PVP would be great if there were abilities specifically for pvp, and battlegrounds where spawns would right against each other like dota.
items or buffs you could earn during the fight. Switches you could power as you win to activate defences; or as your losing bezerking abilities for side morale (its always fun to chunk enemies even when being overwhelmed).
so much awesome pvp (under team organising circumstances) specific storyline following material too, like witch doctor tribes battling it out where you could find the right amout of friends to follow you and activate the battle. All this would take alot of work to do though, and i wouldnt be suprised if they scrapped any ideas where not everyone would consider spending their time doing.
Here's what I would like to see from their PvP system: 1) When creating a game, you get to specify whether people can turn hostile or not as per D2. Default should be off. When you search for or auto join a game, you'll obviously have a filter for this as well. 2) In any game, should allow consensual dueling, including support for teams. 3) Locations in the game specifically designed for dueling.
Kieran, You're basically saying that people who don't want to PvP should not have the option of hosting and joining public games, or use the probable auto join feature that D3 will have. No, that's not a good outcome and besides Blizzard have already said that PvP will be consentual only.
The only way I can see the D2 type of PvP happening in D3 is by allowing two different types of games to be created. One where it's enabled and one where it's disabled (which would be the default option). This stops griefers coming in a PKing all the care bears who just want a PvM experience. It also creates in my opinion a better experience for the PKers because they'll be up against people who are prepared to take them on and will provide a greater challenge.
In regards to PvP rewards and battlegrounds though, that would be cool.
thats still wrong. Because when you get pissed and come back with a stroger guy, your encouraging it. I hate when people talk so much shit about one guy killing everyone, then come with a stronnger guy, AND KILL EVERYONE instead of the one guy. Its ridiculous. And everyone whos saying "oh make a priv game with friends" How often are enough firned on to play a fun game with more than maybe 3 people? And how many of your friends are NEVER busy and always on the same part your doing? Or always have nothing better to do than run with 2 others and have less fun. All of you saying, private games private games, are taking away a big piece of the game form other players, and that is the big open randomness of playing with others in full (or more than three people) games. Why not just make a fair mechanic so people who want to do that, can be safe, and people who want to duel cna do it consentually?
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Nobody can go back and start a new beginning, but anyone can start today and make a new ending.
Dorge are you new to Diablo? Obviously have some trauma to some past pk or pvp issues as you seem frightened to even fathom of it. Level in Diablo 2 means very little. A great level 9-29 can kill a mediocre level 90-99. A great level 30-50 can kill most decent 90-99's, a good 60-80 can hang in good 90-99's and from 80+ you have a shot atleast to kill anyone great,good,decent,ect. Depends on your skill with your character and your strategy used. And I have yet to see a game where I go to kill 7 people and only 1 duels me ha. People LOVE to jump on Diablo, they LOVE to call for help, and beside PK and PvP have built Diablo to be what it is and it is why it is still alive today, they have been slowly turning Diablo more carebear since Diablo 1 and obviously been listening to people like you who are scared of any conflict. Removal everyone seeing same loot removed excitement when killing monsters, removal of PK removes any sense of danger beyond monsters (Which in Diablo, I have never had an issue with ). Just look at all the patches made in Diablo 2, majority of them where to nerf and protect people from PK cause they couldn't handle it, example : Loot was taken away, No more taking random tps you needed party and your TP, no more instant wps, nerfed damage. There has been countless ways to save you kids from getting killed and yet you still manage to get killed it is astounding to me.
Besides the PVP options listed above, I'd like to address something else: game balance
I was sick of Barbs with the super high defense rating in D2 where I'd literally spend 15 seconds swinging trying to get 1 hit, only to get blocked. Barbs can have high HP and take less damage, but not hitting at all is simply ridiculous. I'm pretty sure a melee expert like a monk trying to hit you will succeed, since its his damn area of expertise.
Decrease spell damage. Oh, hammerdins, they can just spam it all day and not worry about getting hit because its a AoE spell and you'd get killed in like 2 hits. I wouldn't want to get blasted from a full screen away by lightning and get killed by a wizard if I was a barb without being able to retaliate.
