I would like to talk about the ranking system for my first attempt to make PvP something worth doing again.
A ranking system needs to be in place-- and correctly balanced-- otherwise it is not PvP.
Without a ranking system-- and a fair structure surrounding it-- all any one is doing is Player Killing. This goes both ways, whether you are murdering blues, or hunting down reds/greys. To some players it is a thrill, and to other it is justice; but whatever you call it the fact remains; a player is being killed.
'Rank' should be gathered by the following points.
1. PvP'ing and Pk'ing, on EVO, needs to have a defining line of separation.
2. A ranking system should incorporate names, not a number-- or X amount of kills.
3. The ranking system should be about gaining PvP points to build 'Rank'.
4. The road to a PvP filled life should start off with a quest.
5. PvP gear, current rank, opponents rank, and win/lose ratio determines 'PvP Point' gain/lose.
'Detailed Summary'
~A) Are we PvP'ing or PK'ing. EVO PvP needs to be defined.
First, what is it that makes PvP different from everyday Pk'ing? Whatever those differences are, they need to be defined. I believe the following points set the two apart:
All PvPer's can be defined by three important categories: Wisdom, Skill, and Luck. A PvPer's wisdom is based off their understanding of the PvP mechanics of the game, and their past PvP encounter's-- good and bad. A PvPer's skill is all about knowing when to feint, strike, or retreat. Think of it like the game of chess. How many moves ahead are you, when should I counter, lure my opponent in, feint weakness, or run away to live another day. A PvPer's luck is all about the damage counter, numbers game, or having a high ranked PvPer make a mistake early on that can't be recover from.
Pk'ing can potentially be defined the same way; but there is one difference that stands out, it is the PK's nature to kill everyone/anyone. Where PvP, in this writers opinion, is about gaining a higher rank to reap the glory and rewards entitled to that rank. PK'ing is about playing the Villain, or just plain griefing other players for sport.
~B) A ranking system with names promotes personal achievement for all and allows for many improvements to be implemented by the staff as needed.
First off, having a ranking system, which uses names instead of numbers, builds upon the game itself. 'Lord', 'Lady', or 'Grandmaster' should come to everyone's mind if they have played the game more then a week. Sure it's potentially one more title, to turn on or off, but to the PvPer with a high rank it means everything, and its the title he/she wants to flaunt to all around.
Secondly, it allows the Staff to build a PvP system that is structured. Simply put 'Dan the Sheep Herder' has to gain ranks 1 through 5 before obtaining rank 6. A system based on point gain would be the best option in my opinion. Similar point systems have already been apart of UO for a long time for starters; and if every kill is worth +x PvP points, or -x PvP points, than kill counts become meaningless. The reason for this is simply the fact that not everyone is worth the same amount of points when killed during a PvP battle.
~C) Create a competitive point system that defines a PvP'er's rank.
My opinion here is simple, add a competitive point system to PvP. PvPer's gain X amount of PvP points and go up in rank. The opposite is true as well, gain -X amount of PvP points and go down in rank.
~D) You are probably asking why the road to a PvP filled life should start with a quest.
The way I see it, there are three player types, out there, that categorize the essence of PvP. There are PK's, there are true PvPer's, and there are those who are not interested in PvP anymore, or at all. Supplying a quest, to start things off, segregates these differing mindsets respectfully, and binds them to the PvP rule set being set in place.
The 'True PvPer' will gladly seek out, and complete, this quest, in short order, to start on the path they have been longing to walk all along. This path is a road filled with victory, and defeat, on a competitive level; which is ever being balance by a fair set of rules. This walk, to them; is about meeting the challenge, honing ones skills with each lesson [PvP Battle]; and basking in the thrill/fun of it all.
The Anti-PvPer will avoid this quest giver all together. Thus, they are forever rank less, and to the True PvPer a negative supply of PvP Points. The Anti-PvPer still has the option to join the PvP game at anytime, but more than likely they will stay away.
Player Killers might find themselves divided. Some will take up the quest, in order to find some fun, and better PvP loot. Others will keep on killing blues, because its easier then killing True PvPer's. The remaining PK's will likely maintain a low rank due to the itch they get from standing to close to a meek blue player, while out in the world. This itch will lead them to scratching out the blue player, thus granting them negative PvP points.
To sum things up, starting things off with a quest allows each player to choose where the stand on the subject of PvP. Those who are committed, even for only a little while, will complete the quest. The rest will leave it and PvP alone.
~E) Any ranking system worth a dam, has incentive built into it. Certain ranks, usually high ranks, carry the most incentive. The question is, what is being used to determine progression through the ranks. Yes, I mentioned PvP points, but how many should be awarded or taken away; and why?
I mentioned "PvP gear, current rank, opponents rank, and kill/death ration" in my opening summary so lets start there.
Before the Ranking system gives out PvP points it goes through several checks to determine a PvP point award.
First it compares the ranks of both combatants, and by doing so determines a fair PvP reward for each would be victor. More points awarded should the lesser rank beat the higher, and fewer points awarded should the higher rank beat the lesser.
Second, the ranking system checks both players respective PvP gear scores, in order to see how fairly matched the combatants are in potential PvP power. The gear scores are subjected to known existing Tiers of PvP Gear power. A range of 1 to 300 might be the first tier, 301 to 524 might be the second tier, and so on until a higher range can not be found, or not exist.
[Note] PvP gear is basically the gear a player is wearing when out PvP'ing. This included the 16-17 items that can be worn on a players paperdoll. As of right now I am uncertain how many of those 16-17 items can be socketed; but I do know that the max number of sockets, on an item, is 5 as of now. Each of these defining features can/should be given a score rating. I would suggest a low scoring system; 1- 50 perhaps per item worn.
This gear score would also consider the augmentations found in socket items as additional gear. This would raise the items worn potential from 16-17 to [X times five]; where X is equal to the number of items that are allowed to be socketed up to five times.
The last check is against a players kill/death ratio. Should a player be killed in PvP they are awarded a negative, based on their kill/death ratio. Should the player kill his/her opponant during PvP they are awarded a positive, based on their kill/death ratio. This positive, or negative, number is simply a players [K:D] ratio/percentage rounded up to the nearest whole number, and awarded as positive, or negative, PvP points respectively.
[Note] I suggest this bonus be capped at 5-10 PvP points.
That's all I got for now, and at least I got it off my chest; only took 5 hours to proof/edit.
Sorry it's a book, but if you read it all thanks for reading. As always, criticise with examples, other wise I ignore the trolls/flames. Only telling me no just doesn't change my mind...
--Sturger--