
The exact opposite will happen. The number of players in the zone matters more than the level or uberness. A level 200 player will be able to collect just as much material as a level 100. Since there are more level 100s in the game than level 200, it makes since for the level 200 player to not even try to farm material, but to either protect their own players or hunt down the opposing players. This gives everyone a role in PvP regardless of level.
Re: Re: Drenaline, I disagree with your disagreeing
Quote:
Originally posted by Crin
....high players don't get any loot for mobs that they attack that are gray to them.
No. Players should get rewarded for advancing in level, not penalized. They should receive the same loot, regardless of level, anyone else does off a mob they rightfully kill. Their reward is that they can mow these mobs down faster.
Quote:
Originally posted by Crin
High level players camping low level sites wouldn't get them anything. Now high level players camping a low level site to kill the opposing side's players is not only possible, but encouraged.
I didn't mean high level players would be camping mob spawns for the mobs. They would obviously be there to **** low level players, knowing that's where they'd be for XP. Hence the blood bank/Vampires analogy.
Quote:
Benefit in the PvP zones should be side based, not individually based. In my example, the quality or quantity of items that you can buy from your side's store is directly related to the amount of material that is turned in to it. That material randomly drops off of mobs in the zone and is NOT related to the mob's difficulty.
Ok, how about I do some missioning in Broken Shores, visit a few Tarasque Raids, get my Pads III quest done, hunt SD for MKII, and on my way home, I think I'll drop by 2Ho and pick up a super-uber item that other Clanners turned in materials to spawn. =/
Quote:
Originally posted by Crin
Now say that you are level 200 and want some of the good items offered in the special store. You can go hunt directly for the material and turn it in or you can go protect a party of 6 other players that are lower level so that they can get the material.
If benefits in a PvP zone are side-based, not individual based, as you say, why would a level 200 waste his time collecting items, or protecting other people to do it. He can just drop by, visit the store and leave. There is no need for *him specifically* to own any special materials in your plan. He can kick back, relax, and reap the harvest other faction-members have produced.
Quote:
So what you would have is lower level players hunting NPCs for material with higher level players protecting them. The opposing side might be doing the same or try to attack your "harvesters" to either steal their material or make them go elsewhere. In the end we have PvP that actually matters.
I agree that the premise of your idea is a good one. Higher levels protecting lower levels while both work to achieve an objective. This is how the entire planet should operate outside of city walls.
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Well the extra experience is there for exactly that situation. It is to compensate you for the experience points that you WILL lose due to PvP. It will entice players into PvP areas. It is just a matter of selecting the correct bonus. If you are likely to lose 25% of you experience over time due to PvP, but get a 25% bonus, then it evens out and you are not penalized for hunting in a PvP zone.
If it all evens out over time, no thanks - I'd rather not gamble with my XP and at the same time experience headache over headache of XP flushing down the drain.
Quote:
Originally posted by Crin
The exact opposite will happen. The number of players in the zone matters more than the level or uberness. A level 200 player will be able to collect just as much material as a level 100. Since there are more level 100s in the game than level 200, it makes since for the level 200 player to not even try to farm material, but to either protect their own players or hunt down the opposing players. This gives everyone a role in PvP regardless of level.
I think at the very core, material is an arbitrary object to be warred over. Change material to outposts. Provide XP bonuses to the side controlling the most outposts in a zone. Put a few, non-uber but better than average items in outpost shops.
Make outposts ridiculous to acquire - zero guards alive in the proximity, 0 opposing-faction members in a specific control room, etc.
The end result is a war over territory. Not petty, random skirmishes over material that you could get yourself at 4am in the morning.