Discussion in   PVP Discussion   started     10 years ago   August 14, 2014, 01:11:27 PM   by   Evolution

PVP Improvements?

Evolution
Offline
1290 Posts
Topic :   PVP Improvements?
10 years ago  August 14, 2014, 01:11:27 PM

We are going to start reviewing specific ideas to improve our PVP on UO Evolution.  Please post your ideas here with exact details of any changes that might make PVP more enjoyable for everyone.
Here are a few topics to start discussing:

1.  PVP ranking board, showing kills, duels and many other stats.  Gain more points for killing a superior opponent, lose points for killing weak opponents/new players.  Add monthly prizes for the top players We removed the boards, with intent to improve

2. Automated PVP challenge Arena, duel for "pink slips" , gold, prizes and fair/even equipment duels  this is on our to-do list when we focus on pvp improvements

3. Role Play events like automated hunger games, naked fistfights, guild war battles etc
we do these events monthly
4. Pets deal less damage in PVP?  No pets in PVP?

5. Dread Lord/T2A style PVP areas that would strip/restrict gear and have to fight "old school" without having to change the current PVP style of play on our custom shard
 This idea in on hold, but still developing

6. Turn on/off option for PVP board display on your character
we removed the personal death/kills count display on each character

7. The board could keep track of justice, good guys killing bad guys tally
working on a new system atm


Admin Dante - Owner - UO Evolution Custom Ultima Online Shard

Website - http://www.uoevolution.com

Forum - http://www.uoevo.com/forum

Wiki - http://www.uoevo.com/wiki

Discord - http://www.discord.gg/JwEBhPH

Dreadwolf
Offline
50 Posts
#1 Re :   PVP Improvements?
10 years ago  August 14, 2014, 01:49:15 PM

From a PVM'r point of view.  :o

Get rid of the stupid kills/deaths score on player tooltip. I dont care about mine, and I feel that it causes some to "point chase". 
"Gain more points for killing a superior opponent, lose points for killing weak opponents/new players" (see above)
At the moment there is more straight PK'ng, than any actual PVP going on, because people are just trying to win the points war (which is a kind of competion unto istself)

I just dont believe some of the Pk's find killing blues that  dont fight back/want to fight/dont care either way, find that fun. Some of them are very skilled and it is more thann likely just because they want to maintain/raise their score.  There will always be griefers, but those generaly are the unskilled one's anyhow.

my opinion, now I will await the actual PVP/PK 's view on this!  :P

DarkWarrior
Offline
133 Posts
#2 Re :   PVP Improvements?
10 years ago  August 14, 2014, 04:06:34 PM

Maybe like a PvP flag command that will display/hide the PvP tooltips on hover over?
That way PvM'ers can turn it off. Although have a PvP board at the banks showing everyone so eve if turned off they are still shown in the rankings.

Yes the on/off option may be nice for the non-pvpers
 
The board we are creating will be on the website, probably not in game


This might also help encourage more spontaneous PvP as you wont see the persons rank or K:D's and be put off fighting if there higher than you etc.

Chunurai
Offline
65 Posts
#3 Re :   PVP Improvements?
10 years ago  August 14, 2014, 06:33:23 PM

Quote
We are going to start reviewing specific ideas to improve our PVP on UO Evolution.  Please post your ideas here with exact details of any changes that might make PVP more enjoyable for everyone.Here are a few topics to start discussing:1.  PVP ranking board, showing kills, duels and many other stats.  Gain more points for killing a superior opponent, lose points for killing weak opponents/new players.  Add monthy prizes for the top players2. Automated PVP challenge Arena, duel for "pink slips" , gold, prizes and fair/even equipment duels3. Role Play events like automated hunger games, naked fistfights, guild war battles etc4. Pets deal less damage in PVP?  No pets in PVP? 5. Dread Lord/T2A style PVP areas that would strip/restrict gear and have to fight "old school" without having to change the current PVP style of play on our custom shard 6. Turn on/off option for PVP board display on your character



I am horrible with posts and forums, but after talking with Kane a few times and certain pvpers that log into teamspeak I have been meaning to start a thread about possible ideas.


