PvP Tips

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Ramaraunt
 
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PvP Tips

Post by Ramaraunt » 20 Apr 2014, 02:39

I've played many PvP games in the past, and I had to learn these rules the hard way. These rules are especially important in high stakes PvP, like full loot.

1. Know where your enemy is.
2. Stay hidden from your enemy as long as possible.
3. Never put your guard down when in a PvP zone.
4. Surprise assault your enemy when possible.
5. Never risk anything you can't afford to lose.
6. Understand that there is allways a chance of failure, and that everyone loses from time to time.
7. After losing or winning, accept your just desert.
8. Don't get too cocky, because that makes you a target.

If you also PvP a lot and have tips, go ahead and say them.

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Arrakis
 
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Re: PvP Tips

Post by Arrakis » 20 Apr 2014, 06:40

Ramaraunt wrote:3. Never put your guard down when in a PvP zone.
Whole map is a PvP zone buddy :)


Ramaraunt
 
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Re: PvP Tips

Post by Ramaraunt » 21 Apr 2014, 03:36

Arrakis09 wrote:
Ramaraunt wrote:3. Never put your guard down when in a PvP zone.
Whole map is a PvP zone buddy :)


I thought there were some relatively safe zones, like your town when at peace, or in the starter city.


Lucasrodrigues
 
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Re: PvP Tips

Post by Lucasrodrigues » 21 Apr 2014, 05:02

Ramaraunt wrote:3. Never put your guard down when in a PvP zone.


In this game, i think that could be replaced by: never walk alone.


Siegbert
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Re: PvP Tips

Post by Siegbert » 21 Apr 2014, 05:55

Ramaraunt wrote:
Arrakis09 wrote:
Ramaraunt wrote:3. Never put your guard down when in a PvP zone.
Whole map is a PvP zone buddy :)


I thought there were some relatively safe zones, like your town when at peace, or in the starter city.


Yeah, you could say that. In Persistent World mod you're relatively save when not in war. You could be robbed though so you would want to have some allies nearby to help you out.

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Bobik
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Re: PvP Tips

Post by Bobik » 21 Apr 2014, 08:15

Arrakis09 wrote:
Ramaraunt wrote:3. Never put your guard down when in a PvP zone.
Whole map is a PvP zone buddy :)


It is wrong. Area around central NPC city and central NPC city itself will be free from PvP. It is just not implemented now.

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Arrakis
 
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Re: PvP Tips

Post by Arrakis » 21 Apr 2014, 10:54

Bobik wrote:It is wrong. Area around central NPC city and central NPC city itself will be free from PvP. It is just not implemented now.

Ye, "Will" :D That's why I said that whole map is PvP zone :D


Psychobilly
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Re: PvP Tips

Post by Psychobilly » 21 Apr 2014, 14:05

Bobik wrote:
Arrakis09 wrote:
Ramaraunt wrote:3. Never put your guard down when in a PvP zone.
Whole map is a PvP zone buddy :)


It is wrong. Area around central NPC city and central NPC city itself will be free from PvP. It is just not implemented now.


Circle radius or all of node 25? Wondering how far the safe zone will go.


Siegbert
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Re: PvP Tips

Post by Siegbert » 21 Apr 2014, 14:08

Certainly not all of 25. 25 is big...

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Bobik
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Re: PvP Tips

Post by Bobik » 21 Apr 2014, 14:50

Circle around of central city with a size of a node. It will be also a place for safe house building and claims.

Siegbert wrote:Certainly not all of 25. 25 is big...


Not bigger than other 48 nodes ;)


Nocturne
 
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Re: PvP Tips

Post by Nocturne » 21 Apr 2014, 16:19

Bobik wrote:It is wrong. Area around central NPC city and central NPC city itself will be free from PvP. It is just not implemented now.

I like every feature of this game, every single feature is light years ahead of anything else currently on the market, even including games in development as pathfinder, eqnext etc.
But rather than the safe zones with the tedious timer, you don't think that it would be better to choose something a little more sandbox for your great game?
I think that the combination of defensive towers with npc archers (no laser as in Darkfall) and NPC guards on the ground inside and around the perimeter of the npc city, both septate very heavily against pk and reds, this solution would be a much more suitable for LiF.
Please don't tell me that you are choosing to do something like the barren and useless green areas of Duw or any other wow clone.

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Bobik
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Re: PvP Tips

Post by Bobik » 21 Apr 2014, 17:14

simply No to NPCs. I've stated it multiple times that reality of NPCs in a world that is constantly shaping is very harsh. we need way more calculations and overall CPU time to process single AI then any other MMO.

We will just create a safezone and see how it is going to work out. Zaptowers is our next variant for additional protection of guild cities.


Nocturne
 
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Re: PvP Tips

Post by Nocturne » 21 Apr 2014, 18:32

Bobik wrote:We will just create a safezone and see how it is going to work out. Zaptowers is our next variant for additional protection of guild cities.

Thanks for the clarification Bobik.
I prefer a lot more zap towers rather than the safezone.

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Hodo
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Re: PvP Tips

Post by Hodo » 21 Apr 2014, 19:13

So there will be no NPC guards but something like no kill zone towers? Why not take a page from Wurm online and have NPCs tied to those towers, and if you have them they will spawn X number of guards that will only react to hostiles with in X distance?


Siegbert
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Re: PvP Tips

Post by Siegbert » 21 Apr 2014, 19:21

What is it with your guys' obsession with NPC guards?

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Hodo
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Re: PvP Tips

Post by Hodo » 21 Apr 2014, 20:49

Siegbert wrote:What is it with your guys' obsession with NPC guards?


I just feel it takes away from the "feel" of the game to have automagical towers that kill or stun someone at some invisible boarder. You don't know how many times I have seen something like this in other games that were exploited by people on both sides of the PvP fence.


