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Rolf

PvP easy fruits

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Change the combat system. Less combat ticks, more actually doing something.


 


Instead of automatically attacking, make it so you press buttons on a numpad or something. Each button provides a different swing and who your attacking has a small time to react to where you're attacking.


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Change the combat system. Less combat ticks, more actually doing something.

 

Instead of automatically attacking, make it so you press buttons on a numpad or something. Each button provides a different swing and who your attacking has a small time to react to where you're attacking.

I've been asking for more interactive combat for 7 years now. Don't hold your breath.

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I've been asking for more interactive combat for 7 years now. Don't hold your breath.

 

It's funny how it's probably the single thing that'll affect popularity the most in this game, at least in my opinion.

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It's funny how it's probably the single thing that'll affect popularity the most in this game, at least in my opinion.

Oh yeah, the game would become more fun (or, become fun, as fun isn't a word anyone can use to describe Wurm, perhaps interesting or enjoyable, but not "fun"), and would boost the pvp crowd many times over.

Edited by Meridius

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If you want a simple way to add to the fight system you could alter shield bashing.

Must be in aggressive stance in order to bash.

Can't bash someone who is in defensive stance.

This would incourage people using the less common stances and add some tactics to the fight.

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Make it so it doersnt take two weeks to be able to breed and raise a horse to ride. Horse population is a mjor factor in pvp. One big skirmish can decimate a villages horse population and to get back to be able to pvp takes a couple weeks to raise new horses.... This is a major issue on epic where it slows down the pace of pvp.

horses no problem, one horse is a minimum of 12 days

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scrap chaos and make a new server.  the place has been too heavily terraformed.  make the server big like the other new server.  itd be cool if the server was so big that villages could be made without being noticed.


 


make war no longer 'the default' in pvp and allow for diplomatic alternatives to being destroyed such as paying taxes to an occupying kingdom or something.  itd be nice if kingdoms could coordinate joint attacks and if villages could be occupied.  itd be really cool to be able to take over a village by using the threat of force and not actually flattening it.


Edited by Johnston2

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-1 to resetting Chaos.


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Been a while since I was active, but these are the problems that spring to mind for me. Some of which may have been addressed since I last played over half a year ago.

If you haven't always done so, implement some way for villagers to gain combat related skills and subskills, including fight skill, by training against one another. Limit it to a few skill gains per day, like faith gain, if you like. If someone wants more fight skill than that, they need to go hunting.

That was one of the most irritating things to me about PVP when last I played, that villagers couldn't train with one another and actually have their characters gain some benefit. The ones willing to spend a bit of effort to get a second account and set the other character in a remote location and build them up a bit, they could harvest significant skill gain by metagaming.

Four more things? Hrm.

2) Get rid of the Russian Roulette Deed-destroying terrain modifications. I would put that #1, but I've hated the broken villager thing for far longer than Epic has existed.

3) Get rid of artifacts, or change them so that after they are used once or twice, they reset, buried somewhere else, in a week or two after the reset. If they are unused for two weeks, they should similarly reset.

4) Fix priests by making enchantments on gear work-for-reward like the rest of the crafting in game, instead of the pull-lever-enough-times-and-a-good-enchant-comes-out slot machine gambling system there is now.

5) Balance weapons. Even after the last rebalancing that I was around for, the difference in combat usefulness of many weapons was absurd. Dual wielding was also absurdly broken. Long, long ago it was too powerful, before I ever played, from what I heard. For the last many years though, it's been underpowered.

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horses no problem, one horse is a minimum of 12 days

 

Exactly almost two weeks of no pvp while you wait for a horse...

 

Make it Epic only if carebears whine. Without horses you get no pvp plain and simple. The long wait is a detriment to pvp in that regard and a major one.

Edited by Youngsoldier

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Exactly almost two weeks of no pvp while you wait for a horse...

 

Make it Epic only if carebears whine. Without horses you get no pvp plain and simple. The long wait is a detriment to pvp in that regard and a major one.

 

Right here is a big flaw of the current system.

