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Old November 3rd, 2009, 02:44 PM     Bowe is offline   #1
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Lightbulb PvP - Death Penalty (PvP XP)

PvP XP/Levels should reflect the actual skills of the Player. Currently Players can only accumulate PvP XP. So if Players are rewarded +PvP XP for kills they should also be penalized for deaths with -PvP XP. This will give a much better measure to the overall PvP skills.

Would this make PvP more exciting or make Players think twice before ganking? Should Players gain/lose equal amounts of PvP XP when killing or dying?

I believe this will introduce a new dynamic to PvP. The actual PvP XP lost after being killed is the complicated part. Should -PvP XP be the same per death or scale down to 0 after 5 kills to the same Player? How would this work when getting zerged on? Perhaps keep -PvP XP capped to -25 per death.

What do you think?
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Last edited by Bowe; November 4th, 2009 at 04:00 PM..
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Old November 3rd, 2009, 04:13 PM     Durdel is offline   #2
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Quote:
Originally Posted by Bowe View Post
PvP XP/Levels should reflect the actual skills of the Player. Currently Players can only accumulate PvP XP. So if Players are rewarded +PvP XP for kills they should also be penalized for deaths with -PvP XP. This will give a much better measure to the overall PvP skills.

Would this make PvP more exciting or make Players think twice before ganking? Should Players gain/lose equal amounts of PvP XP when killing or dying?

I believe this will introduce a new dynamic to PvP. The actual PvP XP lost after being killed is the complicated part. Should -PvP XP be the same per death or scale down to 0 after 5 kills to the same Player? How would this work when getting zerged on? Perhaps keep -PvP XP capped to 25 per kill.

What do you think?
Kills you have some decision making that will improve your chances. Deaths against multiple people you have next to none. No offense, but in the form this is presented, poor suggestion.

However, the original discussion presented by Funcom was after PvP level 5, such penalties would occur. This way, the larger your profile, the bigger a target you will become. Only people will mad skills in great groups would benefit from PvP zones.
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Old November 3rd, 2009, 04:28 PM     Lasai is offline   #3
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Each time anyone PvPs is the test of PvP skills.

Arbitrarily assuming "skill" from a KvD ratio or pvp level or any other mechanic is fail.

Considering the many ways of achieving kills, pvp exp, and KvD ratios that don't reflect "skill" at all means that measuring them by such is fail.

Yah, what this game needs is yet another reason for people to cheese dying even more than the stupid KvD listing does.

You add in loss of exp per death and it will get worse, and the only PvP will be the overwhelming gank at a place where it's easy to do so, and in places with guards or a quick getaway.

I am biased about this however, far too many times in SWG I lost bases because the only freeking imperial Jedi available to deal with the flock of reb jedi were far too concerned with FRS and Exp loss to bother actually fighting the enemy. Eventually they all ended up fightclubbing anyway.

You want death to hurt? Advocate gear breakage/decay and 10 mins of significant stat loss per death regardless of tombstones.

In my own opinion, the worst person to have on a team in group PvP is an individual more concerned about personal death ratings than they are about team goals. They tend to be the ones you see going over the horizon in a cloud of dust when things look less than ideal.
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Old November 19th, 2009, 09:10 PM     NerfHammer is offline   #4
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There isnt a really good way to regulate pvp in group's. Cut down on the group size's in mini games to 3 players on a team perhaps, dont allow players to queue if they are in a group larger than 3. That way its alot more balanced, they have a chance of being grouped with a **** group of 3, or an uber group of 3, either way its alot more fun, and the players that queue solo would have a pretty good chance of landing a spot on a good team, rather than a soon to be ****d team. It would only be 3 players in vent then, and they would have to help control the 3 extra lose ends, alot better than having 6 vent players in a group against a non-vent pug. As for world pvp, you will be group ganked in any mmo. Armor degradation is an pretty nice idea, but at the same time, for the players who arent ganking like mad in a group of 6-12 players, and who are instead being ganked repeatedly, its kind of unfair, it will give players an even bigger reason to grief the casual player thats working on leveling to 80. So I guess it has its ups and downs. My suggestion is, get in a gank group just as large, if not larger than the group thats ganking you . I usually queue for mini's solo, and if I am in a group its with my barb and hox friend. Which only amounts to 3 players, usually have a pre-made in the mini's at 59...so it helps balance the teams out. Because most of the pre-mades are made up of scrubs usually. Anyone can fight in a group, and everyone knows it, give players a bigger incentive to fight on their own, rather than penalizing all of the players, give extra exp to the players who are out fighting solo, or perhaps make some kind of material rewards for solo fighters. I dont know, hopefully funcom will figure something out soon.
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Old Yesterday, 02:01 PM     Mordyph is online now   #5
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It seems if players had a threat of loosing PVPexp from dieing they would do what most players do. fight lower level players and out number them.

Most players(not all) with high kills low deaths dont fight fair fight.

They always are out numbering there enemies and making sure they out level them also.

when you only fight players 4-8 lvls lower than you and you have 4-6 against 1-3 you will always win.

This isnt Skill at all.mayby math skill.
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Old Yesterday, 03:39 PM     M4nkoRid3r is online now   #6
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Quote:
Originally Posted by Lasai View Post
In my own opinion, the worst person to have on a team in group PvP is an individual more concerned about personal death ratings than they are about team goals. They tend to be the ones you see going over the horizon in a cloud of dust when things look less than ideal.
Couldn't agree more.
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Old Yesterday, 05:40 PM     Pr0bitas is offline   #7
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Yes yes yes. Dying in PvP takes away PxP. I will sign this one readily. Let's see who has the kahones to put it all on the line.
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Old Yesterday, 05:52 PM     Kierik is offline   #8
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Quote:
Originally Posted by Lasai View Post
In my own opinion, the worst person to have on a team in group PvP is an individual more concerned about personal death ratings than they are about team goals. They tend to be the ones you see going over the horizon in a cloud of dust when things look less than ideal.
I see this nightly both in world pvp and mini game pvp. If you make dying hurt more then you are going to make the grievers happy( another way to grief you) and make them a hell of alot more cowardly in world and mini pvp. item degradation, Death penalties, xp loss, have been all tried in other games. They mostly are annoying. Why not make it so when someone is on a killing streak they give a huge bonus to pvp/xp and a chance to drop items( i dont care if its what they have or just bonus items/resources) This would make griever hunting more profitable, i mean how many times have you spent an hour hunting a ganker to kill him and get nothing for it besides revenge?

I dont agree with harming the victim/loser as it just makes them lose/victimized more. Award the winner with maybe a buff and a bounty for those who kill them.
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Old Yesterday, 11:25 PM     BrianDavion is offline   #9
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some of the best GROUP PVPers are those who ignore K/D ratio and are willing to take one for the team if they have to, this is especially true with soldiers in minigames, dischourageing this is bad
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