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MajinDragon 11-02-2009 01:54 AM

PvP Exp
 
If you can do it well, we all love PvP. Currently, the only reward for successfully killing someone is platinum/item drop and even that is limited in what you can scavenge from someone. It's very unlikely that you'll come across someone not carrying an abundance of platinum for their items safety, so it all gets pretty boring and the only reason to keep doing it is to watch someone eventually cry.

I propose that exp be added as a reward for successfully pking someone. I've thought up of a system that would ensure pking for exp be fruitful and without abuse.
Exp gained = ((playerkilledlevel+leveldif)*8)*100
And the level used is the general level of the player (maxed at 110).
So if a level 70 killed a level 110 he/she would recieve 92,000 exp in whichever skill they used to kill the player.

As we all know, a player can be killed inf times (that's how 000's of diamonds are stolen). The obvious way to abuse this would be to lame eachother until the world ends for easy max wis, phys and magic. So here's the drawback to pking for exp. 60percent of the exp you gain is taken from the player killed and you can only gain exp from playerkilling 100x a day but exp will always be taken from you when a player kills you, unless he/she has already reached their 100 kills a day limit.

This drawback to pking for exp ensures that the reward is enticing enough to encourage players to pk in this fashion. The cap on the number of kills that will reward a player exp would also have players target their peers or those higher level and not the lower levels. It should also stop/slow any abusers.

Just a suggestion to spice things up

Gothika 11-02-2009 02:18 AM

There is no way to do this without it being abused.

Jcs1919 11-02-2009 02:19 AM

If the player killed is level 5 and a level 110 kills him

= (5+105)*8)100 ?

Gothika 11-02-2009 02:20 AM

The only way I can see this working well is if its done through a controlled event. Maybe EMs can hold special spars. Which use B.Mode and during which the exp you talk about is awarded. Or introduce this exp system into Kingdoms Core. It would get more people doing Core and make PvP more enjoyable.

MajinDragon 11-02-2009 02:23 AM

Quote:

Originally Posted by Jcs1919 (Post 1535643)
If the player killed is level 5 and a level 110 kills him

= (5+105)*8)100 ?

Don't publicize your stupidity. Obviously killing someone of a lower level would have a negative effect on the leveldif part of the equation making it -105. And exp cannot be taken away from you (if scripted properly) for killing someone...

Quote:

Originally Posted by Gothika (Post 1535642)
There is no way to do this without it being abused.

Yes there is... You could also make it 100% of the exp gained is taken from the player killed, but that would cause too much of a fear effect to make this a good introduction. People would be less likely to pk.

Quote:

Originally Posted by Gothika (Post 1535645)
The only way I can see this working well is if its done through a controlled event. Maybe EMs can hold special spars. Which use B.Mode and during which the exp you talk about is awarded. Or introduce this exp system into Kingdoms Core. It would get more people doing Core and make PvP more enjoyable.

It would be nice to have it incorporated in Spar Events and Core, but i want normal pking, away from events, to have more rewards.

Jcs1919 11-02-2009 03:05 AM

Low levels will attack high levels aaaaaaaaaaaaaaaaaaaaaaaaaaaaaa

seanthien 11-02-2009 04:23 AM

Wow, I typed out a whole passage full of stuff and forogt that percent signs make it so you can't post, and then my post got deleted. -__-

Bah, to summarize it all up, Pvp Exp is a good idea, but I'm sure there are better ways to introduce it. The main goal with pvp though should be to encourage newbie players to go b-mode.

Exp in core is a nice idea, it'd have to be based off kills/captures/damage though to make it not so lame.

I'd like "classes" with to be introduced with core too. Chosen before core at some kinda npc.

MajinDragon 11-02-2009 07:22 PM

Quote:

Originally Posted by seanthien (Post 1535699)
I'd like "classes" with to be introduced with core too. Chosen before core at some kinda npc.

Could you elaborate? I have a thought of what you're implying but i don't want to rant before i know...

seanthien 11-03-2009 12:50 AM

Quote:

Originally Posted by MajinDragon (Post 1535859)
Could you elaborate? I have a thought of what you're implying but i don't want to rant before i know...

Rant, haha. xd. See, like I said, I typed a big long thing out and it got deleted.

