PDA

View Full Version : New PvP changes on Test


Itzena
05-18-04, 01:28 PM
Linky (http://eqforums.station.sony.com/eq/board/message?board.id=testing&message.id=627)

After reading over the feedback from the previous threads as well as Emails and other messages boards we’ve come up with a number of improvements to PvP that we feel will greatly benefit the balance and enjoyment of PvP in EverQuest. If you get a chance, jump on test and check them out for your self. We welcome any feedback from both experienced PvP players and new PvP players alike. If you’d like to test the changes, please log into test and talk to the local Priest of Discord and he will explain how to become flagged for PvP. Once flagged you can /testbuff to 25 and combat anyone else who has a red name. You can view the stats window with CTRL + P. There will be a PvP merchant available in the Bazaar.

Here’s a break down of the new additions:

-Scoring System

-Leader Board

-Rewards for PvP points.

-PvP specific Resist settings

-Modified Death rules

Scoring System

The new scoring system will award points to any player who kills another player. The points awarded will be based on three things:

1. Level of the killer

2. Scoring Modifier

a. Level Difference

b. Infamy Difference

c. Vitality score

3. Time since the victim has last been killed by the same player.

1. Level of the killer

Each kill has a base point cost determined by the level of the killer. All subsequent modifiers apply to this base number.

2. Scoring modifier

The scoring modifier is based on three things. Each of these factors results in a score that is then applied in whole to the point value of the kill.

a. Level Difference

For each level the killer is above or below the victim, the scoring modifier increase by one point. If you kill some one who is higher level then you, you’ll gain more points then you will for a lower level character. You will also subtract points from your modifier for killing a player lower level then you.

Higher level characters are more powerful, and should be worth more points. A victim must be at least level 20 to awards points.

b. Infamy Difference

Each time you kill another player, points are added to your infamy pool. At certain thresholds a player will gain an infamy level. When a player is killed, the infamy levels are compared and the killer gains a scoring modifier point for each infamy level his victim is above him. He can also lose scoring modifier points for killing someone who is of lower infamy.

Players who regularly PvP are generally of higher skill level then those that do not. This encourages players to kill other players who are of more equivalent skill.

c. Vitality

When a player is killed their vitality is set to –5. For each 5 minutes they are alive, they will gain back a point of vitality. This vitality total is added directly to the scoring modifier.

A player who dies very frequently is worth less points then one who stays alive longer.

Example:

Frizznik kills Rytan. Frizznik is level 60, while Rytan is level 62 for a level difference of 2. Frizznik has an infamy level of 5, while Rytan has an infamy level of 2, which results in infamy difference of –3. Rytan has not recently been killed, so his vitality is 0. Level Difference + Infamy Difference + Vitality = Scoring Point Modifier or 2 + (-3) + 0.

Each scoring modifier point adds or subtracts 5% to the base score. Normally Frizznik would gain 100 points for killing Rytan, but because of the scoring point modifier he will gain 95 points instead.

3. Time since the killer has killed the same victim

Players that repeatedly kill the same player will see a steep decrease in the amount of points a player is worth. They will gain half the points for the kill they normally would for each time they kill that player in a 24 hour period. After the score has dropped below 1 point, they will begin to lose points for killing the same player.

Leader Board

The leader board tracks the players with the most total PvP. A number of other useful statistics will be available in the leader board.

Point Rewards

Players will be able to redeem their points for equipment via a Lost Dungeons of Norrath style adventure merchant interface. These rewards will span from level 20 on up to 65 and include some pieces that are of elemental quality and possibly beyond.

A player’s total points is capped based on their level. They cannot gain more points once they hit that cap, although they can gain more infamy. There will be a number of consumable PvP items that will be focused on PvP combat, and will only function against other players.

PvP Resist Settings

Spells now have a specific PvP resist setting that only applies in PvP combat. This allows us to apply specific resist settings to certain spells that are either too effective, or not effective enough in PvP.

In addition there are certain spells that only function against other players that should help balance PvP combat where appropriate.

Modified Death System

When players die in PvP they will respawn in Shadowrest with Resurrection effects on them. The resurrection effects will last 5 minutes + 5 minutes for each negative vitality point at the time of death. This is an effort to contain both bind camping and bind rushing.

So there you have it, a break down of the initial changes to PvP. Many of the concerns about specific spells and classes have not been addressed directly yet, but the systems are in place to allow controlled tuning of PvP without effecting PvE combat. The changes will continue based on player feedback, and our own testing. We welcome any feedback you have on these changes. Jump on test and run through them if you have a chance.

-Ryan

Zeniken Dark'Assassin
05-19-04, 07:50 AM
I can't wait til these go live, I think if they really do what they are saying they will, this will have a big imrovment on the current PvP system. Hopefully they don't mess it up again.

Underdawg Darogue
05-19-04, 11:26 AM
Doesn't seem they fixed anything really they just decided to keep score.

