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
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