Basically, each class receives different pros/cons in battle, and upon death receive different ammounts of hp/sp/grace. It's not a real great idea, but I find it rather stupid when you respawn with 1 hp, etc, and it'd be way to dumb to allow everyone the same ammount of hp and stuff.

For example, a priest, they'd get maybe a +(ammount of wisdom levels) grace, in battle, along with somethign else perhaps? Upon revival, they'd receive 20+(wisdom level/2) hp, 0 sp, and (max grace/10) grace.

Of course, some sort of time limit (like atleast 2-3 seconds) before respawn should be added too. Doesn't make much sense to me when you kill someone in their core room and half a second left they're on your ass and making you miss damaging the core. It should be extended if classes are added and you respawn with hp, of course not so long that it's repetitive and just a annoyance.

I'd like to go on, about what I think classes should get in core, but I'd find it pointless to rant on and on if nothing would happen. Just an idea to be thrown out.

Another idea, magic+ should lower sp cost, not like it does much else besides regen which easily caps at like 3 magic.

Noobie8205 11-05-2009 12:16 AM

This could work setup like Warcraft's Honor system. Each time a player kills another player in a 24 hour period you get a diminishing return on that player. Each kill grants less and less exp and after 5 kills no exp is granted. After 24 hours pass from the first time that you killed that player it resets.

Draenin 11-05-2009 12:54 AM

Or you could just stop being cheap / lazy and actually go outside of trade once in a while to get brutals yourself.

PKing doesn't need to yield exp. It would be so easy to exploit it's unreal.

Noobie8205 11-05-2009 01:11 AM

I personally don't feel I need to level at all anymore. I don't care about wisdom and my physical and magic are high enough. I'm just saying if that were to be done it could work.
I don't melee anymore and my magic level is so high it's actually more of a penalty than a benefit.

Draenin 11-05-2009 05:10 PM

Quote:

Originally Posted by Noobie8205 (Post 1536538)
I personally don't feel I need to level at all anymore. I don't care about wisdom and my physical and magic are high enough. I'm just saying if that were to be done it could work.
I don't melee anymore and my magic level is so high it's actually more of a penalty than a benefit.

Yeah, welcome to the final boss of Graal Kingdoms no one has ever beaten: Boredom.

firefighter 11-05-2009 06:57 PM

Yeah, we on Zenox have a self balancing PvP Exp System so I can say: it works! :)

Draenin 11-05-2009 10:41 PM

Quote:

Originally Posted by firefighter (Post 1536667)
Yeah, we on Zenox have a self balancing PvP Exp System so I can say: it works! :)

Yeah, we'll see. If you ever get to hosted, that is.

Googi 11-06-2009 01:15 AM

Quote:

Originally Posted by MajinDragon (Post 1535639)
The obvious way to abuse this would be to lame eachother until the world ends for easy max wis, phys and magic. So here's the drawback to pking for exp. 60percent of the exp you gain is taken from the player killed and you can only gain exp from playerkilling 100x a day but exp will always be taken from you when a player kills you, unless he/she has already reached their 100 kills a day limit.

This would still make it profitable to lame eachother for exp. The only way to avoid this would be if 100% of the exp you gained came from the defeated player. As you said, this would create a fear effect, but not having it encourages "dishonest" PKing far more than it encourages "honest" PKing.

Also, is it really a good idea to be giving people more reasons to PK people who don't want to be PKed?

MajinDragon 11-06-2009 02:35 AM

Quote:

Originally Posted by Googi (Post 1536752)
This would still make it profitable to lame eachother for exp. The only way to avoid this would be if 100percent of the exp you gained came from the defeated player. As you said, this would create a fear effect, but not having it encourages "dishonest" PKing far more than it encourages "honest" PKing.

Also, is it really a good idea to be giving people more reasons to PK people who don't want to be PKed?

I think that is something that can only be tested with the GK population. There would be this 100kills that gain you experience cap. So abuse is restricted and staff can analyse how the system is being used. If what you say is true, and it's being used more dishonestly then alterations in the percent of exp taken would be made. If players are being honest, then there's no need for change. But this would need to be closely monitored and staff will generally just have to trust players initially.

