making PvPvE a true hybrid
Posted: Fri Jul 03, 2015 6:33 am
this is a great game but id hate to see it degenerate into a troll/grief fest, while the current deathmatch style PvP servers still have a place i think there needs to be a definitive difference between PvP and PvPvE hybrid with certain rules and options in place to separate the two and prevent all out death match behaviors in PvPvE, here is an idea on a system i think could work nicely and not only for this game but any other like genre game really.
Buildings are invulnerable by default and you can wage war another tribe and they must accept, in doing so the defenders gain a bonus to matts gather rate and the attackers gain bonus to xp when killing and destroying defenders, perhaps have battle ending bonuses, if the defenders turn the tide and win the battle the tribe gets a bonus xp hit and if the attackers win, well they get all that bonus loot the defenders snatched up. wars are won or lost by one tribe yielding, an option only available after a certain time and or conditions to prevent abuse. this will give a reason to both wage and accept war.
have pvp hot zones around cave and major resource areas where bases built are always vulnerable and perhaps permanent control point to capture and then the tribe gains ownership of all structures (beds included) in the zone regardless of who built it first. this will make the game flow quite well i think and give reason to attacking and give defenders a chance to out last the siege as well as tactically prevent players form blocking of resources.
To further add to to diplomacy and avoid work arounds:
For the character themselves have an option for low level players (level 0-10?) to be invulnerable to others attacks and unable to attack players as well (unless tribe is at war), but otherwise fair game in the wild as usual. This will allow new players to get a grip on the game and experience the joy before getting ripped apart by a high level player for the fun of it.
Have a tribal based rep system where if one tribe keeps attacking neutral member of another tribe to the point where the rep gets to low the leader of attacked tribe can wage automatic war which does not need to be accepted and then gets a "revenge" bonus that gives both war time bonuses but the defender gains nothing, this should help discourage tribes picking on others while in the wild.
can add an option to make treaties with other tribes or make temporary pacts so they cant harm one another to give tribes the ability to band together against the "owners " of the resource spots or help out with a war without risking friendlies along with a rep penalty for breaking a pact or treaty early.
Define what a structure is, this is to stop griefers from laying down a single piece of thatch and preventing a whole forest from spawning, for instance, to be called a structure it must be wooden, be at least 4 connected tiles, fully enclosed and roofed with a door and frame. hopefully the time to take to construct this would deter greifers. perhaps a decay setting?
another option would be to minimize resource spawn area and add a no build zone around structures so that the tribe will always have access to basic resources .
Buildings are invulnerable by default and you can wage war another tribe and they must accept, in doing so the defenders gain a bonus to matts gather rate and the attackers gain bonus to xp when killing and destroying defenders, perhaps have battle ending bonuses, if the defenders turn the tide and win the battle the tribe gets a bonus xp hit and if the attackers win, well they get all that bonus loot the defenders snatched up. wars are won or lost by one tribe yielding, an option only available after a certain time and or conditions to prevent abuse. this will give a reason to both wage and accept war.
have pvp hot zones around cave and major resource areas where bases built are always vulnerable and perhaps permanent control point to capture and then the tribe gains ownership of all structures (beds included) in the zone regardless of who built it first. this will make the game flow quite well i think and give reason to attacking and give defenders a chance to out last the siege as well as tactically prevent players form blocking of resources.
To further add to to diplomacy and avoid work arounds:
For the character themselves have an option for low level players (level 0-10?) to be invulnerable to others attacks and unable to attack players as well (unless tribe is at war), but otherwise fair game in the wild as usual. This will allow new players to get a grip on the game and experience the joy before getting ripped apart by a high level player for the fun of it.
Have a tribal based rep system where if one tribe keeps attacking neutral member of another tribe to the point where the rep gets to low the leader of attacked tribe can wage automatic war which does not need to be accepted and then gets a "revenge" bonus that gives both war time bonuses but the defender gains nothing, this should help discourage tribes picking on others while in the wild.
can add an option to make treaties with other tribes or make temporary pacts so they cant harm one another to give tribes the ability to band together against the "owners " of the resource spots or help out with a war without risking friendlies along with a rep penalty for breaking a pact or treaty early.
Define what a structure is, this is to stop griefers from laying down a single piece of thatch and preventing a whole forest from spawning, for instance, to be called a structure it must be wooden, be at least 4 connected tiles, fully enclosed and roofed with a door and frame. hopefully the time to take to construct this would deter greifers. perhaps a decay setting?
another option would be to minimize resource spawn area and add a no build zone around structures so that the tribe will always have access to basic resources .