1) In PvP there is anything that goes. Pets should not be disallowed in pvp, I just think they do way to much damage. It's ridicolous to get 10 royal steeds or 5 werewolfs on you and die instantly. I still think they should be apart of pvp but if they are the damage needs to be looked at.


2)Concerning the "Dread Lord/T2A style PvP area idea.. that would not be effective with how high are hit points are. Would take a huge effort to kill someone and the fast cast is way to high at 6 fast cast. Anyone can miniheal instant cure with uosteam. Bad Idea!


3) I do like hunger games!


4) Now the PvP Boards is a joke... Along with farming kills/alts, ganking 4v1, dying to a one shot dragon in the middle of combat there is no reason to have the boards. I know it makes people feel dominant and special because their names are on top of the boards but it restricts pvp. I will admit I am weary of dying and losing my rank... So is kefka hence he plays an alt now.. Pumpkin logs on and gets his points then leaves... Now if there was no boards and points, people would die and just take it as a loss and jump back in the fight. Not kill someone, res them, then log off because they can't farm anymore points. I play for PvP. I will go into any battle 3v1, 4v1 and I will attempt to do something. After I kill them and get my points I res them and let them continue on. That is not PvP. PvP is about fighting for spawns, territory and dominance. If you want to have some kind of boards and rankings.. host more duels or field fighting events couple times a month instead of champ spawn events.
we did remove the pvp boards

5) Some things in game at the moment that need immediate attention is the special attack "parafear". I use it quite often as do most pvpers on this server and it is extremely overpowered. Turns PvP into a luck game. I believe their needs to be a 8-10sec cool down on it where once a target has been hit with it they cannot be paralyzed for a certain amount of time. At the moment I am able to nail two parafears in a row and leave a target defenseless.
World teleporter..... Alot of people complain on it, but it saves nonpvpers lives when they are not in combat. I don't really have a problem with it. Saves me from ganks when I am way outnumbered and I have not flagged on any of them. People do it to me all the time and that's just how it is. Don't flag and you can world teleport out..
Explosion pots... Not many people use this tactic but it's kind of overpowered and requires no skill and one key to kill a target. A cooldown or some kind of timer needs to be placed on explosion pots.




6) Now there is a big gap in gear difference between most pvpers and players. I've heard discussions on "diminishing returns" and "skill caps". I am down with whatever. I would like to see everyone on a more equal playing field.




That's all I've got for the moment, I would like to see this thread grow and more discussion so we can get some changes.
Other than that I enjoy playing Evo.


- Essence of fek-

Allestaria
Offline
107 Posts
#4 Re :   PVP Improvements?
10 years ago  August 14, 2014, 08:14:45 PM

I will have to agree with Fek


The ranking system needs to go. I seen in chat someone log on 5 different alts to farm kill points.  What fun is that?

we did listen to players and we removed the current ranking boards

Ranking systems need to go. If you must have one. Have it with some sort of an event system. So you have to [duel  someone and
then you can have points for that win.


Heck I have I believe 6 kills and 8 deaths. And yet I have not even gone into a pvp situation with my toon. Its all from events.
So really this points system is all screwed up in the first place.


Take out this point system. Put in the much needed caps and balances. And  I think pvp might become worth while.


