Pretty sure nobody is reading this anymore, but i had an original (i hope) idea that isn't jsut the same sentence spewed over and over again by other people.
Everyone seems to be suggesting "no more ganking" "make pvp fair" but they don't seem to understand that the team probably wants to know <how> to do this, not be told the obvious.
Context for my idea is this:
-I believe that pvp SHOULD be in the open world, though not in towns.
-You should not have to "flag" yourself or set your identity to hostile to pvp.
-Ranks (in the form of a title in your name) should be awarded for various pvp feats. E.g. "Woop the Hungerer" "Althius the Noble" "Serdan the Unquenchable" "Geirend the Brave"etc etc.
-Certain positive ranks lead to positive rewards, e.g. cheaper costs for gear (even a % off player to player transactions, with the difference made up by "the people" [e.g. buyer pays less, seller still gets the same gold])
-Lower ranks lead to punishments: excessive costs, only able to bhuy from certain NPC's, etc.
-Negative ranks (received for ganking, excessive pk'ing, etc to be discussed below) lead to very annoyiing aspects in the gameplay. E.g. guards attack in towns, a lowered sense of morale which may lead to increased chance to miss/lower crits.
-Even a possible bounty system being put in place whereby the player who is repeatedly ganked may place a bounty on his killers head. First player to "scalp" the ganker (to be discussed) and return it to the player (via mail or some other method) receives the bounty, and possibly a "bounty hunter rank." E.g. "Althius the Vengful" --> "Althius the Pious" --> "Althius the Protector" --> "Althius blah blah" etc
To prevent/govern the ganking, and to bring all of the above ideas into play i propose this: When a player is killed they are automatically "looted" and an ear/scalp is given to the pk'er. These trophies may be turned in to increase your PVP rank/possibly purchase certain PVP rewards (if these rewards are of an adequate value, and not overpowered). Killing a player who is a higher level than you may lead to you looting both their ears (double the reward), and killing a player quite a bit lower will lead to no looting, or possibly even a loss of all the ears in your possession/a PVP rank.
Leading on from this: When a player revives they become an "earless one" for a short period of time, enabling them to escape being repeatedly killed. If an earless one is killed they may place a bounty on their killers head/the killer will lose a PVP rank.
There could also be an option for players to go into town and have their ears removed (a player who is very against PVP may do this), every 3rd or so time they revive they would have to travel back to town to remove their ears once again, their title could reflect this as in "woop the coward." Either way, if a player who is against pvp has this done...and they are pk'ed...the killer would lose several ranks and have a powerful debuff placed on his character for a period of time, as well as have a bounty placed on his head.
Well...there's my idea. In my mind it would lead to a dangerous Open PVP World, where no place is safe, however at the same time stop constant ganking. I hope you all understood where i was coming from and any comments would be appreciated.
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Simba fell for it.
That said... Best kids movie ever!
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However... 2 hour cooldown? cinematic? ridiculous one hit kill?
If the stacking increased damage by a very small amount...just enough to be bothered using it...it would be good. But extreme damage will lead to unbalanced gameplay, lacking of fun and spontaneity (sp?).
I think it would be best implemented so that the first few attacks can go off with the combos, but once the battle gets going it is pretty hard (and not neccessary) to land them. Sort of like if a barb sees a fireball launching he might try and land the combo by getting to it, but it's not really going to influence the outcome of the battle if he does.
EDIT: Stomp plus fireball = minivolcano?
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However... 2 hour cooldown? cinematic? ridiculous one hit kill?
If the stacking increased damage by a very small amount...just enough to be bothered using it...it would be good. But extreme damage will lead to unbalanced gameplay, lacking of fun and spontaneity (sp?).
I think it would be best implemented so that the first few attacks can go off with the combos, but once the battle gets going it is pretty hard (and not neccessary) to land them. Sort of like if a barb sees a fireball launching he might try and land the combo by getting to it, but it's not really going to influence the outcome of the battle if he does.
EDIT: Stomp plus fireball = minivolcano?