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Why nobody pvps in wurm.

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Why no one PvPs..hmm

 

Well, I wouldn't say no one PvPs, but here's one reason why more players don't PvP:

 

Spoiler

Since affinity change January 18, 2018:

 

Total kills: 31 Repeat kills: 5 Total affinities gained: 7 Percentage of kills that yielded an affinity gain (7 out of 26 kills): 26.9%

 

Chaos:
[2018-01-20] [15:22:32] Mattown slain by Ciray <(---solo kill, no affinity
[2018-02-01] [15:28:31] Zilbar slain by Wulfgar Ciray  <(---Ship building affinity to Wulfgar
[2018-02-20] [22:33:46] Ancei slain by Wulfgar Ciray  <(---no affinity
[2018-02-24] [17:15:46] Azraiel slain by Doctorchaos Ausimus Ciray Chasone <(---no affinity
[2018-02-24] [18:19:34] Bloodyhell slain by Doctorchaos Lmonkey Ciray Theshawv Subie <(---Weapon heads smithing affinity to Subie
[2018-02-24] [18:24:36] Maximillian slain by Doctorchaos Lmonkey Ciray Subie Theshawv <(---no affinity
[2018-02-24] [18:27:45] Malevolence slain by Doctorchaos Ausimus Lmonkey Ciray Milp Theshawv Subie Arakiel <(---Mind affinity to Arakiel
[2018-02-24] [18:29:20] Icenrns slain by Doctorchaos Ausimus Lmonkey Ciray Milp Theshawv Arakiel <(---Butchering affinity to Ausimus
[2018-02-24] [18:30:20] Shweet slain by Doctorchaos Ausimus Lmonkey Ciray Milp Subie Theshawv Arakiel Dadd <(---Weapon heads smithing affinity to Theshawv
[2018-02-25] [13:04:37] Tugekoka slain by Doctorchaos Ciray <(---no affinity
[2018-02-25] [13:15:45] Tugekoka slain by Doctorchaos Ciray <(---repeat kill
[2018-02-25] [13:29:18] Fotb slain by Doctorchaos Ciray <(---no affinity
[2018-02-25] [13:37:37] Tugekoka slain by Doctorchaos Ciray <(---repeat kill
[2018-02-25] [13:37:54] Lucky slain by Doctorchaos Ciray <(---no affinity
[2018-02-25] [14:07:36] Lucky slain by Doctorchaos Xsamuraizx Ciray <(---repeat kill
[2018-02-26] [23:12:37] Sleepys slain by Aramisii Bloodmaster Threap Wulfgar Ciray Arakiel Dridmar <(---Shield smithing affinity to Threap
[2018-02-26] [23:12:55] Loink slain by Aramisii Bloodmaster Threap Wulfgar Ciray Neowyn Dridmar Arakiel <(---no affinity
[2018-02-26] [23:13:16] Neowyn slain by Aramisii Threap Bloodmaster Wulfgar Loink Ciray Dridmar Arakiel <(---Shield smithing affinity to Wulfgar
[2018-02-26] [23:13:51] Themystrix slain by Aramisii Threap Bloodmaster Phynx Wulfgar Ciray Dridmar Arakiel Neowyn <(---no affinity

[2018-03-01] [15:14:45] Yliandrian slain by Ciray <(---solo kill, no affinity

[2018-03-01] [15:16:53] Ancei slain by Ciray <(---solo kill, no affinity

Epic:

[2018-01-19] [16:52:23] Firecat slain by Tulemees Monokles Daredevil Ciray Subie <(---no affinity

[2018-02-12] [22:31:14] Clova slain by Duyu Xallo Glasse Phynx Tallanu Ausimus Wulfgar Alphawolfen Ciray <(---no affinity
[2018-02-12] [22:57:59] Demonanightshade slain by Duyu Xallo Glasse Tallanu Phynx Ausimus Wulfgar Ciray Chasone <(---no affinity
[2018-02-12] [23:00:21] Clova slain by Duyu Aramisii Titanic Glasse Xallo Phynx Tallanu Ausimus Wulfgar Daredevil Ciray Chasone <(---repeat kill
[2018-02-14] [00:44:09] Alphawolfen slain by Duyu Threap Tallanu Monokles Wulfgar Ciray Sixiron <(---no affinity
[2018-02-14] [00:44:43] Jukimo slain by Duyu Threap Tallanu Monokles Wulfgar Ciray Sixiron <(---no affinity

