Quote:
Originally Posted by Cubical
Let me start off by saying these ideas have not been approved and this is an open discussion. I am outlining what my plans are should they be approved. Just as I have posted my suggestions you may post yours or comment on mine or others.
As many of you know recently I've been tasked with revamping attack types and PVP in general. If you've logged on Kingdoms since July 4th and attempted PVPing you've noticed that poison has been changed drastically and Fear is now working. I'll cover the exact details below of my current plans and what has been done so far and would like your input on them. A big issue in the past with Kingdoms aside from the lack of constant updates has been not getting enough input from the players. While nothing in the thread is set in stone until it has been approved by Nico and moved to the main server I do not think my opinion nor any single member of the current staff team should dictate the direction PVP should go as everyones opinion is different. I'm hoping to roll out these updates frequently (weekly or biweekly should I have the time to work on it.)
Keep in mind that I want to hear what you guys want to see for PVP not just responses to what I've posted. I plan on keeping the PVE element the same for now so lets leave that out of this discussion.
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Glad to hear you want to make this a public discussion. There are bound to be some things most players may not agree on, but that's alright. At least we'll see what people are interested in most.
Quote:
Originally Posted by Cubical
General
* Make food deplete slower and reduce players feeling like they need to stay bile. - Hopefully this will help diversify what gods are being used among the playerbase.
* Remove knockback when players attack other players. Knock back will stay when a monster hits a player.
* Add shield block like the one present in the arena - Make it have a 20% to block damage 50% chance to reduce damage 20% chance to not reduce any damage.
* Revamp resistances
* Change casting. Make it so you are not locked into a cast and are still able to move
* Add a freeze time when equipping a wand to prevent running and healing. - Will only be for the equipping phase.
* Add a Countdown timer after giving or taking damage before being able to enter or exit a building to prevent running from PVP.
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* Well, hopefully it doesn't get a lot of people to switch off of Bile too. I know Bile already has a ton of benefits, but still.
* I kind of worry about this one. I know knockback is a kind of annoying effect in combat, but a lack of it allows players to 'pin' others down in corners or against objects more easily. I kind of like what Conq said about only certain weapons having it removed. Mostly short-range weapons, since that means you have to get in closer to other players to actually hit them. Bows, especially, should still have some kind of knockback effect since it means needing to re-aim after a few shots.
* Any use for shields would definitely be great. People have wanted them to reflect stuff for a few years now, but from a mechanics standpoint, I don't think that's possible without some very complicated coding. So blocking is the next best thing. Are there any plans for what to do about their effect against spells and arrows, though? Will they be handled any differently? (It would be nice to have them totally block arrows, and reduce spell damage.)
* In what way? Making them more or less important?
* Well, just make sure people aren't allowed to move
and cast. Moving should probably interrupt the cast, not allow for both at once.
* A lot of the time, running and healing is done with scrolls rather than wands. Adding a freeze time to wands only punishes casters, and doesn't really address the problem directly. Why not add a cooldown time for healing spells? (That is, you can only heal so many times each minute.)
* How long of a countdown time are we talking about here? Would this impede the ability to simply leave in the middle of an event spar? (For example, in Bomboria or Hotaru's arena? I know they have lock-out features already that prevent players from re-entering during events.)
Quote:
Originally Posted by Cubical
Attack Types
* Poison - No stat reduction but applies a burst DoT
* Fire - Long DoT that does a large amount of damage but spread out of a long period of time so it will not be as noticeable. - Getting in water will remove the debuff
* Fear - Reverses Keys
* Ghosthit - Chance of a second hit
* Slow - Captain Obvious
* Cold - Reduce attack speed
* Blind - Reduce the dreaded minute blind to about 10-15 seconds of pure darkness
* Acid - Lowers AC for a short amount of time
* Drain - Leeches life
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* The terms 'burst' and 'dot' kind of mean two different things, but nice to see this change. :]
* I kind of worry that you pair the terms 'large amount of damage' and 'long periods of time,' but I really like the idea of being able to remove burns by soaking in water.
* Again, I think doing something different with fear would be nice. It just too closely resembles confusion in my eyes. (Reversed keys vs. attacking in the wrong direction.) Both deal with messing with player's directional facings, and I'm wondering if this could be made to either make victims actually flee in different directions or cower in place for a short duration. Alternatively, it could also slightly reduce Attack or WC for a limited amount of time. (As kind of the opposite of what acid does.)
* Kinda weird, but at least ghosthit would finally be good for something.
* Well, yeah.
* Probably a lot better than freezing players altogether.
* Yeah, a solid minute of blinding is rough. Most effects should not last as long as a minute, or even 30 seconds in most cases. GK has had a history of having status effects that are often overwhelming, and it would be good to work on those first. (Poison being the most prominent example, and thankfully it has finally been addressed.)
* I definitely approve. Certainly makes a lot more sense than poison doing the same.
* Hopefully this will be based on a
low percentage or a fixed number, because the HP return rate, I imagine, will probably depend on how much damage you're doing in the first place. I would recommend no greater than 10 percent, if even that much, because when stronger players are fighting weaker ones they may do more damage and thus return more HP to themselves, giving them an incentive to pick on weaker players for more health.
Also, if possible, could you list the other attack types and what they do currently in your first post? I'm curious as to whether depletion (as an attack) and paralyze are currently doing anything different than what they have in the past.