Paddyo
05-19-04, 11:34 PM
They didn't fix much. As far as Sullon goes.

Now newts/goods will have an even harder time progressing through the planes, considering Hate will dominate POK/POT (If not with skill, with numbers).

Also, the way they make it sound, pvp is going to turn into bind rushing naked casters, just to grief people point-wise.

The whole point thing is retarded. Picture this:

A level 65 runs around, say a bard, with a level 20ish friend. He finds a level 40 of an enemy team. He totally messes up the level 40, ie snare, 5% health, slow, the works. The level 20 proceeds to kill him. Lots of points~

Anyways I am kinda tired right now so if none of this is making sense, I apologize.

The point of sullon was to have no level ranges, the whole point of leveling up is to gank greens. If people on Sullon wanted even pvp they'd obviously be on rallos/vallon/tallon, right?

Personally, if this goes live, I will be aiming for the lowest score~

Zaedorf
05-21-04, 12:33 AM
Modified Death System

When players die in PvP they will respawn in Shadowrest with Resurrection effects on them. The resurrection effects will last 5 minutes + 5 minutes for each negative vitality point at the time of death. This is an effort to contain both bind camping and bind rushing.

uhhh... :sick

Itzena
05-21-04, 05:32 AM
And the whining blubies on that thread win. Changes are 'postponed for a revamp' (read: cancelled). :cuss

Roll on WoW.

Itzena
05-28-04, 05:24 AM
There may yet be hope (http://eqforums.station.sony.com/eq/board/message?board.id=testing&message.id=1351&view=by_d ate_ascending&page=1)
Here’s another set of PvP changes we’d like some feedback on. Right now the plan is to have a beta server specifically for the PvP changes set up sometime in the next couple weeks that players will be able to copy their characters to and test out the new changes. All of the things on this list are subject to change, and we will likely be adding and subtracting things from it based on feedback.

-Stun effects will now cause a player to “fall off” their horse.

-Horses will no longer be immune to movement rate effects such as root and snare.

-The amount of damage done by archery in PvP will be increased to 80% up from 66%.

-Player melee mitigation will be reduced to 80% in PvP down from 100%.

-Spell effects will only be able to do a maximum of 40% of the target’s maximum HP.

-Melee combat range will be increased 50% in PvP

-Archery and throwing will work on the vertical access, allowing players to attack other characters who are significantly above or below them.

-Rogues, Monks, and Warriors will receive new abilities for use in PvP. This can and most likely will extend to other classes as the testing and beta progresses.

-Resurrection effects will be more potent from a PvP death in order to prevent bind rushing.

-Higher level spells will generally have a better chance of landing in PvP. This is to balance the prevalence of resist gear at higher levels, and lack at lower levels.

-Certain spells will have a different duration when applied in PvP. This is generally aimed at modifying the duration of severely crippling spells such as snare, enthrall, and root. Coupled with the modified resist settings, this should allow those tools to be used in PvP in a more balanced way.

-Dying in PvP will cause you to spawn in Shadowrest fully equipped. You will leave a naked corpse at the location you died, similar to low level deaths. We realize this would change the way Rallos Zek works, effectively removing item loot form the server, and are currently debating alternatives for that server.

-Pumice stones will make a come back, although limited by a recast timer, and perhaps other down sides.

-We’re considering modifying the way the team servers work to be more dependant on your guild associations rather then your race or deity selection. Essentially, you could attack anyone that wasn’t in your guild. This would address most of the balance concerns voiced over certain teams not having access to all classes, as well as the cross teaming issues that arise from the current team structures. We’ll have a poll up shortly to get an idea of how this would be received.

Again, this is an initial list and very much subject to change. We thought it would be a good idea to get it up and get some initial feedback from you all as soon as possible.

I took 500+ posts in the office pool. Don’t let me down!

-Ryan[/url]

Ryan says a couple of times that these new changes are supposed to be in addition to the earlier changes.

Hmm.

Also, bounty hunting (http://eqforums.station.sony.com/eq/board/message?board.id=testing&message.id=1532). ;)

Fricka
05-29-04, 11:15 AM
Interesting changes.

-We’re considering modifying the way the team servers work to be more dependant on your guild associations rather then your race or deity selection. Essentially, you could attack anyone that wasn’t in your guild. This would address most of the balance concerns voiced over certain teams not having access to all classes, as well as the cross teaming issues that arise from the current team structures. We’ll have a poll up shortly to get an idea of how this would be received.

They mention cross teaming issues but I see this as helping more in that regard. Now cross teaming guilds will be able to have their dark elves beat up on other dark elves. Yet another step further from "team server" or the old name "race war" servers.

The bounty system is funny, though we used to do that just arranged between players.

I'm going to be attending the Guild Summit mentioned here: http://www.thesafehouse.org/viewtopic.php?t=10355

Feel free to add anything to that thread you'd like to see addressed that I might be able to bring up with the devs etc that I meet, particularly in regards to rogues but not excluding other classes.