Dorge are you new to Diablo? Obviously have some trauma to some past pk or pvp issues as you seem frightened to even fathom of it. Level in Diablo 2 means very little. A great level 9-29 can kill a mediocre level 90-99. A great level 30-50 can kill most decent 90-99's, a good 60-80 can hang in good 90-99's and from 80+ you have a shot atleast to kill anyone great,good,decent,ect.
are you ignorant? I have no trauma, sorry for wanting a fair game for all, apparently your a bully to cry that you cant rape pk anyone anymore.
Level in diablo 2 means ALOT. Heres the probelm with your statement. ANYYYY ANY ANY ANY character level 90-99 first off is impossible to be mediocre, otherwise youd never rank the hours to attain such a level. And sorry idc how bad you suck, a level 9 will never kill higher than a lv15 unless ur rlllllly lucky or a good lv15 barb. A level 30-50 cannot kill a decent lv 90-99, again, alll the skill to log such hours does not leave a lv 90 too ignorant to beat a level 50, sorry. Yea maybe starting around 70 your got a shot all aorund IF yopu know wtf your doing, but you must hang around some pretty sucky players if you actually believe that last post of yours.
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Nobody can go back and start a new beginning, but anyone can start today and make a new ending.
Blizzard have a serious job to do to make the pvp a very strong, balanced and organised PVP. Few reasons.
1. Diablo isn't about PVP, at least as its core feature, so the game design needs to be very open to make PVP a viable competitive mode. Which was not in Diablo / Diablo 2. At least for PVP games, I am not talking about PKing.
2. Another issue that the developper will probably face is that, unlike most pvp games, shooters ? la Unreal, RTS ? la StarCraft or other RPG and MMO like WoW and warhammer, players' characters hit VERY hard. In fact, they hit so hard they can kill another player in 1 or 2 hit. That makes the pvp very limited into any kind of gameplay skills. In another way, it makes the pvp a very fast paced game, and tend to promote pre-game strategies over thinking while you fight.
But, if blizzard wants to bring PVP to a certain degre where we could see real esport competition like we recently saw with WoW and some other rpgs. Blizzard will have to think of their game balance with the PVP in mind. The solution could be easy, make the monster hit stronger and boost player's hp or make the player hit less and lower the monsters hp, if of course Blizzard wants diablo 3 pvp to be a bit slower.
Thats why an entire seperate PvP area or even world-ish like an areana type deal would be nice. You could also work in people sitting in the areana like the roman collesium to watch the fihgts. Oh wait, I think weed rather spam the outside of a bridge to watch the fights.... No, areana sounds good.
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Nobody can go back and start a new beginning, but anyone can start today and make a new ending.
To improve PvP we should first ask WHY we PvP, and then ask HOW to improve it.
Obviously people will have different reasons why they like PvP, some just like to fight a new/unpredictable opponent, some people like to prove to friends or strangers that they're better or more experienced players than most, some just do it because they're bored.
But if the developers want to create a PvP experience that is more accessible and appealing to a wider audience they need to create INCENTIVE.
For players who might want to try PvP but are put-off by godly characters bullying them or just the hassle of rude players, I imagine a system where battle.net can take the character info from every player online at a particular time and compare the character level, equipment level, and total play time of those characters and create relatively even match-ups. Then, b.net can find you one or more evenly matched players (who are online and in public games) and tell you that (if you're in the mood to duel), you should do it with them. This system could work in that "arena" idea that people are talking about, or across public games through automatic duel invites or whispering. Those players can obviously decline if they wish.
I also think that in D2, dueling didn't have much consequence. I think there should be a system that rewards players for beating a character that is a higher level than yours, or is around the same level but has much higher item levels, or is around the same character level but has logged more hours than yours. I also think that same system should PUNISH people who challenge lower level characters to duels and lose. Since dueling is optional, if you talk trash to a player and lose when you have the advantage, you should be punished beyond the shame of defeat. The reward or punishment could be tied to gold or whatever, I don't know.
