Station.com
Sign In Join Free Why Join?
Sony Online Entertainment
Community Store My Account Help
  Search   |   Recent Topics   |   Member Listing   |   Back to home page
PvP suggestions
Search inside this topic:
The Matrix Online » Top » Gameplay Discussion » Player Versus Player Previous Topic  |  Next Topic
Author Message


Jacked Out

Joined: Aug 15, 2005
Messages: 2382
Offline

Titles:

Machine slayer: 80% or more killed are machinists

Merovingian slayer: 80% or more killed are merovingian

Zion slayer: 80% or more killed are zionites



Peacekeeper: more heals and rezzs than kills



Streak:

Best winning streak could appear in bio (kills without dying)



CQ management:

Solo: +5 for killing a higher level, +1 for same level or within range (construct range), -5 for much lower level.

Team: +3, +1, -3

Rez: +1

Heal more than 50% hp: +1



Bad/neutral/good path:

Bad will see their cq only decrease (by attacking lower levels and helping other criminals with rez and heals)

They become criminals once their CQ goes below -1000. They dont get points for killing other criminals.



Neutral would get normal cq distribution. They can become criminals or
justicier. more balanced and easier to manage but no CQ reward because
of the stance. By changing path their cq is reseted.



Good  would get more cq killing criminals, no cq killing neutrals
but would lose a lot for killing a lower level or Justiciers as well as
healing and rezzing criminals. They become Justiciers once cq reaches
1000.



Trading CQ points for stylish clothing or rare items, only for those who chose a path.





And of course faction wars/alliances

Hostile server:

It is war anyways, but they can declare war to a same organization's faction.

Non hostile:

Both parties has to "agree" for war, then both faction get a faction pvp flag.



Alliances:

Both factions regardless of org will never be flagged to each other. Therefore they

can team to fight alongside.





Submit more ideas SMILEY

Message Edited by gothique on 08-17-2005 04:04 PM
Message edited by Gothique on 08/17/2005 15:04:32.



Virulent Mind

Joined: Aug 16, 2005
Messages: 118
Location: Murrieta, California
Offline

Similar to WoW's honor system is what your suggestion looks like




Ascendent Logic

Joined: Aug 15, 2005
Messages: 1095
Location: Trexx on Recursion
Offline


I don't like the idea of negative CQ points.  A level 40 Hacker can own a level 50 Operative who doesn't have any VD, but what can the MA do about that?  Run, die, or get -5 CQ?


And an alliance system is sort of pointless.  You don't need to make a pact with a faction of your same org, and making a pact between orgs would be strange.  For example, the factions <Zion> and <Merovingian> make an alliance.  Now they are never red to each other.  After wiping Mara clean of everyone in the Machine orginization, other Merovingians attack the <Zion> faction.  Who does <Merovingian> help?  Their own org or the ones they have an alliance with?  And how can they help either?


Titles would be very interesting, though.  And if CQ points ever become anything more then a recording of how many kills you've made, exploiting a rewards system will be abundant.




Jacked Out

Joined: Aug 15, 2005
Messages: 2382
Offline

Good points

The hacker problem is more of a balancing issue than anything else.

But I forgot to add that one being attacked by a lower level wont suffer any penalties.



For the alliances

If at the end of the battle  only those 2 factions are left, they could proudly say: we are allied

and worked as a team.

It may be odd that having an alliance with merv's and if those merv's attack other ppl from your org

you wouldn't be able to respond and would look as a traitor.

But imo that's great, gives more depths and more politics in the community.



Jacked Out

Joined: Aug 16, 2005
Messages: 97
Location: Baldwin Heights
Offline

This would take some major player honesty...but I gotta say that's pretty thurough stuff.


Controller

Joined: Aug 16, 2005
Messages: 6
Offline

IMHO, every stinking tree in the game is unbalanced in one form or
another.  PvP in this game is based more on luck than
skill.   Just ask anybody who supposedly has max VD and still
gets a few Code Freeze 1.0's dropped on them.  Based solely on
personal observation, and I could most certainly be wrong, but there
seems to be a "**bleep**-for-tat" balancing in the trees.  Knife thrower
counteracts Ballista, MA counteracts Spy, etc.  There's no real
consistency to the entire system.  That is the biggest problem with PvP if you ask me.



Your mileage may vary.



Jacked Out

Joined: Aug 16, 2005
Messages: 226
Offline

Incorrect.  You just need to research a bit more, or fight for a bit longer.  Give it all a chance, you'll see.


