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- Jun 10, 2015
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I propose that, if technically possible, the PvP Active flag be set once a player enters an enemy claim and remains set until they enter a chunk that is not claimed by an enemy, at which point the normal cooldown would begin.
The main reason for this suggestion is that right now the rules lead to dumbed down PvP with little strategy. For example, traps and certain stratagems are nearly worthless, as death is merely the slightest inconvenience for the raider. That one who is so killed simply respawns, heads through the portal they have set at their target, and is once again harassing their target with impunity within a minute or two.
The current rules also lead to ridiculous situations.
For example, bands of raiders can exploit the PvP Active flag by simply having certain members not attack. These members can distract their targets and soak up damage, while risking nothing. If they die, at worst they have a slim chance of their head dropping...which many players seem not to care about.
Another example is that defenders will stop trying to kill PvP Inactive raiders, knowing it is meaningless. Instead, smart defenders focus on breaking the raider's armor...the one thing that might actually slow down future raids. This can entail defenders using their own health potions on the raiders to keep them alive in order to maximize damage to the armor they are wearing. Inevitably the raider figures out what is happening and then actually removes their armor to protect it...at which point we have nekked raiders running amok (I've already seen this scenario play out on multiple occasions).
As a final example, a PvP Inactive raider can harass even overwhelming defenses with impunity. A single raider can harass a defender that has superior numbers and equipment, knowing no harm can come to them if they don't attack. However, the defenders can't just ignore the PvP Inactive raider because he might kill livestock and pets (seen this), pick up broken blocks and items, find a bed to sleep in (seen this to), or even find a lone defender and try and pick them off. And, of course, local chat will be filled with jeers and taunting all the while.
Lastly, I think enabling the PvP Active flag upon entering enemy territory is more in keeping with the spirit of the rule. It is clearly meant to place risk on those who choose to go on the offensive. Entering enemy territory, whether to spy, harass, or overrun, should be a daring act! It is clearly an offensive action and a real sense of risk should accompany it.
By implementing this suggestion, raids will become more exciting, dangerous, and strategic! Clever defenses, so common in medieval history and fantasy, will also carry more meaning.
Thanks for considering this suggestion!
The main reason for this suggestion is that right now the rules lead to dumbed down PvP with little strategy. For example, traps and certain stratagems are nearly worthless, as death is merely the slightest inconvenience for the raider. That one who is so killed simply respawns, heads through the portal they have set at their target, and is once again harassing their target with impunity within a minute or two.
The current rules also lead to ridiculous situations.
For example, bands of raiders can exploit the PvP Active flag by simply having certain members not attack. These members can distract their targets and soak up damage, while risking nothing. If they die, at worst they have a slim chance of their head dropping...which many players seem not to care about.
Another example is that defenders will stop trying to kill PvP Inactive raiders, knowing it is meaningless. Instead, smart defenders focus on breaking the raider's armor...the one thing that might actually slow down future raids. This can entail defenders using their own health potions on the raiders to keep them alive in order to maximize damage to the armor they are wearing. Inevitably the raider figures out what is happening and then actually removes their armor to protect it...at which point we have nekked raiders running amok (I've already seen this scenario play out on multiple occasions).
As a final example, a PvP Inactive raider can harass even overwhelming defenses with impunity. A single raider can harass a defender that has superior numbers and equipment, knowing no harm can come to them if they don't attack. However, the defenders can't just ignore the PvP Inactive raider because he might kill livestock and pets (seen this), pick up broken blocks and items, find a bed to sleep in (seen this to), or even find a lone defender and try and pick them off. And, of course, local chat will be filled with jeers and taunting all the while.
Lastly, I think enabling the PvP Active flag upon entering enemy territory is more in keeping with the spirit of the rule. It is clearly meant to place risk on those who choose to go on the offensive. Entering enemy territory, whether to spy, harass, or overrun, should be a daring act! It is clearly an offensive action and a real sense of risk should accompany it.
By implementing this suggestion, raids will become more exciting, dangerous, and strategic! Clever defenses, so common in medieval history and fantasy, will also carry more meaning.
Thanks for considering this suggestion!