[2018-02-21] [00:54:41] Lundu slain by Sulfoce Gregory Threap Tallanu Wulfgar Ciray  <(---no affinity
[2018-02-21] [00:55:55] Alphawolfen slain by Sulfoce Gregory Threap Tallanu Wulfgar Ciray <(---no affinity
[2018-02-21] [01:09:59] Johnston slain by Sulfoce Gregory Threap Tallanu Wulfgar Ciray <(---no affinity
[2018-02-21] [01:12:00] Alphawolfen slain by Sulfoce Gregory Threap Wulfgar Ciray <(---repeat kill

 

Edited by CIRAY
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11 hours ago, CIRAY said:

Why no one PvPs..hmm

 

Well, I wouldn't say no one PvPs, but here's one reason why more players don't PvP:

 

  Reveal hidden contents

Since affinity change January 18, 2018:

 

Total kills: 31 Repeat kills: 5 Total affinities gained: 7 Percentage of kills that yielded an affinity gain (7 out of 26 kills): 26.9%

 

Chaos:
[2018-01-20] [15:22:32] Mattown slain by Ciray <(---solo kill, no affinity
[2018-02-01] [15:28:31] Zilbar slain by Wulfgar Ciray  <(---Ship building affinity to Wulfgar
[2018-02-20] [22:33:46] Ancei slain by Wulfgar Ciray  <(---no affinity
[2018-02-24] [17:15:46] Azraiel slain by Doctorchaos Ausimus Ciray Chasone <(---no affinity
[2018-02-24] [18:19:34] Bloodyhell slain by Doctorchaos Lmonkey Ciray Theshawv Subie <(---Weapon heads smithing affinity to Subie
[2018-02-24] [18:24:36] Maximillian slain by Doctorchaos Lmonkey Ciray Subie Theshawv <(---no affinity
[2018-02-24] [18:27:45] Malevolence slain by Doctorchaos Ausimus Lmonkey Ciray Milp Theshawv Subie Arakiel <(---Mind affinity to Arakiel
[2018-02-24] [18:29:20] Icenrns slain by Doctorchaos Ausimus Lmonkey Ciray Milp Theshawv Arakiel <(---Butchering affinity to Ausimus
[2018-02-24] [18:30:20] Shweet slain by Doctorchaos Ausimus Lmonkey Ciray Milp Subie Theshawv Arakiel Dadd <(---Weapon heads smithing affinity to Theshawv
[2018-02-25] [13:04:37] Tugekoka slain by Doctorchaos Ciray <(---no affinity
[2018-02-25] [13:15:45] Tugekoka slain by Doctorchaos Ciray <(---repeat kill
[2018-02-25] [13:29:18] Fotb slain by Doctorchaos Ciray <(---no affinity
[2018-02-25] [13:37:37] Tugekoka slain by Doctorchaos Ciray <(---repeat kill
[2018-02-25] [13:37:54] Lucky slain by Doctorchaos Ciray <(---no affinity
[2018-02-25] [14:07:36] Lucky slain by Doctorchaos Xsamuraizx Ciray <(---repeat kill
[2018-02-26] [23:12:37] Sleepys slain by Aramisii Bloodmaster Threap Wulfgar Ciray Arakiel Dridmar <(---Shield smithing affinity to Threap
[2018-02-26] [23:12:55] Loink slain by Aramisii Bloodmaster Threap Wulfgar Ciray Neowyn Dridmar Arakiel <(---no affinity
[2018-02-26] [23:13:16] Neowyn slain by Aramisii Threap Bloodmaster Wulfgar Loink Ciray Dridmar Arakiel <(---Shield smithing affinity to Wulfgar
[2018-02-26] [23:13:51] Themystrix slain by Aramisii Threap Bloodmaster Phynx Wulfgar Ciray Dridmar Arakiel Neowyn <(---no affinity

[2018-03-01] [15:14:45] Yliandrian slain by Ciray <(---solo kill, no affinity

[2018-03-01] [15:16:53] Ancei slain by Ciray <(---solo kill, no affinity

Epic:

[2018-01-19] [16:52:23] Firecat slain by Tulemees Monokles Daredevil Ciray Subie <(---no affinity