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who the f rides horses anyways, ok mag priests and pet combos but eitherway, hellhorses can be mounted when birthed. + have a good stock of em both at different locations = np.


 


Personally this is one of those things that makes wurm great. I like the the planning of recources aspect of wurm


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Who rides horses? Check almost every pvp video posted in wurm the last two years... Really? Not everyone can ride a hellhorse and a HH without traits is useless when you are fighting a guy with a 5 traiter... which takes weeks too breed bud...


 


When you run out of horses you don't go fight until you get more, which takes a ridiculous amount of time.


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Tbh I think something needs to be done with Epic, because atm it's just Chaos without farwalkers etc., but also without any sort of territorial movement; only chances for PvP are Hota (lol but just JK attends now), the rare deed assault (but why even assault a deed, I mean it's not like you're gonna take that area over and occupy it or some ######, lol) or baiting, which ran dry pretty damn quickly from what I can tell.

Only reason Epic was successful early on seemed to be because of new accounts, new map, but just making new servers/wiping old ones seems pretty stupid to me; it doesn't address any actual problems with instigating PvP in Wurm... majority of the battle seems to be getting people to fight.

Main problems honestly have to do with the size of the server, IMO; everything is so close, so tight, so that there's barely any progression, and people just roam around and try to bait... you can ride across the server in like 20 min on a fast horse if you wanted, and with deaths tabs, any fight leads to risk of backdoor/cleanup by another kingdom.\\

 

I'm not a bigtime Elevation player so idk as well as others, but that's just the impression I get.

 

I think if there was some totally different system/structure to PvP that made fights much easier to find, people would really take it up (assuming it's not crappily done, which is a rather hasty assumption.)

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Only reason Epic was successful early on seemed to be because of new accounts, new map, but just making new servers/wiping old ones seems pretty stupid to me; it doesn't address any actual problems with instigating PvP in Wurm... majority of the battle seems to be getting people to fight.

This. If you want PvP in Wurm fixed you need to rethink the conception and the way it happens. Balancing stuff along with making certain armours and weapons (both ranged and melee) useable in more situations or useable at all is one hell of a first step to take.

Even simplest rock-paper-scissors mechanic applied to the game would have impact on how PvP looks.

 

Example (don't take it too seriously, it's just an example):

 

Situation and changes done to the game:

Bows get balanced the way cavalry and tanks can't use them very efficiently, polearms are buffed so they're actually able to stop a charge of horses and dismount cav quickly, chain is useful to the point some people prefer it over plate due to certain advantages (like movement speed, attack speed, or something else), same with leather (lack of archery penalty like in heavier armours, quicker bow timers), and finally to prevent people from swapping armour in the middle of battle - timers on taking off and putting on various parts of armour. Getting on backup horse would have short (4s? like swing timer) timer interrupted by getting hit.

 

Impact on battle:

Longbow archers would have to dismount behind the lines to set up vantage point, with their bows buffed they would be able to provide ranged DPS which could be dangerous, but they would be prone to cavalry charges as being lightly-armoured. Heavy cav would be able to kill the archers and light cav, but they'd be prone to being dismounted, as they could be kited. Lightly armed footmen would be able to defend against cavalry using polearms, and then eventually kite them thanks to their lighter armours, but would die facing archers or in direct melee.

 

You can already see the pattern. Rock beats scissors beats paper beats rock...

 

The list can just keep going with endless possibilities, like studded armoured horseback shooters with shortbows. Perhaps they should be able to shoot in move, sacrificing range and damage of infantry-based longbowmen over mobility.

There's always more hybrid stuff, like medium cav/infantry utilizing breastplates and greathelmets but using chain sleeves and legs.

 

All you have to do is just think about this to make PvP more colorful, fun and strategic. Perhaps open beta on test server with PvP groups from Chaos and Elevation to test the changes made would be a good idea as well.

Edited by Arkhir
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^^^ This.


 


Having more clearly defined combat roles may make it easier for new blood to get into PvP.


It's far easier and faster to specialise, trying to create a generally strong character that can compete in all areas can be very intimidating to an outsider.