Then take away the ability to buy your way out of pking. If you want to be a pk you should have to do the time for it as well.  Whats the point of being allowed to pk and stay blue? Where is the true price to pay for it? Currently there is none.  50ed 5 million is nothing to pay for doing the deed.  Raise the price if anything to 100ed...  This will cause these people to really think about it. 

azlem
Offline
8 Posts
#5 Re :   PVP Improvements?
10 years ago  August 15, 2014, 11:17:54 AM

I am not sure if there was a fix on spike shield i do not remember to use it enough to know, but there was an issue with it returning more damage then u received.  Spike shield was fixed


Another topic was World teleporter, fek touched on it, yes it saves non pvper's from death if they are not doing a champ. I know how fel is sometimes but to be truthful it just a straight out exploit to flag on a pvper while they stealth in on ya doing a champ. Your being forced into a flag that you other wise would not have done. This is just my thought on that. Yes you take a risk of going to fel to champ but you should not have to be forced into a fight. At which point, lets use fek as a example. he is doing a champ. umm pumpkin rolls up stealthed gray, and fek flags unknowingly, Now pumpkin begins his attack. But wait Fek pulls his steeds out and turn them lose and pumpkin just gets to magicly teleport macro out to safty becuase he didnt flag on fek, fek flaged on him. 


This shouldnt be allowed. its just a game function that needs to be looked into. But i think teleporters are fine as they are. Just the ability to use them in certain ways should be fixed. Thats all i got atm i did this fast im at work :) so its probly all hard to read and stuff. Laters.

spainkevin79
Offline
143 Posts
#6 Re :   PVP Improvements?
10 years ago  August 15, 2014, 11:46:31 AM

I'd also like to throw my support behind removing the ranking system. Host tournaments and rank players based off their participation. The global ranking system I feel is detrimental to player interaction.

The ranking system will be totally diferent.  We put a lot of thought in to the new system

No exploiting

No Alt killing for points

Incentives to pvp with players that are equal or stronger than you

Disincentives and point loss for killing new players or weak opponents

Tracks duels, challenges, pvp pit, best monthly, best ever etc, many catagories

Option to turn on display or turn off

Chunurai
Offline
65 Posts
#7 Re :   PVP Improvements?
10 years ago  August 15, 2014, 03:51:04 PM

I would be totally cool with removing world teleported from use in fel. Fel is ment for a higher reward and a lot of risk. Reds can not go to ter Mir malas and tram. We cannot participate in events unless we have an alternate character. Give fel to the pks. Disable the fel dungeons and cities on the gate option and force players to run the world and mark runes. You cannot recall or gate while in fel dungeons and t2a.

DarkSilence
Offline
189 Posts
#8 Re :   PVP Improvements?
10 years ago  August 15, 2014, 04:55:25 PM

Yea that will entice more blues to Fel for sure.  Who you going to pk when you can't find anyone there?




And if we are going to keep Fel for the pks then how about we keep the PKs in Fel from now on.  No more paying 50 ed to buy those murder counts away.

Minos
Offline
230 Posts
#9 Re :   PVP Improvements?
10 years ago  August 15, 2014, 04:56:53 PM

Quote from: Evolution
Disincentives and point loss for killing new players or weak opponents

This is a good concept from the ranked PvP angle... though I hope it will take into account who initiates combat. It should not force those concerned with rank to flee from a weak aggressor.

azlem
Offline
8 Posts
#10 Re :   PVP Improvements?
10 years ago  August 15, 2014, 05:59:05 PM

Factions

Chunurai
Offline
65 Posts
#11 Re :   PVP Improvements?
10 years ago  August 15, 2014, 06:17:48 PM

I think I am the only person buying my murder counts away and I would be fine if that was removed and some other things were changed. Don't really like the dueling system because I always played 2 fc and skill caps. I never dueled with weapon specials and pots. Always mage 5. scribe/mage/eval/resist/med, which would be next to impossible to implement on this server because of the skill cap/fc cap. I am done for some hard caps for pvp. 220 eval? 220 magery? 220 swords? 220 parry? It would enable a more level playing field and allow players to hit their caps..