Also, a player's dueling stats should be visible to anyone who scrolls over that player. Dueling stats should include information on how many duels they have won, how many they have lost, how many they have initiated, how many individual/unique players they have dueled, and the average level of the characters they dueled relative to their own. For example, something like if you only duel characters that are the same level as yours, then your average opponent level would be 0 but if you only fight opponents who are 5 levels below your level (at every character level you have participated in duels) then your average opponent level would be -5. I would suggest for the "average opponent level statistic", that the weight of the average should be put on the duels that occurred most recently, so duelers couldn't boost their stats in either direction at a very low level. Or something like that. Those dueling stats would give players an idea of what kind of dueler their potential opponent is, without knowing what skills they use or items they have.
Wow whats with this topic that got you to post your first time, specially since u been here since last july Those are some good ideas id think, but some just seem hard to implement and control, a liitle too complex. I think myslef, atleast.
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Nobody can go back and start a new beginning, but anyone can start today and make a new ending.
True, I'm not a programmer so I obviously don't know my ass from my elbow, but I'd imagine that for guys as smart as Diablo developers, they can create software or code or whatever that organizes statistics that might already exist and show it to players online. I basically just want them to keep track of certain numbers and then show it to us. I think it could save a lot of people a lot of time too.
yea kindof kindof not, because if they got into it it would havve to track everyhting whch would mean lagg after every fight while its triyng to record all the informaiton from that fight that it needs to put out the new stats. And i doubt that they can all update fast enough to be relevant, and people can duel for a few hours on old stats before the new come in,a nd by then, those are old too waiting for an aditional advancement, I just think It would be hard to do.
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Nobody can go back and start a new beginning, but anyone can start today and make a new ending.
The game already does a million calculations when it comes to graphics and damage and movement and communication and everything else. I don't think adding a .1 to a stat in a line of code would be any harder than adjusting the statistic of hit points or mana during a fight. Also, if it DID become somehow too hard to do instantly, then the change in stats could happen at the end or beginning of each time a character is logged on or offline. I'd love to know if my ideas are really that hard to implement from someone who works for Blizzard or someone who writes code.
I highly doubt that in D3 anyone will be able to enter an open questing game and pk lowbies at will. As much fun as I might find that to be, I won't cry when its no longer a possibility.
That said, what I DO NOT want to see in D3 pvp is a whole lot of extra protections for players.
Frankly, D2 offers plenty of protections against pks. Use a passworded game and invite only your friends. If you insist on playing in an open game, then add level restrictions. If anything ever appears out of the ordinary, it takes only a moment to either port back to town or simply leave the game.
Its easy to blame the guy who pked you for not having a life, or somehow being frustrated and taking it out on you. Its a little harder to man up and realize that you were at least partially responsible. In D2 many pks can be easily prevented. Blizzard gave you the tools, which you chose not to use.
An enhanced pvp interface could pontentially offer many benefits such as a rankings system, prizes (I like what Nightguy1 said about INCENTIVE), as well as a way to prevent non-consentual duels. This interface should be designed in a way that it doesn't bog down or restrict pvp combat though.
Many players will still want the ability to join a game and start killing other players asap. If I join a full pvp game and want to take on 7 guys will I have to walk up to each of them individually, challenge them to a duel, and wait for all of them to accept? What happens when someone dies? Is the duel over, ending hostility? This would prevent naked killing, but at the cost of bogging down pvp combat. What happened to the days of joining a duel game and killing eachother until the sun comes up? Now every time I die I'd have to rechallenge all 7 other players. My point is simply that some mechanisms that might sound like good ways to prevent pks could actually hinder legitimate pvp combat. Blizzard should focus on the simple and elegant solutions, such as the ability to create a game where pvp combat is not allowed. If you don't select this feature when you make a game, and then you get pked, you have only yourself to blame. This is DIABLO. You leave the safety of town at your own risk.
its different than the general calculations the game does because none of it is really actually saved untill you leave a game. To monitor and watch and add and save constantly throughout would most likely lagg. And agian, if its only done when you logg off or back on, then everyone has a flase preception anyway, yuo couldve gone through 200fights since you alst logged in, and there fore its useless after the first few fights.
And i HAVE written code for game, ive developed code for small-ish ingame computers, and websites that keep track of different things, its similar to what youve suggested, and when too much goes through, or somehting needs to implemented and saved right away, it gets buggy. Not a guarentee, there running on a different system but its close to the general idea.