 


Also enemies should not show-up in local;


This could help to prevent some meta-gaming,


You can create actual ambushes,


Escaping from a lost battle is easier,


And of course you no longer need foreign kingdom alts as spys.


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Why not balance religion and make it so you don't have to be a priest to succeed in PvP


 


Right now, if you went out solo


 


Normal Player Vs -


 


1) Lib priest - Death via Drain Health


2) Mag priest - Death via Damage Bonus


3) Vynora priest- Death via Pillar and Strategic Locates/Archery


4) Fo Priest - Death from heals


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Arkhir is dead on again.  The problem is there is no variety in game at all.  If you want to PvP you have to be in plate you have to have a FS of 70+, you need a flawless horse.   This is PvP in Wurm.  This is the same flaw that most sandbox games have with PvP.  They dont bother with playability of the PvPer and just go for the simple fix of best stuff wins always, no combinations no variation no nothing.  


 


This is fine when the game is twitch based and you can change up your playstyle to adapt for a weaker build, but in a game that has the combat system from a pen and paper game written in the '70s, it is just down right boring. 


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Why not balance religion and make it so you don't have to be a priest to succeed in PvP

 

Right now, if you went out solo

 

Normal Player Vs -

 

1) Lib priest - Death via Drain Health

2) Mag priest - Death via Damage Bonus

3) Vynora priest- Death via Pillar and Strategic Locates/Archery

4) Fo Priest - Death from heals

You can't really do anything else as priest

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I dare say the entire priest mechanic is intended purely for pvping. From the point of view of PvE, priesting is so massively unbalanced it's pretty clear there was no intention of balancing it for us. Ergo, the entire intention behind the priest system was combat.


 


That being said: Aren't vyn disallowed archery? Thought only mag/lib had that.


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.1 faith hits are worth it if you could slow down a horse, get a sermon and you're right back up there

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Its really up to the players if they want to pvp or not. What I think might help is the following.


 


1) Remove all servers on epic (home servers and elevation) and make one huge map. Home servers had their uses when epic first came out. Now when nearly everyone has good stats and can defend each others deeds there is no point. It just allows people to sit on a home server with a huge buff due to the enemy cr nurf and it splits the player population way too much. There still might be a use to it if there were 100-200 people on every server but there is no where near those numbers (46 online during prime time). It will also allow new players to get to see massive and small pvp battles and encourage to join the fight and play more. 


 


 


If this were to happen give a two month notice where the new server is up along with the old ones. During this time allow people to sail over to the new server with their stuff and build deeds. 


 


2) Get rid of the /who. It allows for meta gaming and there is no need for it. If there is a use to have the stats posted publicly then put a 6-12 hour delay on it and keep it out of the game.


 


-- Not necessary but might help --


 


3) Allow for sermons to reset the prayer timers. This would help newer players to become priests faster and be able to pvp with lower stats. 


Edited by blayze
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Just some simple ideas:

PvP arenas where two player can enter for a fee pre-paid at npc, and the winner gets the money (with some percent goes to the king) or it can be a group fight (not like HoTA) - can be watched from safe positions outside the arena - also we can make tournaments on this way (so this could be somewhat of the extension of duel/spar option).

Players can throw or use cauldrons, filled with glowing hot tar from top of walls/high slopes to protect against people attacking walls (for defense)

Catapults filled with glowing hot tar can cause area shot on enemy (like as hell horses do) and/or more damage in wooden structures

 

New vehicles:

- war cart 1: for single player: go fast and the player can shot with arrows while embarked or can throw items from it

- war cart 2 or ram: for multiple players: slow movement but gives protection from arrows until someone smash it with huge axe, made of planks

 

New boat type:

- boat with catapult to attack walls from water

- fast moving player controlled "bombing" boat which can be filled with glowing tar and stops enemy ships for a limited time when it collides - the player who control it should take the risk to swim away or fight
 

New priest spell: mind control of enemy to run to the nearest opponent and start fight with him

New priest spell: panic - good against a group of attackers, causing panic so either they start to fight with each other or just run away in every direction or simply stunned for some seconds

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