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pvp in the wilderness ideas

PostPosted: Fri Oct 24, 2014 8:58 am
by ericbomb
I think these would go well together but they could be by themselves also.

I think when someone who's not your kin appears on your minimap (or in range of it) you shouldn't be able to log off or teleport unless you are on a friendly claim/town (or you're by your leanto). Would probably need to give some debuff so people can quickly see on their status that a potential threat is nearby.

The second part is when you meet someone outside of boston who is not on your friends list or part of your town, intense (but not very loud) background music should play. Could become more intense the closer the target is (should have option to turn it off though if you really don't like it), or it could be like the pulsing of your heart or something like that, as your adrenaline starts pumping as you feel the presence of an enemy.

I think they'd work well together because not only would they both make pvp more intense, but the music would give warning that crap is about to go down if you don't use a player radar. But those that do have a radar wouldn't have an advantage because once an enemy pops up on the radar they're already locked down.

Re: pvp in the wilderness ideas

PostPosted: Fri Oct 24, 2014 1:47 pm
by MarpTarpton
Image


Part of my likes this, but part of me also thinks the inability to teleport while trapped in combat and the recent Snare debuff makes it so that, in the event a character is willing to drop their inventory, they should not be forced into a possible altercation just because they are being approached. Or, from another angle, I don't think the game is lacking because people can port prior to being engaged in combat. Perhaps in people porting out goods while being raided, but I think there are better ways to handle that scenario than this.

Why do you think this is necessary?

Re: pvp in the wilderness ideas

PostPosted: Fri Oct 24, 2014 2:15 pm
by Dallane
MarpTarpton wrote:Why do you think this is necessary?


Because getting someone into combat that you didn't summon is almost impossible if they aren't a total retard.

Re: pvp in the wilderness ideas

PostPosted: Fri Oct 24, 2014 2:54 pm
by Icon
Dallane wrote:
MarpTarpton wrote:Why do you think this is necessary?


Because getting someone into combat that you didn't summon is almost impossible if they aren't a total retard.


Welcome to Salem: the Clayet simulator, where everyone gets to run and hide behind indestructible walls and stupidly powerful braziers. I think the op has a great idea. Be nice to see some non-suicides on the leader board for once.

Re: pvp in the wilderness ideas

PostPosted: Fri Oct 24, 2014 3:03 pm
by Thor
OP +1

Re: pvp in the wilderness ideas

PostPosted: Fri Oct 24, 2014 5:49 pm
by trungdle
30 sec channeling?

Re: pvp in the wilderness ideas

PostPosted: Fri Oct 24, 2014 6:55 pm
by Darwoth
the bigger issue is people logging out which does not even require them to drop all their **** (which at least still takes a few seconds), porting is a minor secondary annoyance in comparison.

there needs to be a logout timer.

Re: pvp in the wilderness ideas

PostPosted: Fri Oct 24, 2014 6:57 pm
by JohnCarver
We will most likely be adding a logout timer to go hand and hand with the new inheritance system.

Re: pvp in the wilderness ideas

PostPosted: Fri Oct 24, 2014 8:37 pm
by agentlemanloser
Yes, a logout timer, even a short one, would be enough to correct this issue. If the game ever develops to the point where the official client is robust enough to be the only one allowed use, then another simple solution, having a person with tracking or some related skill turned on not show up on the minimap while stopped or creeping, would partially correct the other minor inconvenience, since both really just revolve around how close one player can get to another before the panic button is hit.

Re: pvp in the wilderness ideas

PostPosted: Fri Oct 24, 2014 9:01 pm
by ericbomb
Just from seeing the scalp thread it seems like almost all deaths are either

A. Newbs who don't realize the correct course of action is alt f4 when you see someone on your minimap

B. Summon kills

I guess it's possible two people both looking for a fight sometimes run into one another. But how often does that really happen?