Talk:Stendhal PVP Concept: Difference between revisions

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{{:Stendhal PVP Concept}}

== Abuse of multiple accounts for impromptu sign voting ==

More than 75% of the signs against PVP are created by the same person.

Please note: This is '''not a vote'''. We are looking for good ideas and concepts. Did you know, that Stendhal is completely open source developed by volunteers? You can help!

== Friends helping to defend you? ==

I think the current uproar is about some players who single out other players for harassment and attack. It is an ugly thing to happen to a player and makes the Stendhal experience unpleasant, to say the least.
I think the current uproar is about some players who single out other players for harassment and attack. It is an ugly thing to happen to a player and makes the Stendhal experience unpleasant, to say the least.


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In my not so humble opinion, it they want to ambush, harass, attack each other, great. But leave the rest of the players alone.
In my not so humble opinion, it they want to ambush, harass, attack each other, great. But leave the rest of the players alone.

--[[User:Borgomatic|Borgomatic]]

: In the old days, players worked together to defend their friends. Why does it not work anymore / in your case? --[[User:Hendrik Brummermann|Hendrik Brummermann]] 07:49, 16 April 2012 (CEST)


== Visibility of stats, impact of stats ==
== Visibility of stats, impact of stats ==


* If players like to see their stats increase, why not removing that?
* If players like to see their stats increase, why not removing that?
* The other point is, that training seems to be a bit worth the effort: Highly trained players spend less potions than untrained players. It might be an option to follow the ideas of the rules of war release 0.70 and put more weight in the normal level. But this has to be done carefully, because the game could become then too easy again.
* The other point is, that training seems to be a bit worth the effort: Highly trained players spend less potions than untrained players. It might be an option to follow the ideas of the rules of war release 0.70 and put more weight in the normal level. But this has to be done carefully, because the game could become too easy.
* Another option could be to make training less effective than normal playing, i.e. you can get more atk or def xp while you fight creatures. --[[User:Madmetzger|Madmetzger]] 07:59, 17 April 2012 (CEST)


== On PvP and PvP Training ==
== Abuse of multiple accounts for improved sign voting ==
Let's admit it. They both are an aspect of the game and if one likes to hunt down others or spend hours exchanging dagger blows with his trusted buddy for improving his ATK/DEF numbers rapidly, then fine. My preference goes to hunting down monsters instead of other players and when I really, but really-really feel like it, get some 'training by creatures' instead of just standing in one place for lengthy periods of time. It would help maybe a little more variety in suitable training creatures (more! more! more!) and and perhaps even a little re-balancing of the existing health restoring consumables. --[[User:Omero|Omero]] 13:04, 20 April 2012 (CEST)


== A "little" summary ==
More than 75% of the signs against PVP are created by the same person.

PvP is perhaps one of must discussed part of the game. There are different approaches and point of views around this "feature" on Stendhal.

* NEGATIVE ASPECTS
** A lot of player tends to be anti-social and kill as many players as they can trying to steal items and experience, damaging other players. They do also weird teqniches in order to do so
** For this reason a "killed" player can feel bad and start to hates "killers"
** In general "killers" are hated to everyone. Strongest player are happy to help everyone, but not an (unpolite) player killer.

* POSITIVE ASPECTS
** the chance to train. There is a problem around skill upgrade while rising levels.... usually they tends to bad-alligned if you don't train at all. There are players however, regardless of that, that avoid at all pvp training

* ANOTHER REASON FOR PVP REPORTED BY ADMINS
** Admins says that pvp is also a solution to "erase" a char that block the way. So they afraid that removing it could be an invite for "blocker" players (players who tends to block) path.

Seeing all that points this can be a solution:

* Allow pvp, but only if accepted by both players, like trade (like someone suggested)
* to solve the "blockers" problem, 2 solutions can be (together) introduced instead of evil attacking an afk player
** Already suggested by someone: auto-log-out if a char didn't make any kind of action in the last 5 minutes (movement, fish, 30 coin wish, searching gold with goldpan or whatever)
** I add that auto-log-out can be forced ALSO if a char is pushed by someone else and the char pushed didn't do any action in the last 15 sec after push
** Another idea can be that an "ignored" player can be passed out as it was a phantom

In this way:
* POSITIVE ASPECTS
** pvp is allowed only if both players agree, avoiding anti-social problems related to pvp
** deleting "free" pvp will not create a new problem related of "blocker" players
* NEGATIVE ASPECTS
** if someone try to train only defense staying idle in middle of creatures, he will logged out after only 5minutes. For this reason perpahs it is better to consider auto-log-out solution only after a "push" of another player if in the other character doesn't do any kind of action after 15 seconds after push.

Perhaps the "ghost ignored player" can be the awesome solution. So you can /ignore player, pass it and, eventually un-ignore it again if you want to don't ignore that player truely, but only bypass it

'''WARNING FOR NEW PLAYERS:'''

Don't trust the players who you don't know who ask you to train... mainly if they are too demanded. They are surely player killer that are trying to kill you unpoliting, using the fact you think they will stop if you are in danger (instead they want to kill you with this kind of "pit")

--[[User:Nobun|Nobun]]