Heres a comparison to try to help expalin it better. The limit to bodies and other items on the ground, blood pools, smashed items, ectect. Theres a limit to what the memory cna hold, and thats why things dissappear after so long or so many, so expecting a system to hold, save, and remember all that information can get offwooven. The more fihgts somone goes thorugh before its supposed to be updated, the more it has to ty to hold on to. And if that number is greater, it looses info. Just like bodies and blood would dissapp ear, you will began to lose data on a fight at a time untill its all permanently saaved and cleaned.
-----------------------------------------------------------------------------------------------------and now to you, Rokcstar. The answer to yours has been give soooo many times. THE POINT OF THE GAME IS TO HAVE FREE AND OPEN PLAY. Not to be FORCED to have pass games and get to paly with 2 other firneds aat a time that are free for the moment. And level restricts dont do a whole lot either. Especially when some build ahve so much more over all others at same level. You cant descrimainate and say, owell you like a weker build, so even though were both lv60 my hammer pally cant come and rpae everyone here! Your missing the point. When it gets to the point where someone who paid monety for the game cant enjoy it RQGULARLY then something needs to be fixed. it doesnt work the way you want it to, you cant tell somone, hey somene came to YOUR game, and there fuckign with you, so YOU leave. No, that isnt fair to palyers. Then they FOLLWO YOU THROUGH EVERY GAME YOU GO INTO just like asses that like to shut down cow games. It doesnt work, evne leaivng the game and making a new one. NEVER should somone be forced to reduce there playing experiance to a locked game if they dont want to, just to avoid assholes, and never should an ass be able to follow you game to game by looking at what players are at which game. It needs major overhaul
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Nobody can go back and start a new beginning, but anyone can start today and make a new ending.
To some people 'free and open play' might mean free and open pvp. There are more perspectives here than just your own. You would do well to consider this because I guarantee blizzard is going to look at this from more than one angle.
Your problem here is not the pvp system, its the griefers. Even without the benefit of pvp, I still found effective ways of griefing in D2. Imagine you create an open game looking for partners to help you kill andariel. By the time your party gets to the bottom of the catacombs you realize that I've already been there with my 99 sorc. I didn't join your party and I've killed andariel. You are now unable to complete the quest in this game.
Seriously, I could probably grief you by simply joining your game and refusing to be a part of your group. That way you couldn't have a full party. If the goal is really to have 'free and open play' then there can be no rule preventing my freedom in your open game. That means I can join and choose not to participate in your quest, or that I can go and kill quest bosses on my own.
Some people might consider it griefing if I join your game and spam a bunch of nonsense or dirty language. Worse yet, I could join your brand new game titled "kill meph" and make your whole party leave simply by telling them that mephisto was already dead.
The only way to prevent ALL forms of griefing is to create a passworded game. If you don't like it then come up with a better way. If you insist on playing in an open game then you're just going to have to live with the fact that some players aren't going to do exactly what you want them to. That's free and open play!
Suggesting a system that restricts pvp isn't much of a solution. Pvp becomes less fun and we still have griefers. You've managed to make the game less fun without even solving your fundamental problem. Maybe they won't be able to pk you, but I think I've demonstrated a fair number of ways to ruin an open game without pvp.
So I invite you to enter some constructive conversation. There's really no need to tear down nightguy1, I really think he had a lot of interesting and cool ideas. If you think they'd be impossible to implement then why don't you suggest a way that they could be modified in order to make them achievable? If you really don't like that I suggested the use of passworded games, then why don't you suggest a better way to prevent griefing while improving pvp. It seems that you came here to talk about griefing (or pks), and not legitimate pvp, which is actually the topic of the thread.
Let me make some suggestions and see if they would be feasable in DIII:
1.) Simply have an eable/disable PvP upon map creation. If people want the risk, they can have it. IF people DON'T want the risk, they won't. IMHO, why force someone to PvP that really doesn't? The only ones that complain about it most, that I have seen, have been the griefers. This function limits their "prey" to just the people who want that type of PvP excitement and most of the time they are often more challenge than the griefer wants.
2.) ADMIN FUNCTIONS: Whoever creates the game can make changes on the fly. If somebody griefs, then they can be kicked and/or banned. I know it could be abused. Say if somebody was kicked because the admin didn't like the fact he got a good drop and the ADMIN wanted to claim it, make it where either the player can recover that loot later or just make it disappear so that no one else can get it.