[2018-02-12] [22:31:14] Clova slain by Duyu Xallo Glasse Phynx Tallanu Ausimus Wulfgar Alphawolfen Ciray <(---no affinity
[2018-02-12] [22:57:59] Demonanightshade slain by Duyu Xallo Glasse Tallanu Phynx Ausimus Wulfgar Ciray Chasone <(---no affinity
[2018-02-12] [23:00:21] Clova slain by Duyu Aramisii Titanic Glasse Xallo Phynx Tallanu Ausimus Wulfgar Daredevil Ciray Chasone <(---repeat kill
[2018-02-14] [00:44:09] Alphawolfen slain by Duyu Threap Tallanu Monokles Wulfgar Ciray Sixiron <(---no affinity
[2018-02-14] [00:44:43] Jukimo slain by Duyu Threap Tallanu Monokles Wulfgar Ciray Sixiron <(---no affinity

[2018-02-21] [00:54:41] Lundu slain by Sulfoce Gregory Threap Tallanu Wulfgar Ciray  <(---no affinity
[2018-02-21] [00:55:55] Alphawolfen slain by Sulfoce Gregory Threap Tallanu Wulfgar Ciray <(---no affinity
[2018-02-21] [01:09:59] Johnston slain by Sulfoce Gregory Threap Tallanu Wulfgar Ciray <(---no affinity
[2018-02-21] [01:12:00] Alphawolfen slain by Sulfoce Gregory Threap Wulfgar Ciray <(---repeat kill

 

That is sad. Hard numbers. This is not just some guess like I was doing by experience, not getting affinities after kills. Once upon a time our only reward for putting hundreds of euros on the line was an affinity. Now we dont even get that. Given how much the community is against bragging rights (the universal reward of all pvpers all games wide) it is a miracle anyone pvps at all.

 

@Retrograde

 

Any thoughts about this?

Edited by Angelklaine

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what year were

 

pmks

hota

respawning uniques

 

added?

Edited by Oreo

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I can't really talk for everyone or "others" even, but for me personally, I liked playing pvp, but I stopped when personal drama got involved (stuff that was dragged even in to real life), when I noticed how toxic some of the people fighting can be, when I noticed that there is no mercy at all regarding raids and new "cities" trying to build up to even be defendable, that there is also a lot of

"we kill all your horses just for fun, because raiding you of all your values alone, isn't good enough, we also have to hinder any progress you could make to stand a chance against us"

 

in total: people being a-holes

on another note: for me the experience on chaos was also that it requires a lot of time investment to get anywhere and needing to regularly log in, because you might get raided while offline, this made me hugely anxious since I don't always have time to log in.....so after a while I had to leave chaos again, because it simply didn't feel good.
 

my conclusion: I don't think that wurm pvp is necessarily bad, their could be some improvements be made, but in order for someone like me to benefit from them, it would need to be more drastic and I doubt that will happen (I do like pvp in games where strength of opponents is scaled to fit everyone on the battlefield, so that equipment etc. doesn't matter but only the skill of using said character)
also...can't really do anything about player hostility I think....too much is at stake, people get upset if things they worked hard on are being destroyed, some might be fine with it, but not everyone can accept the losses and it generally doesn't feel nice (especially if it happens too often and wurm is a slow paced game, so....the raids could be weeks apart and it still feels like one couldn't rebuild even what was destroyed last time, it gets frustrating)

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The game mechanics of wurm tend to reward zerging up to the point where one side snowballs into power and the opposite side doesn't have any viable fighting option other than waiting for the storm to pass.

 

MR didn't defeat JK in their prime as TC didn't defeat MR in their prime. Simply time, exhaustion and inactivity led to the passing of the torch from one super-power to another. Super-kingdoms in Chaos die due to inactivity.

 

Joining Chaos usually means buying a very strong account or already owning one, that is if you can afford it.

 

A new player has zero contribution to a fight full of SOTG,Scale,Moonmetal,70body accounts. As whereami wiselly pointed out, the new guy's role is to wait in the safe mine and provide ammo while the super-accounts go out there to peacock.

 

Death is expensive, people think twice before going out to engage.

 

Recrafting all that lost gear (armor, weapons, casts, tools) takes time and not many can afford access to high-end crafting accounts to do so. 

