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I can think of a couple changes. The most simple would simply be to set a maximum GS gap (50 - 100?) where forced PVP can be initiated. There would be no changes to node wars, Red Battlefield, arenas, or duels.
However, I am far more partial to the idea of a bounty system. Either the game would automatically set a bounty on the killer, potentially based on the gap between levels and gear score as well as the overall karma of the killer, or perhaps it would even let the victim place the bounty themselves using their own money (I could see this being easily exploited though). In either scenario, the bounty would be distributed the the player/party that killed them.
The latter of the two main ideas would leave the overall PVP system as is but provide a more player-oriented punishment system with actual incentive.
We're mostly just getting the korean version at a slower pace so it's very unlikely anything we say that's game-altering/new systems will happen however.
For instance having numbers becoming less potent the higher it is above someone when it's already effective.
Lets apply a soft cap to AP and DP.
Where as having AP as high as possible gives you raw numbers in damage, accuracy, and such, with a soft cap the gain decreases as you go higher.
This ONLY apply in PVP only. AP and DP will use raw numbers against PvE as usual, but in PVP it's soft capped.
Max raw value in PVP is 200. Soft cap applies afterwards in two stages:
Stage 1: For each 10 points past 200, you gain 5 points worth of AP/DP effectiveness (50% less gain).
Stage 2: For each 10 points past 300, you gain 1 points worth of AP/DP effectiveness (90% less gain).
Example:
Someone with 400 AP and DP in PVE, will be as effective as (200+50+10).
260 AP/DP in PVP = 400 AP/DP in PVE.
To get 400 AP/DP in PVP, you will need (200+50)+(1500 worth of total AP/DP) in PVE.
Yes that's right, to get 400 AP/DP in PVP, past 260 points you need 10 points for every 1 point gain, meaning you need 150 points, so 1500 points to gain that much.
Basically a idea similarly to Dark Souls, where the more stats you pump up, the more you need in order to maintain a certain level of gain.
Dark Souls allows you to raise stats to 99 points, but soft cap starts applying at 25 I think.
This means if you gain 50 HP per point, it gets reduced to 25 HP per point instead, after 40 or 50 points (haven't played DS for a long time), you gain so little.
This is still RPG, but it's a balanced system.
you honestly sound like an entitled baby craddled in the "everyone is a winner!" culture. I grew up with MMOs with open world pvp with full body loot where if someone 10x stronger than you killed you, you lose ALL your gear.
In BDO you literally lose nothing when killed in PVP, the only thing lost is a baby's safe space. Want to cry some more, let me know how the big bad PVPer hurt your feelings.
By the way, games like DayZ and such aren't actually MMOs. MMOs in it's original definition are basically large scale games or servers that can fit thousands of players, it just shrank it's definition because game developers don't have the infrastructure to support things that massive these days due to larger networking usage.
And I believe games like Ultima online has some sort of alignment system to protect players too. Then again, that game is sorta like a Niche as mostly adults plays it, and today you don't see too many players of the newer generation bat an eyelid at those kinds of games often.
Eve is played mostly by mature adults unlike OP, a normal adult wouldn't get emotionally hurt just because his pixel avatar gets injured by a big bad pvper and loses nothing.
EVE is a sci-fi game, so you actually have clones and 'insurance' plans enabled to keep yourself from losing everything.
EVE also has different security sectors, so high security has NPC space police that protects you, low security has some other form of security like organized playerbase that defends other players. EVE also has a bounty system so PKers have to fear retribution from others.
In EVE online, the likelihood of a player being given offers to join a organization is very high, as factions wants more manpower to have advantages over others, so recruitment is high and you tend to be supported even if you are a newbie.
And a bounty mechanic that actually replaces the Karma system, where instead of a 'safe zone' and 'combat zone', you have different security zones similar to EVE online, where roads gets patrolled and a PK attempt on another player who can be hit, will be met with instant karma loss, if it happens in those zones. For instance Major cities are high security, with the outskirts and roads being low security. You instantly lose Karma if you attack someone in high sec, but only lose karma if 'someone' witnesses you like a NPC etc, in low sec.
And having guards of differing levels and power to combat PKers would be necessary, in fact using a wanted level system so PKers actually have to flee or more and more guards will spawn and run them down. Having Karma systems to punish rampant PKers is a must, not reward griefers and harassers.
do you even play this game? going red in BDO is insanely discouraged... I really dont think you play this game and is just spouting out BS.
And rather than cheap PVP mechanics, I'd rather see better PVP designs with better overall concepts, and people who defends cheap designs merely don't get the point.
Why do you think I said that cities could be high security and outskirts are low security? Because most farming areas are very far away from cities, but some PKers who do not heed the current punishment for going red doesn't care, they'll still do it...
Granted I also said guards don't need to one hit kill, they can provide some challenge to PKer as a mob, but they aren't a stupid mob and can spawn endlessly to deal with some PKers rampaging inside a city. Perhaps it would be interesting to see a PKer fight a NPC 'royal guard' and not run-of-the-mill halberd wielding militia who one hit kills.
As a sandbox concept, BDO is okay, but for the late game open PVP, that's where it falls flat.
A very mediocre player with 3+ more levels and better gear cant lose.
Also, the TTK is way too small, some seconds at most, entirely removing skills in favor of luck (first one to CC or hit)
If they changed the numbers to make it so that a good player, a bit underleveled and with lesser gear could still win with reasonnable chances against a mediocre one, it would be way better.
Most of the complains about PK and openPvP derivate from this.
You get killed by people who have no chance at all to lose and you cant do anything against them.
Carried by gear and level.