Sturger
Offline
730 Posts
#12 Re :   PVP Improvements?
10 years ago  August 15, 2014, 08:13:29 PM

  I would like to talk about the ranking system for my first attempt to make PvP something worth doing again.  8)

  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--
 

Emperor_Norton
Offline
166 Posts
#13 Re :   PVP Improvements?
10 years ago  August 16, 2014, 03:50:47 AM

Although my PvP experience has recently been limited since my return to Evo (since the Great Flood of 2014) but my previous time on Evo was full of encounters.  Please, don't take this the wrong way Staff, because you guys know that I really appreciate what you're doing, and love the shard, BUT (you know it's coming after a compliment) PvP is bland here, and it really lacks the diversity that was intended in UO.  Classic tactics are dead here, Nox Mages do not exist (due to the ease of removing poison with the cleric book), Dexxers are crippled by parry stacking and the spike shield, even worse, casting is more than predictable...it's silly (curse, corpse skin, magic missile, magic missile, magic missile, magic missile, magic missile....). 

1)  I honestly like the rank floating above the head, but like the "Monster Title" I think it should be optional.  The majority of the players here have little to no interest in PvP, while those who are PvP involved, take it very seriously (and I am sure, love having their rank displayed). 

2)  Dueling for reward is a great idea, but this is already covered in the Faction system that already exists (could exist).  Sure it could be tweaked for the size of the shard, or the amount of players involved. 

3)  Of course PvP events are fun, I love em'!  Especially when they level the playing field by making them nekkid fist fights or Hunger Games type events, those were always my favorites from before.  I felt it really helped bring the newer players to the shard into the lime light, it was unpredictable, and player skill really shined.  Sure, Pumpkin's team would take Hunger Games with frequency, but you never knew who would come up and surprise everyone!  Those type of events are HUGE fun, and always seemed to draw a crowd.

4)  "All kill" PvP is nothing new, but what IS unique about Evo are the pets.  A team of Werewolves or Royal Steeds will put the whoopin on any experienced PvP'er, and it is a newb tactic.  But there is nothing wrong with it.  There is a real risk to using pets in PvP, the pets can suffer stat loss, that really can diminish the effectiveness of a pet, and cost the owner quite a bit to patch the pet back up to their former glory.  TLDR:  Pets in PvP are just as balanced as hyper-stacking Eval Int, or Spike Shield, but with more risk.

5)  Having an area that strips players of "Custom Evo" gear sounds pretty interesting!  Bring players back to the origins of UO, and give players who are not as established an opportunity to feel powerful (or frail).  It would be REALLY cool to make it a Champ Spawn area, where the spawn would be impossible (or extremely time consuming) to solo, to really encourage team play, and give Evo a small section to have that Old School feel.

6)  I addressed my opinion on this in number one, it would be great if players had the option to turn on, and off their PvP rank.

One thing that I am really happy to see, and love about Evo is this forum.  You guys care enough about your players to listen to our opinions, take our suggestions, and implement them.  I have never seen a Shard that is this willing to hear out it's fan base.  Dante and Staff, thank you, you're doing a great thing here, I'm sure I speak for more than myself when I say we appreciate this. 

SultanOfPwn
Offline
25 Posts
#14 Re :   PVP Improvements?
10 years ago  September 17, 2014, 08:34:02 PM

        Hi.   I would like to see two seperate ranking board systems for pvp.  One for pvp/pk in the world,  second board should be for dueling.  We need both board rankings because it would get more people involved in pvp and dueling.  I know a lot of players don't like pvp in the field because of ganks and what not, so dueling in a 1v1 setting would be rewarding and show other side of skills. More people would duel if we had a dueling rank system seperate from world pvp rank. Fighting in the field requires a different set of skills, teamwork, and communication. Dueling Is a little bit different and requires its own tactics. I'd like to see felucia full again. I also want to see red city dueling pit full with fighters and spectators.  We need boards for ranking in brit trammel, and red city fel. 
       I would also like to see a reward stone to buy things with pvp field points earned and pvp dueling points earned. Again it will get more people involved and adds more incentive. It doesn't have to be anything super special, just something to work for.
       The top ranked player in field pvp and top ranked dueler at end of each month should get a cool trophy or clothing item named and dated accordingly. They work hard for their rank and should be able to show it somehow, even if its just displayed in their house or clothing on their banksitter. Let them be proud of their achievements and earn respect because of it.