World PvP, incentives/disincentives

Post » Thu May 19, 2011 10:39 am

This thread is for discussing how PvP can tie in with normal game play and align the developers current direction for PvP in FoL

Suggest incentives, disincentives, game play opportunities and how pvp can impact upon questing.
In short, create a wish-list for what you'd like to see incorporated into this section of game play.

* There will be lots of PvP, but that won't be the only activity.
* There will be restrictions. Our vision of PvP requires player consent.
* PvP can occur pretty much anywhere in the world, but not all players can partake in PvP. This goes beyond the /duel command; there is a whole different system in play here. It's not the old EQ-style PVP switch. It's something new. We're just not ready to give details at this time.
* If you heavily commit to PvP, you will be rewarded. It will be risky, but the rewards are designed to make it worthwhile. If you'd like to dabble in PvP, you will still be rewarded and won't risk as much. We hope to entice more people to be involved in PvP, without making it a requirement.



Suggested incentives to PvP
    - Player gained trophies:
      When a player is killed by another player, they drop a 'trophy' - similar to ears in Diablo 2. These trophies can be used to improve faction alignment or for quest requirements. Think of a player aligned with the NCR bringing 10 raider ears. The trophies should be a fairly prestigious item since it is a life or death situation in which they gained the item.
    - Caps/Item reward:
      The victorious player can take a percentage of the slain players 'non-banked' caps (50%?). Item rewards may be given on redemption of player trophies
    - Faction/Role reward:
      Some certain progression should only be gained through PvP, such as becoming a ranger in the NCR or a higher ranked raider. Moving up through certain factions should be possible only by past pvp victories. Further progression/reward could consist of a player collecting trophies from other players. I.e. a ranger should have more incentive to go after a raider clan leader than a wastelander causing trouble.
    - Experience reward:
      Players should gain experience from killing another player, this experience gain should diminish rapidly to discourage abuse.

Suggested disincentives
    - Targeted by players of other factions
      As mentioned before, higher level faction members should have more reason to be going after opposing high level faction members. The higher you are up in your faction for pvp, the greater risk you have to be attacked by a higher ranking player from another faction
    - Bounty hunters
      Bulletin boards placed either in less than desirable places (e.g. slums) or in front of the sheriff’s office. Players can place bounties on other players’ heads. This opens the opportunity for players to become bounty hunters. Players who partake in PvP will naturally have a higher chance to have a bounty placed on them by another player. A highly ranked NCR player might place a bounty on a highly ranked raider. The player will exchange caps for the other bounties 'trophy. Bounties placed on a player should be limited to once every few days to prevent abuse.'
    - Loss of caps
      You die; the other player steals some of your cash. Pretty simple
    - Loss of faction standing
      Fellow raiders hear you were beaten by a low-level NCR recruit; there should be a loss of standing amongst your faction here.

Game play opportunities
    - Bounty hunting
      Some players may choose to make a living by collecting bounties placed on other players’ heads. They collect caps in exchange for the trophy gained from the bounty. Bounties should only be able to be placed on a player and placed by a player once every few days. A player/bounty hunter involved with the bounty should both be open to pvp with each other.
    - Faction progression
      As mentioned earlier, you should only be able to progress in some factions/roles by collecting trophies from other players.
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Jessie Butterfield
 
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