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View Full Version : PvP Game/Server


Stope
12-14-2006, 12:33 PM
Okay I have a vision of a game that would be badass for all pvp lovers. I'd prefer it to be implemented on EQ, although its application is universal to all mmorpgs and morpgs that containt pvp.

-Entire lvling (and delvling if implemented) would be by killing other players. (Amnt of xp given could consider lvl, possibly classes of both (or all) players involved in combat. It could even consider how many other players are fighting with him (or for example in EQ it could consider how many people he is grouped with) - this from now on will be given the term assistance).

-Units of money given for kills (Amount depends on the level of the player and could also consider the class, as well as assistance). Bonus points awarded for consecutive kills without dying, consecutive kills over a short duration (for example a person kills 2 people, one after another with little pause, he would get a bonus on top of the assistance bonus).

-possible implementation of assassinations, bounties, etc. Could be randomly generated by world, and/or player initiated/triggered.

-Bonus xp for killing someone who has downed numerous opponents.

-The pvp could exist as individual instances, or just in certain areas players willingly travel to. I will refer to instances as closed land (closed to free entry and exit), and willingly travelable land as open land (opened to free entry and exit).

-Variations in instances could possibly be selected by players, for example xp only instances, coin only instances (certain amount of coin entry required to join or simply an award of coin to the winner(s), or xp + coin instances, and variations of these.

-Level/skill considerations could possibly be implemented in order to protect lesser skilled players from repeatedly dieing due to lack of skill (could frustrate player into quitting if he is consistently fighting much skilled although equal level.

-Repeated killings of the same players could be prohibited, or the xp potentially gained from killing repeatedly (and lost from player dieing repeatedly) could begin to diminish rapidly, this would be on a timer and reset gradually. This will prevent players from essentially purposely leveling off eachother.

Item and coin loot variations are possible, and could possibly differentiate in different instances.

Beating down players with a raid force in open land would receive substantial deductions in experience gain as well as substantially less experience lost by the player.

Incentive would have to be available for holding off an area of land this would be handled by:
Holding open land for extended periods of time could give players bonuses such as experience over time (for example 10 xp for every minute they hold the land, and 30 xp for holding it every ten minutes, then at 30 minutes again). Furthermore, killing open land controlled by other(s), could either give u a bonus and/or allow the player to then control the land themselves and receive the bonus (for as long as they can!).

Server could be either anyone can attack anyone (with or without a certain level range of engagable players) or teams.