Posted 25 February 2018 - 07:50 PM
Posted 25 February 2018 - 07:58 PM
Posted 25 February 2018 - 08:21 PM
Posted 25 February 2018 - 08:27 PM
Posted 01 March 2018 - 11:46 AM
I kinda hated that attitude in EL. PvP in every other game is what we call PK. It's player versus player, if they aren't trying to damage/kill each other, they aren't "versus" it's the equivalent of Play Fighting. Really hate some of these peculiar ideas that built up in EL.
However, there is reason to give exp in a way that rewards actually trying to kill people.
Don't think that what you suggest eats would help PvP/PK
Think what we need for variety is for the feros spawn to be worth crap, and that actually give some variety in fights. Work more on bosses. A way to help PvP i think would be to give some weapon/armour options to give some tactics, or say that magic or ranging updates promised. They kind of are all essential, as well as having some more benefit to killing others.
Right now we currently have a bunch of people who are surprised that they get killed in PvP, surprised that people might use the feature that map has. Think that afking/ not having dis rings in PvP maps is fine, and not just asking to be killed.
We have problems.
Posted 05 March 2018 - 06:28 AM
Posted 02 February 2019 - 07:55 AM
That said, unless people are ALLOWED to "train" combat skills in relative peace and at the best PvE spots they will not progress their character to higher levels, and in my personal opinion, higher levels in OL = MORE FUN, and with increasing development of team events the more people in the higher combat skill level bracket = EVEN MORE FUN.
We all know the best high level PvE mob spawns to use if you dont want to do a Cartman (see make love, not Warcraft episode) are Fero cave next to VL and TD cyc Spawn.
PvE "Training" vs "Current OL style PK" in TD is unbalanced and needs to be addressed.i feel for too long now the TD Cyc "trainers" are just there for the "Leopards" one sided entertainment whenever he decides to log in that is. Personally I think that this is so wrong on so many different levels, especially for players who just want to "train" and develop their characters to advance on to more difficult PvE mobs spawned during the OL weekend invasions, or take part in the events that are run.
Fero spawn cave area for example is not PK, but you do have to travel to a PK area to reset the spawn to "train" in the SAFE non-pk cave. The "PKer" to cause grief to a "trainer" there has to wait until the "trainer" is resetting the spawn by stopping "training" and actively entering PK map area outside the "training" area to kill the trigger spawns.
The PKer in this situation does not automatically have the advantage over the "trainer" as it is unkown when they will apear in the PK section of the map to reset the spawn inside the "safe" training area. The PvE "trainer" knows (or should know) when they are in VL they are fair game and the quicker they can reset the spawn the quicker they can get back to "training". They have at this spawn the opportunity to prepare and equip themselves for PK prior to entering the PK area/zone in search of the trigger mobs to reset the spawn to continue to "TRAIN".
TD cyc respawn is in a known location that "trainers" go to "train" and unlike the AWESOME(?) fero spawn, there is no safe "training" spot and they are at risk the moment they start "training" PvE at that location.
I now know that maps can be made to have special features added/incorporated into them, and, to take the advantage away from the "LEOPARD" and balance it more favorably for TD cyc spawn "trainer" I would like to see a small boundary around the actual Cyc re-spawn area and inside that area be made a "buff free" zone where shield, MI or invis spell buffs will fall off when players enter the area with them active. I reckon they could still gain the xp when casting the spell, it just will not produce the desired effect.
It can still be a PK area in the zone, just cant PK while Invisible or with MI or other spell buff active.
Outside of this area it is business as usual. The "trainer will still have to leave this specially created buff free zone to gather mobs back to the re-spawn point within the buff free zone from time to time. but they will be relatively safe to "train" GRIEF free and progress their characters in a/d skill while they do have them grouped inside the buff free zone.
While they search outside the area to gather lost mobs or to start their "training" off then they will be at high risk from the "Leopard". However players can prepare properly for this and i am betting that the ebul "Leopard" will not bother to log in because he will have to work harder for his PK chan @6 message or PvE "trainer" DBs.
PS - Dont go to PK maps if you dont want to be PKed. but also remember you have option to alt-x and play another better balanced PvE vs PK game as well. Please dont though as OL is a great game and getting even greater.
Posted 07 November 2019 - 12:39 AM
PK was not about fighting over a spawn while training PvE like OL's fail attempts to encourage PK (in game drama more like it) by pinning a lamb to a stake but in the main, PKing was for the right to hold the map for hours on end in order to flee train A/D with other players who actually crowded out the map at times. Was nice to get invited to large PvP groups 10-15 players strong to kick out enemy guilds from the PK map and taking it over.
Ive had a re-think about this topic and would also like to see Flee training with others give xp for a number of reasons, 1. not "staked" to a set location in the PK map as you are if farming a spawn for exp and 2. have a partner to grab your bag if ambushed by a single invis magic user. 3 would require 2 or more players to get a successful PK db score and require different strats than what is in use atm in OL.
IF not then some event maps implemented with coding that raise or lower combat stats as required of players who want to participate in PvP events.
EG. Map gives everyone temporarily 50 a/d/ 30magic/range and the same attribute levels (TBD), they bring their gear/ess/pots they dont mind losin/risking IM says go and last player/team standing collects the bags, and perhaps bonus xp in all skills used..+ gc of course.
Capture the flag pvp event could use a harvest timer sort of code requiring a player to click the flag but have to remain un attacked for a certain time period to get a successful capture, or get a similar message like the "you cant harvest (capture flag) while fighting". Once flag is captured game is over or might be required to be rrun back to home base.
King of the hill event : player that has stood in a certain square for the longest time during a 20min event wins.Server keeps records for each player to stand in the square. Participating players in the event respawn in map if killed and are able to have another go at clearing the player from the square. Could be team or free for all event.
Posted 07 November 2019 - 07:25 PM
Posted 08 November 2019 - 09:18 AM
Also tagged with one or more of these keywords: exp, levels, cmon
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