Bump. Really an awesome idea!
Great idea
As it is now, you can go to your settings to decline all party invites....so why not add a similar option to pvp duel requests. This would limit spamming and seems fairly easy to implement.
To prevent kill farming make players unable to duel anyone 200 points above or below their current amount. Pvp has always been competitive and in that environment feelings get hurt. So what is stopping a good player from dropping to 0 points then challenging one of the best players who is on the leaderboards that hurt his feelings. If the player whose feelings were hurt wins, the player who lost will not be be on the leaderboards anymore and his points will drop immensely.
It's all just speculation, but it could happen.
I would like the formula to be such that individual battles do not swing your rating that much, and it requires a lot of work to get your rating high -- so much that nobody would want to drop their rating to zero as it would take a ton of work to get it back up.
Sounds like something that's missing from the current unorganized PvP. I support this but first, I have two questions for you:
1)Is the winner's HP/MP going to be refreshed after each win? In any other case, a closed space 1v1 area would turn this to alternate kills. For example, will the player who lost the first fight get back to his injured opponent before 30 seconds pass?
2)Yes, there is a way to boost, just slightly more complicated. Using a multi-account scale system. Let me explain.
I'm talking about 3-4 alts, which anyone can make. Let's suppose this 0-1000 point system is implemented. As each player starts with a set amount of points --let's say 500--, the player chain will go like this:
(assuming account [3], meaning your main, already has the lead)
Replaceable New Acc.[1] < Second Degradable Acc.[2] < Main Acc.[3]
1. First step is using [3] to farm [2] until the points received are too low/zero.
2. Secondly, [2] farms [1] until he completely regenerates from [3]'s farming.
3. Since [1] is expendable, when [2] stops receiving points from [1], remake account [1].
4. Continue to feed [2] with [1]'s until [2] is maxed and then farm [2] with [1].
5. Repeat.
With these 5 simple steps and some patience, 1000 is not unachievable. Note that this process can be done in account making levels(lvl 1-3) until the max or a satisfying score is achieved. Then proceeding with actual leveling as usual.
And because I'm aware this is still complicated for most, let me break it down to numers. Let's assume 100 point difference nullifies further point gain.
[1]- -[2] - -[3]
500 - 500 - 550
500 - 400 - 650
400 - 500 - 650
500 - 500 - 650
400 - 600 - 650
500 - 500 - 750
400 - 600 - 750
500 - 600 - 750
500 - 500 - 850
-At this point a 4rth account comes in if you want to achieve 1000.
Yes, I'm good at this.
Last edited by Madnex; 01-22-2014 at 06:29 AM. Reason: Aesthetical fixes and typos.
This sounds amazing but instead of having to create a new arena it could take place where you stand. This was available in another game *coughworldofwarcraftcough* there was no rating system it was just something fun players could do when standing around..paradise pier or windmoore comes to mind. When in any town you can pull up another players inspect page where a duel tab would be. After challenging a player to a duel an accept tab would pop up on their screen (similar to a party invite tab) where they could accept or deny. If the player accepts a message appears at top of screen "get ready" "3" "2" "1" "go!" (Similar to cf "the match will begin when each team has 3 players" during the countdown both players cannot target each other. When the countdown is over a red and blue circle appears under each respective player and they are able to target each other. When one of the players is defeated there would be a player 1 killed player 2 message in general chat in blue and red letters like pvp maps. The spectators would be everyone in a Givin map. While a duel is active players could not receive buffs from surrounding players and the potion tab would disappear I would absolutely love to be able to kill time in the pier like this. I don't think a rating system or lb is nessassary. Just some good fun.
Let me proceed to flash you with my torch. c:
Lets take a example of a war Y vs a rogue X in Paradise pier, fights starts:
Prob1
The rogue use SP and vanishes in crowd then the war start searching for her instead of them fighting.
Prob2
People seeing there's a fight gather around the two of them so there's is a mass of toons and pets concentraded in 1 spot and the fighters can't identify their opponent.
It turns from 1vs1 to Hide n Seek.
Prob3
Rogue X drops her medic pack wanders a bit here and there and later can't find the packs when she needs them cause there is a pet or a group of toons standing on top of them.
Prob4
How do you eliminate the problem of people changing their gears after being challenged and right before match starts bringing out the full myths + samael they were hiding to seem weak??
Prob5
Having a fight with people of your same caliber and level will be much more complicated cause in town maps their is not a level filter.
Prob6
This is a concrate one thats has to do with programming. As stated by Samhayne when he explained why pocket legend was not repolished and instead AL was invented
"it is much more simplier to create something new than fixing the old things".
After considering all this problems some days ago i made a suggestion only few people gaf about if you care to read click:
Here.
c:
Last edited by Anarchist; 01-22-2014 at 09:45 AM.
As for #1, I agree that both players should be returned to full HP and Mana after each battle.
As for boosting, perhaps we need some safeguards built into the system to help avoid this sort of thing. Obviously you can never eliminate it 100%, but let's try to make it as difficult as possible. The formula needs to be such that you need a ton of kills of good players to get up past 900. Yes, boosting is always possible, but it needs to be such that maybe you would a hundred alts to get that high, not just 5. Any ideas?
Last edited by Energizeric; 01-22-2014 at 01:44 PM.
I was just thinking this. Remove any kind of kill points system and have a betting system.
So there's no way to "farm" or "exploit" anything.
Both people have to agree to the amount bet, they fight, and the winner gets the loot. And if people complain they lost, too bad, don't agree
+1 for the idea!
IGN: Rianaku (Warrior) - Couchlock (Sorcerer) - SnackBox (Rogue)
Hmm I can see locking PvP for levels below 20, for example, making my method and similar ones a lot harder. As you said it wouldn't be impossible just enough to make the majority of boosters back off and rethink if a score is worth so much of their time.
This isn't a bad solution for the current PvP either. Twink PvP is by no means necessary to exist in such wide level range.
If there was a betting system this will surely be exploited.
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