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Posting here because the stickied thread kinda devolved into a mess of senseless bickering (and not wanting to risk having my long ass post not be seen)...
MonMarty
I think in regards to PvP, there are two things that we need to focus on. These two things are: balance and fun.
As of right now, I feel that MassiveCraft PvP does indeed suffer a bit from unbalance, but it can be solved fairly easily. Though I will expound on the "fun" aspect later, I feel some "fun" will definitely be gained just by merely balancing PvP. This can be fixed by:
- Nerf axes! This is perhaps the most important. This is one of the reasons why fights are so fast! No other McMMO skill offers the same level of benefits utility wise than axes. Cap the armor breaking skill at 750 or 1000, so that there is time in a fight to use some strategy instead of the optimal strategy being "charge blindly at your enemy screaming like a psycho while spam clicking".
Moreover, disable Skull Splitter or nerf the radius severely! This mechanic single handedly destroys any strategic element or slim chance that a group of poor farmers and villagers have against the single, lone warlord with 1500 axes who has come to loot their tiny faction. Strength in numbers and strategic cooperation is an element that makes any multiplayer game FUN, both in roleplay and PvP. Skull Splitter ruins this completely by making the ridiculously high level of ONE skill of ONE person stronger than the combined strategic efforts of multiple people. Give the potato farmer a fighting chance!
- GETTING RID OF MASSIVE ARMOR. Massive armor has done nothing but to widen the already gaping, loosey goosey gap between premiums and non-premiums (I say this as a premium with a couple sets of Massive armor). It has done nothing really to enhance PvP between premiums either, since most "serious" PvPers have it, there is no difference. If you really want to kill two birds with one stone by changing massive armor, you can change it to ~iron~. Helps give non-prems a little bite to fight back with, but still keeps the diamond exclusive to prems (which I understand to be one of the primary incentives why people donate). Moreover, Massive armor will remain a strong incentive to vote since so many people on this server are non-prems.
- Tweak the damage bonuses severely. PvP is about fighting PLAYERS! Bonuses gained from fighting dumb monsters that predictably move towards you should not outpace the experience gained from using strategy, tactics, and cooperation against semi-intelligent, real players. McMMO adds great depth to combat and other skills and should compliment PvP, but it should NOT define PvP. (Perhaps have all combat skills cap at 1000, while uniformly distributing small % bonuses throughout that spectrum?) Let skill, strategy, cooperation, and basic game mechanics define PvP.
- Right now, people with a low Unarmed level are scared shitless to stand up to the super high level mcmmo people who have a 100% chance to resist disarm. Make disarm merely prevent use of a weapon for 3 seconds or whatever, not entirely drop or have the weapon stolen. It's just too much, lol.
Now, for the FUN aspect of PvP. By improving the "fun" of PvP, I mean to bridge and make more subtle the gap between PvP and RP. I know, MonMarty, that you have made a thread on the traits system, which I think is just excellent, and is a big step in the right direction in adding "RP" elements into PvP.
- I'm not going to lie, it is a bit boring to see everyone don diamond armor on a battle field. Others have alluded to having a heavy/medium/light armor system, which I find interesting. Diamond armor should still be the best (because we need the donations), but just not by the crushing margin that exists now. Diamond could have a small speed debuff/limited sprinting/increased hunger. Iron could stay the same as a nice middle ground. Chainmail can offer defense bonuses against swords and bows/arrows. Leather can perhaps provide a speed bonus (You run faster because you feel sexy and more confident!) I'm not sure how this would be coded, but to receive the benefits, you need to be wearing all respective pieces of that armor (i.e. all chain to get the chain bonus). You only need to wear one piece (i.e. only one piece of diamond armor) to receive that disadvantage (i.e. speed buff), however.
- A class system could be interesting, but it would take much time and effort to implement I feel. I think the traits system more or less integrates this idea already, with specialties in some weapons, and weakness in others (I am working with limited information).
- This point will expound upon Grailen's idea of an alternative "battleground" world. This would be a warfare styled map which could have various objectives (i.e. maintain control of the center of the map for X minutes, get X kills, whichever team has a "last man standing", whichever team starves first & no food on the map lol). The difference, though, with his idea is that there will be NO transfer of material items between this battleground map and the medieval world. Both factions must agree to enter this battleground world. Moreover, each team starts with the same amount of resources, same type of armor (i.e. all leather armor, stone weapons, bows, super low tech), etc. (perhaps allow even non-prems use of cannons in the battleground map?), but the McMMO abilities still hold, so there will still be some advantages/differences between teams. The winning team will get a "head" or "flag" item that they get for bragging rights and hanging on a wall. Something like this, it will be for roleplay. Also, optionally each side can set something that they are willing to give to the opposing side and/or make demands to the loser. Materials, land, or even have the faction leader lick the bottom of the other faction leader's boots in front of the public of Regalia! This can be enforced by staff perhaps in writing via book and quill or on forums.
I am optimistic in regards to the state of PvP and RP on massivecraft. Much has been improved in roleplay, and though I feel PvP has fallen behind a bit, it is not that bad, and can be fixed fairly easily with the aforementioned changes that I have stated above. In its current state, PvP seems to be a recreational luxury limited to few people, thus widening the gap between PvP and RP. With these changes, I feel we can encourage everyone, including RPers and new players, to integrate PvP into their RP more easily (defend the granaries and livestock!). Thank you all of MassiveCraft staff for working so hard and creating such a wonderful server. Hopefully with what I wrote, I have helped in at least providing a spark in your brainstorming for making massive PvP more fun.