 

Losing sucks, period.

 

99% of the people who join Chaos, will quit after their first deed gets flattened by a mob of angry basement dwellers on a holy crusade of no reason. Most won't even feel a taste of PVP before they see their work demolished. People of freedom are capable of issuing a support call because their neighbor's lighting patterns distorts the view of their deed. Imagine how they will feel when thirty savages start catapulting rocks and guard corpses on their villages.

 

Lack of mirrors.

 

We definitelly need more mirrors. A lot of people in this thread, mainly Chaos players, blame "phantom players" for demotivating newcomers by their agressive actions. Clearly they have not looked into the mirror recently.

 

All in all, most of us that play in Chaos are terrible people who have contributed during our "era" into making PVP such a mess.

Quite frankly, we've gotten what we deserved, and as long as Chaos attracts people like us and keeps freedom clean of the trash, staffers are really happy with the way things are working.

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1 hour ago, Psychelock said:

The game mechanics of wurm tend to reward zerging up to the point where one side snowballs into power and the opposite side doesn't have any viable fighting option other than waiting for the storm to pass.

 

MR didn't defeat JK in their prime as TC didn't defeat MR in their prime. Simply time, exhaustion and inactivity led to the passing of the torch from one super-power to another. Super-kingdoms in Chaos die due to inactivity.

 

Joining Chaos usually means buying a very strong account or already owning one, that is if you can afford it.

 

A new player has zero contribution to a fight full of SOTG,Scale,Moonmetal,70body accounts. As whereami wiselly pointed out, the new guy's role is to wait in the safe mine and provide ammo while the super-accounts go out there to peacock.

 

Death is expensive, people think twice before going out to engage.

 

Recrafting all that lost gear (armor, weapons, casts, tools) takes time and not many can afford access to high-end crafting accounts to do so. 

 

Losing sucks, period.

 

99% of the people who join Chaos, will quit after their first deed gets flattened by a mob of angry basement dwellers on a holy crusade of no reason. Most won't even feel a taste of PVP before they see their work demolished. People of freedom are capable of issuing a support call because their neighbor's lighting patterns distorts the view of their deed. Imagine how they will feel when thirty savages start catapulting rocks and guard corpses on their villages.

 

Lack of mirrors.

 

We definitelly need more mirrors. A lot of people in this thread, mainly Chaos players, blame "phantom players" for demotivating newcomers by their agressive actions. Clearly they have not looked into the mirror recently.

 

All in all, most of us that play in Chaos are terrible people who have contributed during our "era" into making PVP such a mess.

Quite frankly, we've gotten what we deserved, and as long as Chaos attracts people like us and keeps freedom clean of the trash, staffers are really happy with the way things are working.

That's deep, disagree with new players sitting in a mine I think their role is to have fun with the main group till they die and hope their kingdom picks up their corpse.

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New players once they can ride a horse main purpose is to archer out horses whilst the rest engage melee. 

 

You know we won our first hota fight as TC with 25% of our team being 26 body str accounts. 

 

Me loink 2 vs 2 a champ and king whilst he was on a 30 bs account, no sotg. 

 

Your restrictions for new players are self applied. Coming from epic, i know exactly how effective you can be without engaging 1 vs 4. 

 

Half of what is said here is actually the limiting mentality that kills pvp. 

 

My reason of reaching my point is that me and my four friends did it. So if I'm going to get hypothetical replies, don't bother. 

 

 

Edited by Mclavin
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Now if you got a whole new omk full of new accounts then you are right, they would stand no chance if they haven't got players willing to lead them on higher accounts if they went toe to toe. 

 

But thats when you aim for ambushes, zerging is the game. You look to out number your opponent and level that gap of str through other means. 

 

But new players should join established groups and learn and get support from them. 

 

Wurm University was left alone for a whole year to grow, they didn't come out on alts or anything, they just grinded, recruited and now they are striding around Chaos like a happy peacock. 

 

I really dislike the mentality people have. My friend came chaos to fight mrc on a 34bs account and died once, he was in many tabs and many melee fights. 

Edited by Mclavin
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Losing 8 skills after death in PvP is pretty crappy though.  Spend 5 days getting body strength and lose it in 1 fight.

 

I see that being why lots of PvE'ers don't like PvP.  Nice thing about Epic is you can port and get your skills back, but not much PvP on Epic.

