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Peel2g

Make wpvp great again! [Suggestion]

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Hey guys. I was thinking about a new way to encourage geared players to actually use their gear in world and at the same time dont punish new/poor players too hard when they get killed by stacked to the teeth players!!

 

So heres the idea which at least in my mind would change the state of owpvp by alot. Pls discuss it in a civil way. I think this topic is too important for LS right now!

 

Remove felcom entirely. Instead integrate a system which calculates a fixxed amount of Gold you will ALWAYS drop when you die, based on the average item-lvl AND the quality of enchanted REs on your gear! Items wont be dropped at all, as long as you can afford to pay the death bill.

 

Obviously better geared people will drop more Gold than worse geared people. But theres a catch which has to be implemented aswell which will also prevent blue/bad geared gank squads from ganking good geared lonewolfs!

 

Make it so that you can only loot the exact amount of gold from another player which you would drop yourself when killed.

 

Example. Blue gear player fights a purple geared player. The blue player has a theoretical death bill of say 100g but the purple has one of 300g. If now the blue one will win the duel he would only get 100g as his reward. 

 

This System would also support the advertised high risk high reward / low risk low reward idea.

 

Yeah thats the basic idea. Let me know what you think and if you like the concept leave an upvote to get the devs attention.

 

Have a nice Sunday 

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The whole idea looks good on paper, but doesnt execute well in practice.

 

Fluffymcjoe druid in full bwl gear and a few AQ level epics happens to be farming gold in Silithus, a very dangerous zone at that. 4 players attack him, a poorly blue geared rogue "ambushspameksdee" a warrior "baybladegitgud", a paladin "retardspam" and a highly geared shaman "Friedchickenbuild".

 

1. By your thread here, you need the system to check who gets the kill, of course the person with the biggest gold pool in his items can get the last hit off and loot him for the highest gold value should he drop any. So "Fluffymcjoe" will loose gold equal or less than what "Friedchickenbuild" has on himself, and the three other low geared will profit from it.

2. Even if the gold calculated is lost when the person "Clicks" the chest, it can be just bypassed by the person just equiping random purples he might have on him with a high ilvl count to boost his bounty award.

 

It has great roots, this idea of yours, but a really poor execution that can easily be bypassed by ingame mechanics. Issue is, and a lot of LS players are complaining about it, is the very fel comutation itself that binds gear to players they can't loose, its only 3 slots but very valuable slots at that. Probably mostly used on a weapon or trinkets and what not other slots that are the real beef on your character. Some want it gone, some want it back to being able to fel comutate all slots. Personaly im fine as it is, but can't please everyone can you.

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Thx for the first reply which happens to be a very good and enertaining one aswell!

 

You showed some flaws which might come up with the stated System. The question now is how can those be negated. Id like to evolve my idea together with you guys.

Would a debuff in Gold gained from other players with an increasing party size be helpfull in that regard?

Example: you Party up in a grp of 5 - you now again for example 50% less Gold for players killed who arent teamed?

5v1 = 50% less

5v2 = 40% less 

5v3 = 30% less 

And so on 

 

Would the average item lvl of your grp be a good enough indicator of the Maximum amount of gold you could possibly earn? 

 

Example: 

Player 1: 100g

Player 2:  300g 

Player 3: 500g 

Maximum amount of obtainable Gold = 300g and Vice versa for the Gold you could possibly get stripped off when you get wiped (allthough your very Personal Maximum amount would only be 100g you still lose 300 as a Penalty for grping up with way better geared people) 

That would prevent you teaming up with average gear but taking a super heavy geared healer with you who will carry you in fights

 

Let me know what you think 

 

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Well looks way better now, how ever is the gold pool "shared" on death or per person. Cause it doesnt specify anywhere in the thread.

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If you Team up with 2 other people and youre the only one to get killed you and only you drop the Gold. The other grp however who lands the killing blow will split up the looted Gold in even parts. 

 

(Btw why doesnt this Post get tracked by the Forum bot and isnt listed in the ascension discord channel "Forum Posts")

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Idk man I honestly think the system is fine. People just need to stop being pussies and actually take decent gear out.

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There are other things that could be done to encourage wpvp.

Encourage people to fight in the world:
- Create more in-world events that are worth going to (mini-crows have been discussed forever, perhaps on a random timer and/or only visible to peopel within the zone, in several zones simultaneously, etc)
- Create more transparency on rare mob spawn timers. They are currently camped by a few players interested in getting timers for them. I suggested to some developers I know (mostly Malow) to make an addon that tracks and broadcasts respawn timers for rare spawns when they are killed by anyone with the addon installed - that way you volunteer your own timers in return for getting others', and rares will likely be contested rather than sniped.

Encourage people to bring gear into the world:
- Make drop rates/rarity (in certain zones only?) for either items, orbs or both increase with equipped iLvls. Currently a lot of the farmers are running naked.
- Make REs slot-bound (as has been discussed forever) or allow people to save RE sets in a similar way to how we save transmog sets - and then automatically reapply to gear. Those REs would obviously have to be locked to that specific character (as transmogs are).

Discourage people from using low-risk strategies:
- Make stealth/vanish weaker. The element of surprise gameplay can be kept if abilities like Master of Deception are suppressed if the player has been in combat (or mounted? or XYZ) in the previous 30 (or whatever) seconds. The vanish could easily be fixed by f.ex making Vanish unusable within 20 seconds of using Divine Shield.
- Make committing suicide by fall damage more difficult. Maybe people should drop chests if they die from fall damage while engaged in PvP combat? Or, if that's difficult to code, maybe make healing reduction debuffs (or slows, or whatever) also reduce fall damage taken? Or just make people always drop chests on suiciding. The only argument against this would be that it's punishing to new players, but honestly, if you're completely new to WoW and decide to start on Laughing Skull, losing two items to fall damage still won't be the most punishing aspect of the server by a long shot.

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My suggestion to this issue of wpvp: Remove the costs for respeccing. You're already behind due in part to needing to get your gear back, quit punishing the player base for theorycrafting and getting it wrong.

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