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Updated: Thursday Feb 9th. MORE PVP INFO..LOTS OF CHANGES

 
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Wraven
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Joined: Dec 29, 2005
Posts: 788

PostPosted: Thu Feb 09, 2006 11:34 am    Post subject: Updated: Thursday Feb 9th. MORE PVP INFO..LOTS OF CHANGES Reply with quote

. Among the changes are item and coin loot, increased PvP danger as you get farther from your home city and a change to how we determine what an honorable kill is.

PvP Mechanics & Communication
/duel will no longer function across alignments. Sorry, but the Queen and Lucan will not allow any friendly fighting to take place.

Combat
Stealth, Invisibility and Feign Death effects cast during combat will force anyone targeting you to lose their target.

A character that would normally be invisible or stealthed to you will appear with a shadowy outline if within a specified range (currently 20m instead of 30m).

Healing or casting beneficial spells on players who are currently hated by another player in PvP combat will open the caster up as a valid target regardless of the level ranges involved.

Death and Rewards
We've changed the way we determine if a kill is honorable, neutral, or dishonorable.

Honorable Kills: Any kill of the opposing alignment that was engaged while the target had greater then 50% health. All players that generate at least one point of hate with the victim while the victim’s health is above the honorable kill threshold will be eligible to receive rewards, including experience, status, faction, and the ability to loot item or coin dropped by the other player.

Neutral Kills: Any kill of the opposing alignment that was engaged while the target had greater then 20% health. Neutral kills result in moderate faction gain.

Dishonorable Kills: Any kill of the opposing alignment that was first engaged while the target had less than 20% health. Dishonorable kills result in a loss of faction with both your alignment and the opposing city’s. Losing enough faction will cause you to fall out of favor with your alignment, and will restrict or remove any access to the rewards system.

Note: Dishonorable/Neutral status will be removed if the victim’s health goes above the specified thresholds during the course of the fight.

The Kill List: Honorably killing another player will place them on a list tied to your character, designed to reduce friend farming and griefing. Any Honorable subsequent kill of the same player will result in a neutral kill until you have killed 10 other players.

* Players will be removed from your list of recent kills after 30 minutes of real time.
* Killing a player already on your recent kills list will move them to the top of the list and reset their timer.

Coin and Item Loot
In the event of an honorable death, players will drop a percentage of their coin into a chest that can be looted by anyone who gained rewards for the kill (or the player who died if they make it back to the chest in time).

Additionally, there is a chance that players will drop a single item from their non-equipped inventory upon death. These items are of Treasured quality and lower, and cannot be Attuned or No-Trade.

PvP Rules
For the opposing alignment, players’ names will have a red outline indicating that they are a valid hostile target. By default, any players +/- up to 8 levels are valid targets, and their names will appear as a color based on the level difference:

* Green: 5-8 levels below you.
* Blue: 1-4 levels below you.
* White: Even level.
* Yellow: 1-4 levels above you.
* Orange: 5-8 levels above you.
* Player names more than 8 levels below will appear grey (and formerly non-aggro).
* Player names more than 8 levels above you will appear red, and non-aggro.

As players travel farther from the city walls, the level of valid targets increases:

* Nektulos, Thundering Steppes: You may attack players up to 10 levels below you
* Enchanted Lands, Orcish Wastes: You may attack players up to 12 levels below you
* Lavastorm, Everfrost, Feerrott, Rivervale: You may attack players up to 14 levels below you
* Desert of Flames: You may attack all players
* Kingdom of Sky: You may attack all players

Note: While the valid range of players you can kill does increase, the rewards will only be granted for players within the default +/- 8 level range.

PvP: Coming Soon to EverQuest II
Read the full details on EverQuest II PvP, slated to be unleashed on new PvP-ruleset servers with Live Update #20 on February 21, 2006, in the Player-versus-Player Combat feature!

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Originally Posted by Etadanik
How do they plan to prevent people from not carrying around coins/treasured items so as to never lose anything?

No plans/need to prevent it at all. Even on PvP servers, people will be wanting to hunt NPCs. They're going to have coin and items on them just from that. It's not a guaranteed thing even if they do have droppable items on them. It's a trophy, more than anything else, and occasionally they'll be useful ones.


Quote:
Originally Posted by Jovek
It seems like the honorable state at the start of the combat should be all that matters.

Exactly - That's the only time it does matter for determining whether or not "someone" is getting a reward out of it.

e.g. You engage a target who has 60% health, then some other guy runs up and smacks the target when it's at 5%. You're getting the Honorable Kill rewards - The guy who joined in, isn't. To the reward system, for the other guy, it's a non-event.

The rules aren't meant to imply that the other guy who added to your fight gets a Dishonorable kill for doing that. He just doesn't get the Honorable rewards, while you do.


Edited to add clarification: There is one other time it matters. If a person is attacked during a period in which killing him would be dishonorable/neutral, and his health raises back up over 50% while he's "aggro" on another player (heals, etc), he should automatically become honorable again mid-combat.

I'd want to verify it on beta to be sure it's already in place, but that's the intent.

- Scott

/////////////////

Originally Posted by Zuuljin
Here's a question. How long does your target remain on the hate list for an honorable kill? What I mean is, say you see a group killing things. The group is resting, and the MT is 100%. You run up, tag the MT with a spell, then run off. 5-10 min later you see them fighting mobs again, you see the MT is under 20%, so you run in, deal the last 20% dmg and run off again. Do you get an honorable kill for that?

It depends on how long we're talking. By 5-10 mins, he would have gone nonaggro to you from the original combat.

By 2 mins? Possible he still has "hate" for you.

In either case, you'd know: He'd have a broken encounter icon (similar to broken NPC encounters in EQ2) if engaging him and killing him would result in a Dishonorable kill.

- Scott

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Originally Posted by WillTR

But I have a question:

Player A is in my leveling spot, but I sneak up on him and watch him leveling. I want a reward, so I hide, anxiously awaiting him to fill up his health. Much to my dismay, he continues leveling with his healthbar at 30-40%, preventing me from garnering a reward. Is that ok?

The way I understand it, you won't recieve any reward for winning that fight. It wasn't hard, so I don't really deserve a reward, but I purposefully wasn't given the chance to get a reward. Confusing!

Out of combat regen is pretty fast in EQ2. This is possible, but unlikely. We don't want to add further system complications to handle problems unless they stand a reasonable chance at showing up in practice.

If this became a dominant defense, we'd do something about it, but at the moment we're not worried about it.

Quote:
Originally Posted by WillTR
Also, I agree with the Mana, thing. Killing someone who is 90%/10% is as easy as someone with 10% HP. You definitely need to think more about that.

The difference is that the guy with 90% health has an excellent chance to escape. That's why it's still honorable.


Quote:
Originally Posted by WillTR
PS- Don't let someone remove themselves from Honorable status via Manastone, just because they see me coming. I guarantee people will cheese that thing to death.

With the casting time and the recast on the manastone? Remember, those are pretty healthy chunks of time.

I don't think it's possible for a person to jack themselves down that much health, even if they were a necro using both manastone and their own pet cannibalize, in the time it takes someone to approach.

By the time someone had the ability to use both of those, they'd be a level where the attacker most likely had a mount, decreasing approach time even further.

- Scott

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Last edited by Wraven on Mon Mar 06, 2006 11:55 pm; edited 2 times in total
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Wraven
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Joined: Dec 29, 2005
Posts: 788

PostPosted: Fri Feb 10, 2006 6:42 pm    Post subject: Reply with quote

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