Edited by nicedreams

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You know, someone with a bit more influence could just poke the devs and ask them to do an ingame survey on this?

"What would make you more likely to try PvP in wurm?"

"What about Wurm's PvP makes you want to avoid it"

Nice and easy, it cuts the drama and lets us get some real data.

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Now's the perfect time to PVP in a worry-free environment where only skills, strategy, and teamwork matter.  Try out Sklo's challenge PVP server and enjoy the real essence of PVP!   Scale and moonmetals are plentiful and skill grind is completed in no time.  The focus is truly on PVP.  

Yesterday, after looking at my logs, I was in a 46 minute fight that stretched from a dense forest to a sparse steppe.  It was very intense and kept me on the edge of my seat the whole time.  It is true core PVP without the fear of losing skills, investing precious time catching up to other's skills, or having to afford expensive moonmetal weapons and scale armour.  

The server only lasts until March 31st, but there is no rush.  You can catch up to everyone's skill in almost no time, less than a day for many 90+ skills.  However, every day missed is an epic missed PVP opportunity.

 

 

 

 

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2 hours ago, nicedreams said:

Losing 8 skills after death in PvP is pretty crappy though.  Spend 5 days getting body strength and lose it in 1 fight.

 

I see that being why lots of PvE'ers don't like PvP.  Nice thing about Epic is you can port and get your skills back, but not much PvP on Epic.

 

Clearly you have no idea how PvP death skill loss works because upon death you only lose .25fs and .01bs, which is fairly easy to get back up since you are given a 3x skill gain modifier on bs until you regain what was lost. As for fs, this hurts highly skilled accounts far more than newer accounts, since at 90+fs it can take a bit to get back up. But even then, the method of hunting to get fs back up promotes roaming and PvP on the server, which is a major plus IMO. 

 

Another thing to note is that PvP is the best way to get fs up since you can get anywhere from .01-.25fs (maybe more) from kills, depending on the fallen players' fs, your fs, and the number of killers on the tab. So by simply getting a few kills in PvP you can easily get back to where you were pre-death, and often times, in big battles, you'll come out with more fs than you went in with, even after a death.

 

Here are some quick examples of just how much fs you can gain from simply PvPing: 

 

1.) A few days ago I (96fs) solo killed someone (70+fs) and I got .19fs. At 90+fs that's a HUGE gain for a 1-2 minute fight. 

 

2.) Last week in a boat fight against Pandemonium I (95fs at the time) was getting between .01 and .05fs per kill on 80+fs accounts with 5-9 players on the tab. Imagine how long it would take you to get gains like that hunting..

 

 

TL;DR: The loss of skill upon death shouldn't be a reason not to PvP; the skill loss can easily be regained and is just a small price to pay for the amount of fun that can be had on a PvP server.

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Would be cool if you killed someone they didn't loose affinity, but if they died everyone who were on the tabs got gained a no-drop resource "player blood", which when added up to a number - let's say 3; can make affinity potions that can be used. Find a way to make sure friendly fire is fixed first.

 

That would fix it tbh, devs just need to start implementing at this point.

 

Gets people into PvP, and it makes the veterans happy also.

Edited by Niki

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Bad example using strength but same if you have 90 weapon smithing and get jacked to 89 which takes forever to grind then sucks.  This example is from someone I know with 90+ weapon smithing and amazing body stats that won't PvP.

 

I've been focusing on nothing but smithing related crafting for now to get my body stats higher to get back into PvP.  Sucks to lose, but that's part of it.  Don't get killed...

 

Last few times on Epic I end up getting jacked by 5 people and stand there for a full minute waiting to die.

Edited by nicedreams

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1 minute ago, nicedreams said:

if you have 90 weapon smithing and get jacked to 89 which takes forever to grind then sucks.

You cannot lose weapon smithing from dying to a player.

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Just now, Gladiator said:

You cannot lose weapon smithing from dying to a player.

 

Which ones do you lose then?  I don't remember each time I see me losing 8 skills at death.  I just go on with it and complain.  lol

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Just now, nicedreams said:

Which ones do you lose then?  I don't remember each time I see me losing 8 skills at death.  I just go on with it and complain.  lol

Read CIRAY's post... Only 0.25fs and 0.01 bs. Those are the only two you always lose when dying to a player

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That's why Kaneka (I know I'm screwing up her name) said she wouldn't PvP on her smith.