AceTheFlame
 
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Re: PvP Tips

Post by AceTheFlame » 22 Apr 2014, 04:36

Hodo wrote:
Siegbert wrote:What is it with your guys' obsession with NPC guards?


I just feel it takes away from the "feel" of the game to have automagical towers that kill or stun someone at some invisible boarder. You don't know how many times I have seen something like this in other games that were exploited by people on both sides of the PvP fence.



You're asking for the same thing though... Bobik wants a magical tower that will shoot people. You want a magical tower that spawns guards that kill people.

Both are easily exploited just the same. The only difference between both ideas is what is doing the killing(while one puts more strain on the system compared to the other).


Nocturne
 
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Re: PvP Tips

Post by Nocturne » 22 Apr 2014, 08:30

AceTheFlame wrote:You're asking for the same thing though... Bobik wants a magical tower that will shoot people. You want a magical tower that spawns guards that kill people.

Both are easily exploited just the same.

In Darkfall the weak point were not the towers, but the rules of war between guilds. You could form a guild of only one player and declare war on all the other limitless, including guilds of new players.
This made the protection of the towers useless because there were no rules and restrictions of engagement between players of guilds in war.
Then there were also small groups of players who managed to contain the damage of the towers taking advantage of the many healing spells to others.

If you can control these two critical situations, the towers are an good solution to protect new players, without having to resort to safezones that ruin the atmosphere of the game, and without resorting to individual npc guards that as said by Bobik require a large computing work for the game client.


Wigster600
 
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Re: PvP Tips

Post by Wigster600 » 23 Apr 2014, 12:38

Another melee tip: Spin2Win
Image


Siegbert
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Re: PvP Tips

Post by Siegbert » 23 Apr 2014, 14:01

Wigster600 wrote:Another melee tip: Spin2Win


Don't forget the bunny hopping!


Psychobilly
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Re: PvP Tips

Post by Psychobilly » 23 Apr 2014, 14:58

Nocturne wrote:In Darkfall the weak point were not the towers, but the rules of war between guilds. You could form a guild of only one player and declare war on all the other limitless, including guilds of new players. This made the protection of the towers useless because there were no rules and restrictions of engagement between players of guilds in war. If you can control these two critical situations, the towers are an good solution to protect new players, without having to resort to safezones that ruin the atmosphere of the game, and without resorting to individual npc guards that as said by Bobik require a large computing work for the game client.


Yes the wardec mechanic in DF1 was terrible. Mortal Online solved the issue by only allowing a guild to declare war on one guild at a time, and requiring a heavy cost to form a guild (guild house). In DF1 you couldn't destroy a guild, but in Mortal you could win a war by taking out the enemies guildstone... was't perfect but it was a lot better than the wardec spam of DF1.

Towers: You are only talking about towers in safe cities. Towers in player cities were TERRIBLE. Completely removed the concept of stealth from the game to have a magical alarm system bleating everytime someone came in the city - horrible immersion. Please God no magical towers. Id rather have a safe zone in 25, towers for safezones in Darkfall NEVER worked at all (guilds like Goblin Preservation Society proved that over and over). A true safe zone for 25 will help new players get into the game by eliminating griefing (towers will enable griefing) - I don't think it ruins anything.

The greater concern is that no ones city will be safe at all in a terraforming game... it's going to be a clusterfuck where zergs steamroll over anyone smaller. The only way I can see this not happening is if there are harsh alignment penalties for terraforming someone elses land (knocking a gate down should not count as terraforming). If that is implemented then maybe there is hope for the small scale community. I much prefer a big alignment hit to magic towers. Simply declaring war on someones settlement should not remove the alignment hit, if you want to kick someone out of the game you are no less evil by simply stating you are 'at war'.


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Re: PvP Tips

Post by Nocturne » 23 Apr 2014, 16:19

Psychobilly wrote:towers will enable griefing

As said before, griefing is allowed by two things:

1) the ability to heal (self and other) that if they are too unbalanced as in the case of Darkfall, allowed players to receive an amount of care greater than the harm inflicted by the towers, making it possible for a pk supported by 2-3 blue players, to enter into a starter city killing all the new players while they were crafting or trading.
(to solve part of the problem was enough to change the rules of alignment so that a blue player that supports healing a red/gray player, himself becomes gray...but the watchword for av was avrio...)

2) the lack of solid rules of engagement between guilds.

If you can control these two aspects, you don't need of stupid safezones with boring timers that have the effect of sterilizing the incentives for new players in going to fight and try to kill the pk.

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Bobik
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Re: PvP Tips

Post by Bobik » 23 Apr 2014, 17:04

You miss an opportunity for suicide ganking. When me and my friend are blue and we jump and kill you right in the middle of central city and someone else loots your corpse.

I must confess, I had practiced it a bit in a EvE :evil: when we were suicide ganking freighters that were flying through high-sec zones on autopilot. But in EvE you can be 100% absolutely safe while you're docked on the station and manage your stuff, read something, go AFK there.

We want that central NPC city and some area around it to become such a safe heaven, where you will be completely safe from harm and free to go AFK or take your time to browse auction or chat with friends and not be afraid to be ganked in any way there.

That discussion is VERY old, I have seen it back into UO times about BG (Britain Graveyard) safe zone. And answer is simple, if you want to gank someone - wait untill they come far enough from the safezone border, so you will be able to kill them, before they're back into it.

Area of that safezone gonna be even less then a server node. I don't see a single reason to be upset about the fact, that less then 1/50th of a whole server territory will be completely safe for players.

As about immersion thingie, it is not first and I'm afraid not the last time we're forced to sacrifice realism and immersion for the sake easiness of gameplay and implementation.

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