I've heard the suggestion of the PvP enable switch mentioned MANY times, but never about admin functions. IDK, some enjoy the open games. It adds extra challenge, but I just don't see why people would want to make everybody else play that way that DON'T enjoy having the risk of being PK'ed when the least expect it. PW locks only work for just people who want to play with friends they know, clan meetings, etc.. It's like locking the doors of your house to keep theives out. Makes one paranoid in the end.
Silly Idea. Imagine joining a game and getting kicked for the HELL of it which I am sure 99% of "Bored" players will do, it would be abused on more ways than you think. I for one don't want to have to second guess people and "be nice/suck up" to the admin of the game incase he kicks me...
We often have to do that anyway with LOTS of other games with PvP orientation. Besides, if you are just kicked from a game with people you don't know, it wouldn't really matter would it?
items or buffs you could earn during the fight. Switches you could power as you win to activate defences; or as your losing bezerking abilities for side morale (its always fun to chunk enemies even when being overwhelmed).
so much awesome pvp (under team organising circumstances) specific storyline following material too, like witch doctor tribes battling it out where you could find the right amout of friends to follow you and activate the battle. All this would take alot of work to do though, and i wouldnt be suprised if they scrapped any ideas where not everyone would consider spending their time doing.
The only way I can see the D2 type of PvP happening in D3 is by allowing two different types of games to be created. One where it's enabled and one where it's disabled (which would be the default option). This stops griefers coming in a PKing all the care bears who just want a PvM experience. It also creates in my opinion a better experience for the PKers because they'll be up against people who are prepared to take them on and will provide a greater challenge.
In regards to PvP rewards and battlegrounds though, that would be cool.
I was sick of Barbs with the super high defense rating in D2 where I'd literally spend 15 seconds swinging trying to get 1 hit, only to get blocked. Barbs can have high HP and take less damage, but not hitting at all is simply ridiculous. I'm pretty sure a melee expert like a monk trying to hit you will succeed, since its his damn area of expertise.
Decrease spell damage. Oh, hammerdins, they can just spam it all day and not worry about getting hit because its a AoE spell and you'd get killed in like 2 hits. I wouldn't want to get blasted from a full screen away by lightning and get killed by a wizard if I was a barb without being able to retaliate.
are you ignorant? I have no trauma, sorry for wanting a fair game for all, apparently your a bully to cry that you cant rape pk anyone anymore.
Level in diablo 2 means ALOT. Heres the probelm with your statement. ANYYYY ANY ANY ANY character level 90-99 first off is impossible to be mediocre, otherwise youd never rank the hours to attain such a level. And sorry idc how bad you suck, a level 9 will never kill higher than a lv15 unless ur rlllllly lucky or a good lv15 barb. A level 30-50 cannot kill a decent lv 90-99, again, alll the skill to log such hours does not leave a lv 90 too ignorant to beat a level 50, sorry. Yea maybe starting around 70 your got a shot all aorund IF yopu know wtf your doing, but you must hang around some pretty sucky players if you actually believe that last post of yours.
1. Diablo isn't about PVP, at least as its core feature, so the game design needs to be very open to make PVP a viable competitive mode. Which was not in Diablo / Diablo 2. At least for PVP games, I am not talking about PKing.
2. Another issue that the developper will probably face is that, unlike most pvp games, shooters ? la Unreal, RTS ? la StarCraft or other RPG and MMO like WoW and warhammer, players' characters hit VERY hard. In fact, they hit so hard they can kill another player in 1 or 2 hit. That makes the pvp very limited into any kind of gameplay skills. In another way, it makes the pvp a very fast paced game, and tend to promote pre-game strategies over thinking while you fight.
But, if blizzard wants to bring PVP to a certain degre where we could see real esport competition like we recently saw with WoW and some other rpgs. Blizzard will have to think of their game balance with the PVP in mind. The solution could be easy, make the monster hit stronger and boost player's hp or make the player hit less and lower the monsters hp, if of course Blizzard wants diablo 3 pvp to be a bit slower.