 

I was looking at my logs in WA and it looks to double up on my when I die and maybe where I'm seeing the 8 lost on death.

From couple months ago.

 

[19:46:05] Fighting decreased by 0.2500 to 88.1617
[19:46:06] Firemaking has decreased to rank 0 affinity
[19:46:06] Body strength decreased by 0.0099 to 44.2159
[19:46:06] Body decreased by 0.0093 to 48.5243

[19:46:06] Fighting decreased by 0.2500 to 88.1617
[19:46:07] Body strength decreased by 0.0099 to 44.2159
[19:46:07] Body decreased by 0.0093 to 48.5243

 

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1 hour ago, nicedreams said:

That's why Kaneka (I know I'm screwing up her name) said she wouldn't PvP on her smith.

 

I was looking at my logs in WA and it looks to double up on my when I die and maybe where I'm seeing the 8 lost on death.

From couple months ago.

 

[19:46:05] Fighting decreased by 0.2500 to 88.1617
[19:46:06] Firemaking has decreased to rank 0 affinity
[19:46:06] Body strength decreased by 0.0099 to 44.2159
[19:46:06] Body decreased by 0.0093 to 48.5243

[19:46:06] Fighting decreased by 0.2500 to 88.1617
[19:46:07] Body strength decreased by 0.0099 to 44.2159
[19:46:07] Body decreased by 0.0093 to 48.5243

 

 

PvE deaths are the only way you can lose skills outside of .25 FS and .01 BS. IE What they have told you multiple times now.

 

IE the PVE death my alt had after the client locked up:

 

[12:44:27] Fighting decreased by 0.2500 to 80.9034
[12:44:27] Body strength decreased by 0.0100 to 53.5934
[12:44:27] Body decreased by 0.0100 to 56.6383
[12:44:27] Digging decreased by 0.0250 to 71.8232
[12:44:27] Tailoring decreased by 0.0250 to 16.2424
[12:44:27] Cooking decreased by 0.0250 to 52.3767
[12:44:27] Nature decreased by 0.0250 to 46.4153
[12:44:27] War machines decreased by 0.0250 to 16.8554

Edited by Rasu

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1 hour ago, nicedreams said:

[19:46:05] Fighting decreased by 0.2500 to 88.1617
[19:46:06] Firemaking has decreased to rank 0 affinity
[19:46:06] Body strength decreased by 0.0099 to 44.2159
[19:46:06] Body decreased by 0.0093 to 48.5243

[19:46:06] Fighting decreased by 0.2500 to 88.1617
[19:46:07] Body strength decreased by 0.0099 to 44.2159
[19:46:07] Body decreased by 0.0093 to 48.5243

 

edit nvm misread, thats weird they double up

Edited by MrGARY

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2 hours ago, nicedreams said:

That's why Kaneka (I know I'm screwing up her name) said she wouldn't PvP on her smith.

 

I was looking at my logs in WA and it looks to double up on my when I die and maybe where I'm seeing the 8 lost on death.

From couple months ago.

 

[19:46:05] Fighting decreased by 0.2500 to 88.1617
[19:46:06] Firemaking has decreased to rank 0 affinity
[19:46:06] Body strength decreased by 0.0099 to 44.2159
[19:46:06] Body decreased by 0.0093 to 48.5243

[19:46:06] Fighting decreased by 0.2500 to 88.1617
[19:46:07] Body strength decreased by 0.0099 to 44.2159
[19:46:07] Body decreased by 0.0093 to 48.5243

 

Thats a PVE death. Its vastly different when you get killed by a player, like others have already said.

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1 hour ago, nicedreams said:

Bad example using strength but same if you have 90 weapon smithing and get jacked to 89 which takes forever to grind then sucks.  This example is from someone I know with 90+ weapon smithing and amazing body stats that won't PvP.

 

I've been focusing on nothing but smithing related crafting for now to get my body stats higher to get back into PvP.  Sucks to lose, but that's part of it.  Don't get killed...

 

Last few times on Epic I end up getting jacked by 5 people and stand there for a full minute waiting to die.