- unluv xoxo
MonMarty
I think in regards to PvP, there are two things that we need to focus on. These two things are: balance and fun.
As of right now, I feel that MassiveCraft PvP does indeed suffer a bit from unbalance, but it can be solved fairly easily. Though I will expound on the "fun" aspect later, I feel some "fun" will definitely be gained just by merely balancing PvP. This can be fixed by:
- Nerf axes! This is perhaps the most important. This is one of the reasons why fights are so fast! No other McMMO skill offers the same level of benefits utility wise than axes. Cap the armor breaking skill at 750 or 1000, so that there is time in a fight to use some strategy instead of the optimal strategy being "charge blindly at your enemy screaming like a psycho while spam clicking".
Moreover, disable Skull Splitter or nerf the radius severely! This mechanic single handedly destroys any strategic element or slim chance that a group of poor farmers and villagers have against the single, lone warlord with 1500 axes who has come to loot their tiny faction. Strength in numbers and strategic cooperation is an element that makes any multiplayer game FUN, both in roleplay and PvP. Skull Splitter ruins this completely by making the ridiculously high level of ONE skill of ONE person stronger than the combined strategic efforts of multiple people. Give the potato farmer a fighting chance!
- GETTING RID OF MASSIVE ARMOR. Massive armor has done nothing but to widen the already gaping, loosey goosey gap between premiums and non-premiums (I say this as a premium with a couple sets of Massive armor). It has done nothing really to enhance PvP between premiums either, since most "serious" PvPers have it, there is no difference. If you really want to kill two birds with one stone by changing massive armor, you can change it to ~iron~. Helps give non-prems a little bite to fight back with, but still keeps the diamond exclusive to prems (which I understand to be one of the primary incentives why people donate). Moreover, Massive armor will remain a strong incentive to vote since so many people on this server are non-prems.
- Tweak the damage bonuses severely. PvP is about fighting PLAYERS! Bonuses gained from fighting dumb monsters that predictably move towards you should not outpace the experience gained from using strategy, tactics, and cooperation against semi-intelligent, real players. McMMO adds great depth to combat and other skills and should compliment PvP, but it should NOT define PvP. (Perhaps have all combat skills cap at 1000, while uniformly distributing small % bonuses throughout that spectrum?) Let skill, strategy, cooperation, and basic game mechanics define PvP.
- Right now, people with a low Unarmed level are scared shitless to stand up to the super high level mcmmo people who have a 100% chance to resist disarm. Make disarm merely prevent use of a weapon for 3 seconds or whatever, not entirely drop or have the weapon stolen. It's just too much, lol.
Now, for the FUN aspect of PvP. By improving the "fun" of PvP, I mean to bridge and make more subtle the gap between PvP and RP. I know, MonMarty, that you have made a thread on the traits system, which I think is just excellent, and is a big step in the right direction in adding "RP" elements into PvP.
- I'm not going to lie, it is a bit boring to see everyone don diamond armor on a battle field. Others have alluded to having a heavy/medium/light armor system, which I find interesting. Diamond armor should still be the best (because we need the donations), but just not by the crushing margin that exists now. Diamond could have a small speed debuff/limited sprinting/increased hunger. Iron could stay the same as a nice middle ground. Chainmail can offer defense bonuses against swords and bows/arrows. Leather can perhaps provide a speed bonus (You run faster because you feel sexy and more confident!) I'm not sure how this would be coded, but to receive the benefits, you need to be wearing all respective pieces of that armor (i.e. all chain to get the chain bonus). You only need to wear one piece (i.e. only one piece of diamond armor) to receive that disadvantage (i.e. speed buff), however.
- A class system could be interesting, but it would take much time and effort to implement I feel. I think the traits system more or less integrates this idea already, with specialties in some weapons, and weakness in others (I am working with limited information).
- This point will expound upon Grailen's idea of an alternative "battleground" world. This would be a warfare styled map which could have various objectives (i.e. maintain control of the center of the map for X minutes, get X kills, whichever team has a "last man standing", whichever team starves first & no food on the map lol). The difference, though, with his idea is that there will be NO transfer of material items between this battleground map and the medieval world. Both factions must agree to enter this battleground world. Moreover, each team starts with the same amount of resources, same type of armor (i.e. all leather armor, stone weapons, bows, super low tech), etc. (perhaps allow even non-prems use of cannons in the battleground map?), but the McMMO abilities still hold, so there will still be some advantages/differences between teams. The winning team will get a "head" or "flag" item that they get for bragging rights and hanging on a wall. Something like this, it will be for roleplay. Also, optionally each side can set something that they are willing to give to the opposing side and/or make demands to the loser. Materials, land, or even have the faction leader lick the bottom of the other faction leader's boots in front of the public of Regalia! This can be enforced by staff perhaps in writing via book and quill or on forums.
I am optimistic in regards to the state of PvP and RP on massivecraft. Much has been improved in roleplay, and though I feel PvP has fallen behind a bit, it is not that bad, and can be fixed fairly easily with the aforementioned changes that I have stated above. In its current state, PvP seems to be a recreational luxury limited to few people, thus widening the gap between PvP and RP. With these changes, I feel we can encourage everyone, including RPers and new players, to integrate PvP into their RP more easily (defend the granaries and livestock!). Thank you all of MassiveCraft staff for working so hard and creating such a wonderful server. Hopefully with what I wrote, I have helped in at least providing a spark in your brainstorming for making massive PvP more fun.
- unluv xoxo