Obviously people will have different reasons why they like PvP, some just like to fight a new/unpredictable opponent, some people like to prove to friends or strangers that they're better or more experienced players than most, some just do it because they're bored.
But if the developers want to create a PvP experience that is more accessible and appealing to a wider audience they need to create INCENTIVE.
For players who might want to try PvP but are put-off by godly characters bullying them or just the hassle of rude players, I imagine a system where battle.net can take the character info from every player online at a particular time and compare the character level, equipment level, and total play time of those characters and create relatively even match-ups. Then, b.net can find you one or more evenly matched players (who are online and in public games) and tell you that (if you're in the mood to duel), you should do it with them. This system could work in that "arena" idea that people are talking about, or across public games through automatic duel invites or whispering. Those players can obviously decline if they wish.
I also think that in D2, dueling didn't have much consequence. I think there should be a system that rewards players for beating a character that is a higher level than yours, or is around the same level but has much higher item levels, or is around the same character level but has logged more hours than yours. I also think that same system should PUNISH people who challenge lower level characters to duels and lose. Since dueling is optional, if you talk trash to a player and lose when you have the advantage, you should be punished beyond the shame of defeat. The reward or punishment could be tied to gold or whatever, I don't know.
Also, a player's dueling stats should be visible to anyone who scrolls over that player. Dueling stats should include information on how many duels they have won, how many they have lost, how many they have initiated, how many individual/unique players they have dueled, and the average level of the characters they dueled relative to their own. For example, something like if you only duel characters that are the same level as yours, then your average opponent level would be 0 but if you only fight opponents who are 5 levels below your level (at every character level you have participated in duels) then your average opponent level would be -5. I would suggest for the "average opponent level statistic", that the weight of the average should be put on the duels that occurred most recently, so duelers couldn't boost their stats in either direction at a very low level. Or something like that. Those dueling stats would give players an idea of what kind of dueler their potential opponent is, without knowing what skills they use or items they have.
That said, what I DO NOT want to see in D3 pvp is a whole lot of extra protections for players.
Frankly, D2 offers plenty of protections against pks. Use a passworded game and invite only your friends. If you insist on playing in an open game, then add level restrictions. If anything ever appears out of the ordinary, it takes only a moment to either port back to town or simply leave the game.
Its easy to blame the guy who pked you for not having a life, or somehow being frustrated and taking it out on you. Its a little harder to man up and realize that you were at least partially responsible. In D2 many pks can be easily prevented. Blizzard gave you the tools, which you chose not to use.
An enhanced pvp interface could pontentially offer many benefits such as a rankings system, prizes (I like what Nightguy1 said about INCENTIVE), as well as a way to prevent non-consentual duels. This interface should be designed in a way that it doesn't bog down or restrict pvp combat though.
Many players will still want the ability to join a game and start killing other players asap. If I join a full pvp game and want to take on 7 guys will I have to walk up to each of them individually, challenge them to a duel, and wait for all of them to accept? What happens when someone dies? Is the duel over, ending hostility? This would prevent naked killing, but at the cost of bogging down pvp combat. What happened to the days of joining a duel game and killing eachother until the sun comes up? Now every time I die I'd have to rechallenge all 7 other players. My point is simply that some mechanisms that might sound like good ways to prevent pks could actually hinder legitimate pvp combat. Blizzard should focus on the simple and elegant solutions, such as the ability to create a game where pvp combat is not allowed. If you don't select this feature when you make a game, and then you get pked, you have only yourself to blame. This is DIABLO. You leave the safety of town at your own risk.
And i HAVE written code for game, ive developed code for small-ish ingame computers, and websites that keep track of different things, its similar to what youve suggested, and when too much goes through, or somehting needs to implemented and saved right away, it gets buggy. Not a guarentee, there running on a different system but its close to the general idea.
Heres a comparison to try to help expalin it better. The limit to bodies and other items on the ground, blood pools, smashed items, ectect. Theres a limit to what the memory cna hold, and thats why things dissappear after so long or so many, so expecting a system to hold, save, and remember all that information can get offwooven. The more fihgts somone goes thorugh before its supposed to be updated, the more it has to ty to hold on to. And if that number is greater, it looses info. Just like bodies and blood would dissapp ear, you will began to lose data on a fight at a time untill its all permanently saaved and cleaned.
