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All posts created by Chidar

Chidar
Nihimon
So, after all this, what you're really asking is "why won't you let us attack you without retaliating?"

I think that's a question that kind of answers itself.
I thought he was saying you can take truce agreements too far and stagnate the map, or am i deaf?
Chidar
How is the consensual pvp working out guys?

Admit it you need non consensual to create you some targets, otherwise you end up in a stalemate, and stagnated map.

Give me the power to concept design the pvp in this product! Else pve'ers will stagnate you all!

Just wanted to be provocative smile
Chidar
we the pvp'ers are already at the point of 'meh!'. From this point its just a question of waiting a long time to see and hope the pvp mechanics will work out.

After this i am more concerned about how well the engine will work out. I can see a switch of engines later with my crystal ball. And how long it will take to make this product with the number of programmers working on it. Strikes me there is a funding issue if only 4 programmers and a few creatives are engaged, whats that a budget of a few hundred k per year.
Chidar
i just added something to pvp section regarding mechanics - for debate.
https://goblinworks.com/forum/topic/2007/?page=1#post-18815
Chidar
I have another idea I am calling 'diminishing returns'…. 'DR'

It is new and fresh! Never seen it before in other mmo's. May be out there, but i have never seen it.

I think I am right on the table top gamer have some kind of religion / deity?

What if you tied your deaths in pvp to your deity, and dependent on you level of worship, depicts what you would get back in items on your deaths. Could also be linked to diminishing returns, up to a maximum of deaths before you end up at zero.

That way there is no need for a pvp control mechanic.

A person would die in combat and loose 10-100% DR dependent on their worship level. That way pve endeavors are protected to a certain degree. The pvp'er takes whats left on the husk. ~win win.

Link worship to quest pve stuff, simple as killing a number of a certain mob, like Diety 'A' wants the scourge of wolves knocked back, when you have x leather go pray. Gives another dimension to the need for combat.

Equally if a pk'er / pvp'er wants that kind of protection they also have evil deities to perform similar quests. This could be made harder for the more serious killing types, like 10-50% DR could be aimed at mobs, and the 60-100% DR aimed at successful murders/lawful killings of players.

It also adds a sliding scale of risk to performing pvp. For example if you die you loose a % of DR that you have to make up again. The more you fail at killing the more you stand to loose, else have to perform more quests to obtain DR before you attack a person again. This should slow down the non serious committed pvp'ers.
Chidar
I agree Doc.
The problem i think they have is striking that balance between mmo and table top. If their intention is to cover both markets.

BTW I am not playing PFO - but i am thinking and reading.

More proposals on this problem everyone, get your thinking caps on!
Chidar
Striking the balance pve-pvp - good ideas club!
Other interesting ideas under discussion:
A) Parle / request
B) Posture / emote
https://goblinworks.com/forum/topic/1990/

C) Worship / Diminishing Returns
D) Flagging / Time
(this thread)

E) Safe zones
https://pathfinderonlinecrowdforging.ideascale.com/a/dtd/Quasi-no-pvp-zone-around-Thornkeep-for-new-and-non-pvp-players/80452-30320

Hi all the following is a proposal for development - spent a fair amount of time understanding the problem of non consensual pvp in PFO, and came up with this potential aim:

Enable a flagging system for all PvP to be on (both consensual and non-consensual).
Make the default PvP on.
PvP Flag:
Add a timer for flagging on (pvp mode)(3 seconds) time enough to cancel, but fast enough to respond to a pvp attack while in pve mode.
Add a timer for flagging pvp off 5 minutes (long enough to cancel and think twice about it, but too long to try and avoid a conflict that you are already in).

PVE FLag:
Have the pve flag on (the one that takes 5 minutes to activate) last 1 or 2 hour - long enough to do some pve of your choice in safety.
Have the pve selection flag usable once every 5 hrs or so, to prevent constant running around in pve mode. (Auto switch off)
Color the person in a pink hue - as they deserve it (just kidding)

Alternatively add safe zones.

The aim is to enable pvp engagements of any type, at any time as default. But also provide some time for pve to be performed in safety for those who genuinely want to play PFO without player conflict. Should we provide for those table toppers who genuinely can not get their heads around pvp? Possibly for the table top revenue stream - yes.

For any PK'er or pvp'er that respects an honor system (which i think you guys want to promote), then this will be equivalent of accepting some people in pvp conditions who will normally surrender or run or just sit there and die, no contest no fun.

There may be a market to exploit by encouraging serious non-consensual pvp with some kind of balance like this proposed mechanic for the more gentle pve'ers that is not seen in other mmo products. If this is the way, then we must encourage challenging pvp with some form of pve safety, like safe zones or safe times. No PK'er that I know wants to kill someone who has no skill, or no fight in them, it is not challenging.

A twist to this would be to allow for the end stage of an escalation, or returnign a long distance after farming. By reducing the PVE mode to lasting less than 1 hour like 15 minutes, but increase the number of times it could be used like every 2 hours. that could be interesting.
Chidar
Chidar
https://www.youtube.com/watch?v=M5EJx8uGOzY

This is pvp. If PFO gets anything close to this i will take another look. I do hope very much that the pvp in pfo in terms of mechanics will mature to a level like this. But once you play at this level its difficult in an alpha to understand exactly what the end pvp style will become. Forgive me for taking a break right now - till i get a better picture of what ryan and crew intend.

Elsworth hit the nail on the head.

I just want to add a note for the dev team - there are green blobs in this example pvp combat vid being thrown on allies - these are 'cross heals' it adds an exciting interplay / skill and dimension to group pvp that you guys may want to consider in how tab targeting will work.

Although i am pretty glum atm i still have a twinkle in my eye for you guys and what you are trying to do smile.
Chidar
https://www.youtube.com/watch?v=M5EJx8uGOzY

This is pvp. If PFO gets anything close to this i will take another look. I do hope very much that the pvp in pfo in terms of mechanics will mature to a level like this. But once you play at this level its difficult in an alpha to understand exactly what the end pvp style will become. Forgive me for taking a break right now - till i get a better picture of what ryan and crew intend.

Elsworth hit the nail on the head.
Chidar
There is no real need to have faster or guarded roads.

There are so many mobs and resources that you spend little time on a road.
The fastest way to any long distance is a straight line, not a road, even if they were for faster travel I doubt it would be faster than routing direct.
What are you guarding against? There is not enough of a non consensual pvp threat to worry about. I would assume you can't hide behind guards if you embroiled in consensual pvp. Mobs are not a threat the AI is not intelligent enough yet, you can run past everything. even if non consensual pvp was in play there are too many roads to run to for guards /patrols, no non consensual pvp would ever happen, if implemented for every hex.
The only benefit for roads is moving heavy stuff, and that is not supposed to be fast.

If there were trash vendors between settlements on the road side , then maybe there is a reason to use them.