Some PVP Balancing
Posted: Fri Jul 02, 2021 11:53 am
As far as I can tell, basically just cinos cared about PVP, but that don't mean it shouldn't be tweaked. It actually does. Might as well throw in my fair share of tweaks here.
1. Nerf Protection Field
Perhaps the biggest roadblock in PVP as far as we know is Protection Field. It's stats currently are both archaic (a remnant from when people saw Protection Field as a useless skill) and overpowered. I did the math, assuming a maximum of 695 HP from both Protection and Defensive Field and a maximum of 32% defense, I calculated a relative HP of 222.4, which is higher than even my high-arse HP of 179. Sure, Arrow Hoard still isn't nerfed (we're still trying!: viewtopic.php?f=5&t=4730 ), but as it stands, even Arrow Hoard might seem underwhelming compared to Protection Field in PVP. More details can be found in Noire's thread on the subject, both in the OP AND in my response.: viewtopic.php?f=5&t=4952
2. Raise PvP Damage
I believe PvP's damage formula works like this.:
(Weapon Damage*Player Equipment Total)/Armor*5*random(0.7, 1.3)
Let's have it as something like this:
(Weapon Damage*Player Equipment Total)/Armor*10*random(0.7, 1.3)
Now what I'm trying to do here is go for a damage formula that accounts for HP regeneration (which happens once every five seconds) and the fact that players are, eh, most likely gonna chow down on whatever food they may have at the time. This will wind up being at odds with skills, especially since we're still trying to nerf Arrow Hoard, but what else are we gonna try and do here? Turn off Regen in PvP?
3. King of the Hill
Okay, so that's a work in progress. Since this is meant to be more of a minigame, I'll provide some ideas for it.
1. Safe zones. These are zones that players will respawn in in the King of the Hill area. There, players are unable to be damaged or killed. This should prevent players from being kicked out of the minigame while also reducing the likelihood of spawn-kills. Believe me, if you played ANY multiplayer game, you would know that NOBODY likes getting spawn-killed.
2. A timer. Of course.
3. A trigger. How will the mini-game be triggered? With the push of a button? With a player tally? What?
4. The Pit
Put a fence around that thing's entrance! Oh, and put in a teleporter NPC (kinda like Cledge near the Nature Factory roadblock) that will ask you if you WANT to go into the pit or not. Players being pushed into the pit when they didn't ask for it isn't really a good look for The Pit. Besides that, I think we're good when it comes to The Pit.
5. Capture the Flag
I think this is a fairly common PvP deal, but basically, two teams (Red vs Blue) will have to go about grabbing some flags. Team members, regardless of whether they're on the same guild as each other or not, won't be able to hurt each other. Aside from that, the same things for KotH apply here.
1. Safe zones. Obviously the colored team bases will serve as Safe Zones here. There, players are unable to be damaged or killed. This should prevent players from being kicked out of the minigame while also reducing the likelihood of spawn-kills. Believe me, if you played ANY multiplayer game, you would know that NOBODY likes getting spawn-killed.
2. A timer. Again, of course.
3. A trigger. How will the mini-game be triggered? With the push of a button? With a player tally? What?
But yeah, there's that.
1. Nerf Protection Field
Perhaps the biggest roadblock in PVP as far as we know is Protection Field. It's stats currently are both archaic (a remnant from when people saw Protection Field as a useless skill) and overpowered. I did the math, assuming a maximum of 695 HP from both Protection and Defensive Field and a maximum of 32% defense, I calculated a relative HP of 222.4, which is higher than even my high-arse HP of 179. Sure, Arrow Hoard still isn't nerfed (we're still trying!: viewtopic.php?f=5&t=4730 ), but as it stands, even Arrow Hoard might seem underwhelming compared to Protection Field in PVP. More details can be found in Noire's thread on the subject, both in the OP AND in my response.: viewtopic.php?f=5&t=4952
2. Raise PvP Damage
I believe PvP's damage formula works like this.:
(Weapon Damage*Player Equipment Total)/Armor*5*random(0.7, 1.3)
Let's have it as something like this:
(Weapon Damage*Player Equipment Total)/Armor*10*random(0.7, 1.3)
Now what I'm trying to do here is go for a damage formula that accounts for HP regeneration (which happens once every five seconds) and the fact that players are, eh, most likely gonna chow down on whatever food they may have at the time. This will wind up being at odds with skills, especially since we're still trying to nerf Arrow Hoard, but what else are we gonna try and do here? Turn off Regen in PvP?
3. King of the Hill
Okay, so that's a work in progress. Since this is meant to be more of a minigame, I'll provide some ideas for it.
1. Safe zones. These are zones that players will respawn in in the King of the Hill area. There, players are unable to be damaged or killed. This should prevent players from being kicked out of the minigame while also reducing the likelihood of spawn-kills. Believe me, if you played ANY multiplayer game, you would know that NOBODY likes getting spawn-killed.
2. A timer. Of course.
3. A trigger. How will the mini-game be triggered? With the push of a button? With a player tally? What?
4. The Pit
Put a fence around that thing's entrance! Oh, and put in a teleporter NPC (kinda like Cledge near the Nature Factory roadblock) that will ask you if you WANT to go into the pit or not. Players being pushed into the pit when they didn't ask for it isn't really a good look for The Pit. Besides that, I think we're good when it comes to The Pit.
5. Capture the Flag
I think this is a fairly common PvP deal, but basically, two teams (Red vs Blue) will have to go about grabbing some flags. Team members, regardless of whether they're on the same guild as each other or not, won't be able to hurt each other. Aside from that, the same things for KotH apply here.
1. Safe zones. Obviously the colored team bases will serve as Safe Zones here. There, players are unable to be damaged or killed. This should prevent players from being kicked out of the minigame while also reducing the likelihood of spawn-kills. Believe me, if you played ANY multiplayer game, you would know that NOBODY likes getting spawn-killed.
2. A timer. Again, of course.
3. A trigger. How will the mini-game be triggered? With the push of a button? With a player tally? What?
But yeah, there's that.