And i've thought about people who don't wish to be PKed, the solution is simple. Leave Battle mode. There is a peaceful mode if people don't wish to fight other players. Some may argue bmode is used to gain more experience, however that doesn't change what the mode is primarily for.

seanthien 11-06-2009 03:39 AM

Quote:

Originally Posted by MajinDragon (Post 1536773)
There is a peaceful mode if people don't wish to fight other players. Some may argue bmode is used to gain more experience, however that doesn't change what the mode is primarily for.

Great, have 50 percent of the people that are already b-mode leave because they can't kill anyone else. :rolleyes:

You want people to go b-mode, not leave it. There should be better benefits and a balanced way to allow lower level players a better chance of having a fair fight.

MajinDragon 11-06-2009 05:10 AM

Quote:

Originally Posted by seanthien (Post 1536791)
Great, have 50 percent of the people that are already b-mode leave because they can't kill anyone else. :rolleyes:

You want people to go b-mode, not leave it. There should be better benefits and a balanced way to allow lower level players a better chance of having a fair fight.

The chance of reaping massive experience rewards from higher level players should be enough of an incentive for lower level players to go bmode. And why i suggested a 60percent exp steal was to reach a middle ground. To not have so much experience taken that lower levels would think pking too dangerous, but enough to deter abusers.

It may be neccessary to create a safety net, or exp steal cap when a player is too many levels higher than the player he/she has killed, but no cap if the killer is many levels lower. Perhaps this would resolve your problem.

And you're also forgetting the most annoying element of pking. People running. There are few opponents pkers face that don't think to run, and almost no measures against this. The time people successfully kill another player is when they don't run, or are too afflicted (by weight, poison, disease) to escape. Weight is the most significant affliction to bmoders, then poison which is enhanced by weight and lastly disease which is the most potent but many are immune. Bmoders can happily play without pking if they choose to flee.

Googi 11-06-2009 07:25 AM

Quote:

Originally Posted by MajinDragon (Post 1536773)
I think that is something that can only be tested with the GK population. There would be this 100kills that gain you experience cap. So abuse is restricted and staff can analyse how the system is being used. If what you say is true, and it's being used more dishonestly then alterations in the percent of exp taken would be made. If players are being honest, then there's no need for change. But this would need to be closely monitored and staff will generally just have to trust players initially.

Nobody is going to go out and start fights with players randomly to get a chance at some exp. (and maybe face the possible risk of dying and losing exp) when it is far, far more efficient to just have you and your friend kill each other until you hit the limit and you both walk away with huge amounts of exp because there's a 40% profit on each kill.

MajinDragon 11-06-2009 10:42 AM

Quote:

Originally Posted by Googi (Post 1536843)
Nobody is going to go out and start fights with players randomly to get a chance at some exp. (and maybe face the possible risk of dying and losing exp) when it is far, far more efficient to just have you and your friend kill each other until you hit the limit and you both walk away with huge amounts of exp because there's a 40percent profit on each kill.

I would, because why would i settle for 40percent when i can get 100percent? I know not everyone thinks like me but there no harm in actually monitoring the first few days to see if people will do as you say. If indeed they insist on abusing, it's not difficult to change it to 100percent

Craigus 11-06-2009 01:25 PM

This system used to be in place, the killer gained some of the person they killed exp, it was removed mainly because of people getting dced and losing exp to monsters, another problem was people who would also donate their exp to a friend aswell as their items, like let themselves be killed on the spawn spot. Very few people will probably remember this.

Felix_Xenophobe 11-06-2009 08:49 PM

retarded suggestion. there's a reason they took away this feature from gk

Googi 11-06-2009 10:22 PM

Quote:

Originally Posted by MajinDragon (Post 1536864)
I would, because why would i settle for 40percent when i can get 100percent?

Because it's generally more than 2.5 times slower to find and kill someone who doesn't want to be killed than someone who will let you kill them and then let them kill you. Also, people would just disconnect if they're losing.

MajinDragon 11-06-2009 10:37 PM

Quote:

Originally Posted by Googi (Post 1536936)
Because it's generally more than 2.5 times slower to find and kill someone who doesn't want to be killed than someone who will let you kill them and then let them kill you. Also, people would just disconnect if they're losing.

I enjoy the chase unlike some people. Unless they're just trying to waste my time. No fun in being handed kills - unless it's to steal diamonds.


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