Community Dissonance: PVE vs PVP, and how can we fix it?

With the current powercreeping of basically everything right after Calvus (not even in Nimbus with the kind of builds we have), there SHOULD have been more care about the interactions between 50, fresh 125… and whatever the hell I’m seeing people do when they demo their completely unmanageable beefstick nuke builds that can slap half of Munera in one kick, LET ALONE what potions can do for these same builds.

Letting people get garroted at level 50 is just SOMEONE being lazy about its implementation. “Ah yeah, it worked before, it should now!”

I’ll be TOTALLY fine with PVP of varying levels… LATER if when the Nimbus Sea drops and we have leeway in both our builds and how/if the interest is there, and AT a point everyone is expected to be set up to tackle the same resources.

what are you even saying???
you think a level 50 getting jumped by a super minmaxed level 125 adds to the experience and makes it better???

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Sorry, I was so shocked by how insane that first sentence was that I didn’t even notice
the rest of it.

Correct.
Why should somebody still playing the story have to deal with a max level’s bullshit?

Also correct.
There is no easy solution for this, though I don’t think it needs a solution to begin with.
By being at max level you’ve already gotten all the story unlocks and are fully capable of going out and getting all that minmaxed stuff yourself.

What the HELL???
Fuck no, that’s terrible.
This is such a shit point and its a terrible example against mine, what I described is unavoidably and blatently unfair, this is just stupid.
A person below max level is most likely still going through the story and shouldn’t be interrupted by some weirdo that gets enjoyment out of stomping people who can’t fight back.
A person at max level is a whole different situation, the story’s stopped for now and they’ve gotten whatever unlocks it provides, they can easily go out and get whatever they need to better fight.
Unless you’re sitting on 100k+ renown people aren’t going to be jumping all over you 24/7 so players typically have every bit of time and opportunity they could ask for to catch up.
With deckhands no longer being tied to renown, this is also no longer an issue for anybody that isn’t actively interested in PvP.

also your example is awful because power is far from the only stat that matters so judging a system like that off of damage alone would be idiotic.

I sincerely hope the hacker was like arrested and beaten to death and his computer smashed to pieces because this is just downright psychopathic behaviour

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Create a “get away” command, which spawns a big sphere centered on a point that slowly expands in size. High level players getting hit inside the sphere by low level players can’t retaliate.

“Fury of the Small” increased all stats of lower level player for all enemies of higher level within range.
Make it a aura lul

both of these would take time to make and also be super gameplay interrupting.

maybe the method is to add more severe punishments for rking? Notoriety is kind of a joke and fame players lose literally nothing. Make it inconvenient for rkers to rk and they’ll have to judge if it’s worth going through with it instead of slaughtering every poor soul in sight for no reason

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This is now number one on my priorities. It’s a great idea, just need to find a practical solution.

For starters, killing someone without a poster could result in double the notoriety? Make it a much more dramatic increase, if someone only gets just one star for rking they’ll go ‘oh no, a navy sailboat and 20 galleons’.

Still, that’s only evil players. Fame players… hmm. That’ll be the source of some major brainstorming. There is no current game mechanic to stop a fame player from just jumping some random villain who just hit 125 and bullying the hell out of them.

Fame players who kill without a contract should lose like 3x more fame than normal

Okay, went to a toilet and emptied my shitty ideas. Here’s a thought:

Syndicate Interest

At Whitesummit, it’s made apparent that the criminal underworld is a bit more organized then we initially assumed. What if we had an alternative notoriety system for Fame players- but ONLY when they RK? (So Notoriety exclusively locked to PVP) Unlike Notoriety, Syndicate Interest doesn’t go away unless you pay off a sponsor or defeat the people coming after you.

Punishes fame players for just randomly jumping evil players.

Yet… hmm. This also doesn’t really solve fame v fame or bounty v bounty all too well. Also it might not be the most efficient solution, a lotta people would probably find this annoying- especially in cases of self defense.

Unless we get a way for combat tags to identify self defense vs aggressive assault this would only serve to cause annoyance.

I might start a new topic just filled with a compendium of changes for balance mods, testers & balance team folk to comb over and contemplate.

(Also I lost another homie who I got into AO…)

seeing people quit over it is kinda sad, never realized it was such a prominent issue. Definitely gonna try suggest some of the ideas to fix it but idk if it gets declined that’s gg

Maybe have fame players who kill low level/other fame players lose Fame upon killing them, since to the public it would look like a hero just randomly killing soem other guy. Or, maybe have them serve a short jail sentence like the Magius in wom

Yeah it’s… it’s difficult, right? World PVP is part of AO’s core identity, and to be frank, there is a sizable chunk of people who just want to do world pvp on AO. Yet, it’s also a game rich in a plethora of other features, and it can be a struggle for certain people to experience the aspects they love.

Without a pvp toggle I don’t think there is anything we do to truly stop interactions like this between a player who is afraid of world pvp and a player who loves it. So we’ll need clever workarounds. I’ll be concocting a post here soon, just to get some feedback.

I have a great odium for rkers.
Maybe fame players killing players that are much lower level than them or the same alignment as they are could drastically drop their fame, and for bounty random killing another bounty could make the game think that they killed for no reason and increase their fame by a lot.

my idea was to “normalize” their fame/bounty when they RK
eg: a 1m RK a 100k drops the 1m to 800k and boost the 100k to 200k
so the larger the gap the more annoying it is

the best idea that almost every MMO has: seperate PvP and PvE servers
with the server browser we could even be able to search for the server we want
and even if the server is PvE for example. you could define Munera as a PvP zone in a PvE server

I feel like this would create an issue were people would RK and say that they were helping the other person and not stop when asked to because they are “helping them”

Really, despite world PvP being so integral to the game, this is more and more seeming like the only way to make everyone happy. Maybe some sources of renown gain could be turned off in PvE servers (mostly thinking of bounty farming with cargo here; it’s ridiculous to do but someone could do it) but a fully PvPless experience besides one or two arena islands in certain servers would make me happy, personally. Maybe island claiming would have to be turned off too; as a PvE main, I don’t tend to engage with that, but that might just be me.

0.1% chance to be accepted but imma suggest anyway. PvE servers could have disabled infamy/renown gain (or a cap) and a pvp toggle that can only be enabled/disabled while out of combat. PvP servers could then have a permanent luck boost of 20% or something to make up for the extra risk factor
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