Jacked Out

Joined: Aug 17, 2005
Messages: 1461
Location: Vector (E)
Offline

I like that!  Give the players a reason behind their CQs.  I especially like the good/nueatral/bad idea.  I came up with an idea, but I never posted it on the general forums.  I ccr'd it and I got good responses, but nothing concrete... of course.

 

Since currently there's no reason to even have them, I suggest a
ranking system since many try to do that naturally on the forums: "Hey who
has the lowest CQ score?" and "Man! look at my blazing 10,000 CQ
point!!!"

CQ points should be awarded to individuals only who inlfict the most
damage and used for an Official MxO ladder ranking system, or a database
that people can access and host a ranking table on their own site. 
Here is the formula I came up with - X being the winner, Y the loser.

Winner = X + 1 + whole(.015(Y-(X-100)))
Loser  = Y     - whole(.010(Y-(X-100))+1)

In this formula, you gain CQs no mater what, but you gain more CQs when
you fight those who are closer in rank to you. If you lose a fight to
an opponent within 150 CQ points of yourself, you will lose CQ points.
If the loser has a higher CQ than the winner they will lose CQs, but at
a decreased rate.

* We can tweak the formula by removing or changing the place or
operative of the "1".  If we remove the 1 on the winner, lowbies, less than
150 pts, no longer give those with high CQs any points.
Winner = X + 0 + whole(.015(Y-(X-100)))
Loser  = Y     - whole(.010(Y-(X-100))+1)

* The defenition of a lowbie could be changed too by changing 100 to
200 to make the difference at 250 (the extra 50 is because of rounding.)
Winner = X + 0 + whole(.015(Y-(X-200)))
Loser  = Y     - whole(.010(Y-(X-200))+1)

* Or we could keep the ganking of lowbies by leaving everything as is
and place the 1 on the loser to the same place as the winner.
Winner = X + 1 + whole(.015(Y-(X-100)))
Loser  = Y - 1 - whole(.010(Y-(X-100))+1)

I've been brainstorming this idea for a while and I believe this
formula will work best. The great thing about this is, no one knows what the
opponents CQ is, like they can with the levels. So, basing on the fact
that higher levels PvP more, higher levels would leave lower levels
alone for bigger CQ point gathering with the boys.


Jacked Out

Joined: Aug 15, 2005
Messages: 2382
Offline

I would just like to see more meaning in pvp indeed. Punishing or not rewarding those attacking lower levels SMILEY



Vindicator

Joined: Aug 15, 2005
Messages: 5444
Location: In Exilium
Offline

Here's what I'd like to see working on Vector, at least...

Everyone should be able to PVP against anyone. Let's throw duels right out. First of all, they never happen on Vector in any great amount, second of all, it's easier to reconstruct at a hardline then to sit until your health is full again. Besides, spend a week there and you'll be well-used to reconstructing...

Anyway, at first, it would be chaos, because I know for a fact that many players only ally with other members of their org because the game won't allow them to kill them. However, after that initial chaotic period, stronger alliances would form, discouraging lone-wolf behavior, and honestly improving the community as a whole. Plus, I think it would keep truer to the original ideal of the PVP server. I mean, the whole point is that you should be able to choose whether or not to fight anyone. Anyone.

So... That's what I think of that.

Obviously, it wouldn't work quite as well on a non-hostile server, but I still don't like the idea of having people you can't kill. I mean, put in some repercussions for killing a fellow org-mate, maybe... I doubt the Merovingian would mind if I polished off a few of his lesser followers from time to time... SMILEY

- Void





Joined: Aug 16, 2005
Messages: 25
Location: Vector
Offline

Lol......i sometimes get the urge to fight some1 in my own org too........just for fun but dueling is fine for that purpose......Although being allowed to battle other crews in our own factions and crews of other factions
would be cool too.  It would add depth to the game......just b/c we work so the same boss doesn't mean we have the same goals so that would b a nice touch........ And once 1 member of a crew attacks any1 from a "friendly crew all members of both crews would be flagged for 1 another........then it would be like who started this war?  .fighting starts....peace talks ensue.....then they'd b buddies again.....or not


Jacked Out

Joined: Aug 15, 2005
Messages: 2382
Offline

And the CQ system is seriously flawed, a lot of people in pvp faction who just team with pvpers all day

long to rack the points and then boast about having x CQ points when they never fought.



Jacked Out

Joined: Aug 15, 2005
Messages: 2734
Location: Gainesville, Florida
Offline

I've earned a couple of my own cq's damnit!  Soon As I get my computer back im earning a few more.
 
The Matrix Online » Top » Gameplay Discussion » Player Versus Player
Go to:   

Version 2.2.7.43