PvP Eligibility Changes

PvP Eligibility Changes
effort 4.714285714285714 7 quality 4.714285714285714 7 reasonability 3.857142857142857 7

Proposal

When players are eligible to PvP should be adjusted, and I have two ways to handle this:
Firstly, add a combat level to every island.
Secondly, add in situational PvP protection which prevents you from being killed by another player.

Details/background on your proposal

Let’s tackle the suggestions one by one- firstly, the combat level. Combat Level refers to a level range- think like in Runescape’s wilderness. If the island’s combat level is 50, and you are level 100, you can attack or be attacked by anyone that is anywhere from level 50 to level 150. In other words, you can be attacked by anyone 50 levels lower than you, 50 levels higher than you, or anywhere in between. Each island has its own combat level, with wilderness islands generally having higher combat levels than civilized islands. No island should have the combat level too low, though admittedly I’m not entirely certain about what is too high or too low. Notably however, Munera Garden will have a combat level of Infinity (however you will not gain or lose renown while on Munera if you haven’t been in PvP from outside of the island in the last 5 minutes.

Additionally, a player’s actions can cause their global combat level to become higher. For example, players with higher Renown can have their global combat level increased (on the lower end they can only be attacked until the lower level lands/attempts to land the first hit, unless the target is specifically hunting them) and a player who is actively committing major crimes (such as stopping executions or raiding places like Silverhold) could also have their global combat level increased. Global combat level is essentially added onto the combat level of the place you’re at. The combat level of the open sea should be around 100, and 200-300 in the Dark Sea.

For the second point, situational PvP protection is as simple as it sounds- players are given complete immunity to PvP in certain circumstances, meaning other players can’t attack them and they can’t attack other players. A player can gain this situational protection through the following means:

  • The player is in a space reasonably related to their current story quest (if the player was in PvP within the last 10-20 minutes in the current life then this protection is ignored)
  • The player respawned after being successfully hunted within the last 5 minutes of real time
  • The player successfully killed someone who was hunting their bounty within the last 5 minutes of real time (this I believe is already in but better to cover bases)
  • The player respawned after dying due to another player who didn’t have their bounty contract within the last 2 minutes of real time (this doesn’t kill bounty contracts, anyone with the bounty is notified about this happening and just cannot act on it until the time wears off)
  • The player respawned after dying for any reason not listed above within the past minute of real time (doesn’t kill bounty contracts, as mentioned above)
  • The player joined the game within the last 5 minutes (shortened to 2 minutes once the player starts moving)

Any player who is currently under this PvP immunity can see how much time they have left as a status effect indicator, and can choose to end it early by right-clicking the indicator.

Reason to add/change

My reasons for suggesting these changes are for two reasons. First, I want to prevent lower level players from being thrown to the wolves as soon as they hit level 50 and lose their PvP protection due to being too low of a level. As more story content comes out, even higher level players will be able to attack them and absolutely wipe the floor with them for absolutely no reason. This applies for high levels coming back to earlier Seas to screw with the lower level people in general there as well. Secondly, there are some players who just want to do the story quests in peace. These changes are meant to aid the lower level players most of all, since once you’re close to the level cap it’s not like the island combat levels will allow you to “hide” from hunters any more. I would be interested in hearing feedback about all of this, so I’ve added a poll and am open to hearing opinions in replies.

Tl;DR: add a level to every island where you can only PvP with people that many levels below or above your own level while on that island, and add situations where players get complete PvP immunity

  • I like the idea of islands having combat levels.
  • I like the idea of players getting PvP protection under certain circumstances.
  • I like both of these ideas.
  • I like one or both of these ideas, but think they could use some work overall.
  • All of this is bad. Never cook again.

0 voters

also got dang that is a lot of text i have a problem

2 Likes

Yes. All of this.

Anything to give the worst people in this community a harder time.

1 Like

I had also considered adding a note about bosses giving you PvP protection but I think that would be a bit too disruptive to how things are now. The goal with these suggestions was to make it so that if your level is around the level of your target the experience is largely unchanged (minus not being able to farm the same person over and over without giving them a chance to escape or log out safely) and instead focus on protecting the weaker players who are just trying to play the game and get through the story.

If that’s something that would work well, though, I could add a note about it.

combat range could sound kinda funky, like if a level 700 with op gear is trying to hunt a level 800 but the combat range is 40 on the island…

higher level areas would have higher combat levels in general, since the difference in power between a 125 and a 50 is different than a 800 and a 700

I think that, instead of doing it based on LEVEL, it should be based on a character’s “Power Level”—a system like that of AA. This would change based primarily on level and equipment, but it could also be raised by having lots of player kills, having a high rep / bounty (300k+), etc. This way, you don’t have minmaxed PvP sweats able to take on a casual just because that casual is only just inside the PVP range.

An advantage of this would be that, due to it being partially based on gear, a player with a high Power Level could hunt someone of a lower level, but they’d have to change their equipment, thus making the fight fairer.

I actually specifically decided against the idea of someone’s equipment having an effect on their level for combat. My main concern is high level players pushing their level extremely low while still having access to things like their second awakening and rare spells/techniques that come from higher level areas. It might work anyway, but I don’t know for sure if that’s possible to figure out to a pretty satisfactory range. It’s not my decision to make, though, if this does get in.

It wouldn’t make up much of the player’s Power Level compared to their actual level. I just suggested it in part due to the fact that if Power Level is based on PVP stats, players could theoretically get to a point where they can barely fight someone just outside their own level. This makes it so they can intentionally nerf themselves to fight other players if need be. (I hate PVP sweats but I don’t wanna just leave ‘em hanging)

My main gripe with PvP sweats is that they might end up just attacking anyone they see as free renown, since a post I made a while back with a poll on the topic made it clear that some players see casuals as free renown sources- it may not be a stretch to think that’d apply to lower levels too

here, i cite my sources, you can check the poll results. It’s a small amount of the community, but still very noticeable (10% of the 179 responses have negative outlooks on casuals in the game, if that means anywhere from 5-15% of the playerbase as a whole believes it then that could cause problems)

I hear you, and I hate PVP sweats too—it’s just that with equipment being a factor, players have some measure of control over their power level.

by the way, I’m not entirely sure if this would go against the policy of not making suggestions about disabling global pvp? global pvp is still a thing, this mostly just protects the lower level players from getting ganked or the non-pvpers from getting farmed if they have any amount of renown or even just farmed for no reason other thanplayer kill statistics

With the new gear coming in dark sea, new enchants, new gems, etc. Most of a player’s power comes from their gear

delete your forum account

1 Like

Sadly I dont think vetex would like this idea considering he hates the whole pvp immunity thing, the best he would allow is if it’s under love potion or an effect

1 Like

Also, what about combat outside islands? The suggestion seems to only include island levels

as the game progresses renown numbers gained from pve in later seas will increase, and low level players won’t be able to access those higher amounts of renown since they aren’t strong enough to hunt higher level players. They also don’t have access to the pve related renown rewards of those later seas, therefore this isn’t an issue.

literally

pretty much anything related to pvp immunity is an instant fucking NO.
even the example scenarios in this suggestion where it could take effect are just unacceptable too, and some already have slight pvp relief such as the bounty hunt cooldowns

but complete immunity is just :no_entry_sign:

combat level sounds ight but something that may only be worked on when level caps are higher

yes
i despise pvp, and i cant even pvp, it would be great if this were to be added