 

Please, reread my post:

2 hours ago, CIRAY said:

 

Clearly you have no idea how PvP death skill loss works because upon death you only lose .25fs and .01bs, which is fairly easy to get back up since you are given a 3x skill gain modifier on bs until you regain what was lost. As for fs, this hurts highly skilled accounts far more than newer accounts, since at 90+fs it can take a bit to get back up. But even then, the method of hunting to get fs back up promotes roaming and PvP on the server, which is a major plus IMO. 

 

Another thing to note is that PvP is the best way to get fs up since you can get anywhere from .01-.25fs (maybe more) from kills, depending on the fallen players' fs, your fs, and the number of killers on the tab. So by simply getting a few kills in PvP you can easily get back to where you were pre-death, and often times, in big battles, you'll come out with more fs than you went in with, even after a death.

 

Here are some quick examples of just how much fs you can gain from simply PvPing: 

 

1.) A few days ago I (96fs) solo killed someone (70+fs) and I got .19fs. At 90+fs that's a HUGE gain for a 1-2 minute fight. 

 

2.) Last week in a boat fight against Pandemonium I (95fs at the time) was getting between .01 and .05fs per kill on 80+fs accounts with 5-9 players on the tab. Imagine how long it would take you to get gains like that hunting..

 

 

TL;DR: The loss of skill upon death shouldn't be a reason not to PvP; the skill loss can easily be regained and is just a small price to pay for the amount of fun that can be had on a PvP server.

 

 

1 hour ago, Niki said:

Would be cool if you killed someone they didn't loose affinity, but if they died everyone who were on the tabs got gained a no-drop resource "player blood", which when added up to a number - let's say 3; can make affinity potions that can be used. Find a way to make sure friendly fire is fixed first.

 

That would fix it tbh, devs just need to start implementing at this point.

 

Gets people into PvP, and it makes the veterans happy also.

Nope. No need to make things more complicated than they already are, just make affinity drops 100% droppable again, no matter if you have 1 or 300. The old system worked fine, where if you died in PvP and had at least ONE affinity you'd lose it and one of your killers would gain it. Then, if you lost your only affinity, you'd gain a new one over time. 

 

The only issue there was, which was already addressed, were players overkilling accounts to transfer affinities and that issue has been solved already. 

 

Now, if devs are looking to improve on the old system they can simply make it so the killer with the fewest affinities gets the new affinity from a kill. If there are multiple killers with the same low amount of affinities, then it randomizes between them who gets the affinity. Really simple way to make gaining affinities through PvP kills more balanced for all. No need to nerf PvP rewards or add a bunch of new mechanics to get it done, either.

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On 3/3/2018 at 10:54 AM, Psychelock said:

MR didn't defeat JK in their prime as TC didn't defeat MR in their prime. Simply time, exhaustion and inactivity led to the passing of the torch from one super-power to another. Super-kingdoms in Chaos die due to inactivity.

 

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1 hour ago, CIRAY said:

Nope. No need to make things more complicated than they already are, just make affinity drops 100% droppable again, no matter if you have 1 or 300. The old system worked fine, where if you died in PvP and had at least ONE affinity you'd lose it and one of your killers would gain it. Then, if you lost your only affinity, you'd gain a new one over time. 

 

The only issue there was, which was already addressed, were players overkilling accounts to transfer affinities and that issue has been solved already. 

 

Now, if devs are looking to improve on the old system they can simply make it so the killer with the fewest affinities gets the new affinity from a kill. If there are multiple killers with the same low amount of affinities, then it randomizes between them who gets the affinity. Really simple way to make gaining affinities through PvP kills more balanced for all. No need to nerf PvP rewards or add a bunch of new mechanics to get it done, either.

 

If affinities aren't gained in combat by the killer, the affinities go "poof", right? If so, I'm thinking the total number of affinities on Epic, at least, has to be dropping, because now the only way to add to the total lootable affinity pool is PvE grinding.

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8 hours ago, nicedreams said:

Losing 8 skills after death in PvP is pretty crappy though.  Spend 5 days getting body strength and lose it in 1 fight.

 

I see that being why lots of PvE'ers don't like PvP.  Nice thing about Epic is you can port and get your skills back, but not much PvP on Epic.


You don't lose 8 skills in PVP, you lose 0.01 Body str and 0.250 fightskill. 

You lose 8 skills in PVE, so fighting that troll has more penalty than the player.

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