-----------------------------------------------------------------------------------------------------and now to you, Rokcstar. The answer to yours has been give soooo many times. THE POINT OF THE GAME IS TO HAVE FREE AND OPEN PLAY. Not to be FORCED to have pass games and get to paly with 2 other firneds aat a time that are free for the moment. And level restricts dont do a whole lot either. Especially when some build ahve so much more over all others at same level. You cant descrimainate and say, owell you like a weker build, so even though were both lv60 my hammer pally cant come and rpae everyone here! Your missing the point. When it gets to the point where someone who paid monety for the game cant enjoy it RQGULARLY then something needs to be fixed. it doesnt work the way you want it to, you cant tell somone, hey somene came to YOUR game, and there fuckign with you, so YOU leave. No, that isnt fair to palyers. Then they FOLLWO YOU THROUGH EVERY GAME YOU GO INTO just like asses that like to shut down cow games. It doesnt work, evne leaivng the game and making a new one. NEVER should somone be forced to reduce there playing experiance to a locked game if they dont want to, just to avoid assholes, and never should an ass be able to follow you game to game by looking at what players are at which game. It needs major overhaul
Your problem here is not the pvp system, its the griefers. Even without the benefit of pvp, I still found effective ways of griefing in D2. Imagine you create an open game looking for partners to help you kill andariel. By the time your party gets to the bottom of the catacombs you realize that I've already been there with my 99 sorc. I didn't join your party and I've killed andariel. You are now unable to complete the quest in this game.
Seriously, I could probably grief you by simply joining your game and refusing to be a part of your group. That way you couldn't have a full party. If the goal is really to have 'free and open play' then there can be no rule preventing my freedom in your open game. That means I can join and choose not to participate in your quest, or that I can go and kill quest bosses on my own.
Some people might consider it griefing if I join your game and spam a bunch of nonsense or dirty language. Worse yet, I could join your brand new game titled "kill meph" and make your whole party leave simply by telling them that mephisto was already dead.
The only way to prevent ALL forms of griefing is to create a passworded game. If you don't like it then come up with a better way. If you insist on playing in an open game then you're just going to have to live with the fact that some players aren't going to do exactly what you want them to. That's free and open play!
Suggesting a system that restricts pvp isn't much of a solution. Pvp becomes less fun and we still have griefers. You've managed to make the game less fun without even solving your fundamental problem. Maybe they won't be able to pk you, but I think I've demonstrated a fair number of ways to ruin an open game without pvp.
So I invite you to enter some constructive conversation. There's really no need to tear down nightguy1, I really think he had a lot of interesting and cool ideas. If you think they'd be impossible to implement then why don't you suggest a way that they could be modified in order to make them achievable? If you really don't like that I suggested the use of passworded games, then why don't you suggest a better way to prevent griefing while improving pvp. It seems that you came here to talk about griefing (or pks), and not legitimate pvp, which is actually the topic of the thread.
1.) Simply have an eable/disable PvP upon map creation. If people want the risk, they can have it. IF people DON'T want the risk, they won't. IMHO, why force someone to PvP that really doesn't? The only ones that complain about it most, that I have seen, have been the griefers. This function limits their "prey" to just the people who want that type of PvP excitement and most of the time they are often more challenge than the griefer wants.
2.) ADMIN FUNCTIONS: Whoever creates the game can make changes on the fly. If somebody griefs, then they can be kicked and/or banned. I know it could be abused. Say if somebody was kicked because the admin didn't like the fact he got a good drop and the ADMIN wanted to claim it, make it where either the player can recover that loot later or just make it disappear so that no one else can get it.
I've heard the suggestion of the PvP enable switch mentioned MANY times, but never about admin functions. IDK, some enjoy the open games. It adds extra challenge, but I just don't see why people would want to make everybody else play that way that DON'T enjoy having the risk of being PK'ed when the least expect it. PW locks only work for just people who want to play with friends they know, clan meetings, etc.. It's like locking the doors of your house to keep theives out. Makes one paranoid in the end.
We often have to do that anyway with LOTS of other games with PvP orientation. Besides, if you are just kicked from a game with people you don't know, it wouldn't really matter would it?