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Old 11-08-2022, 10:55 PM
Records Records is offline
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There was a server called COH-PVP back in the day, like this, and it had a neat ruleset.

http://www.eqemulator.org/forums/showthread.php?t=22396
Quote:
Hey Everyone,

I just wanted to extend an invitation to join us on Friday, February 16 as CoH PvP goes into Open Beta.

A Few Basics:
Max Level: 50
Playable Zones: Customized Antonica
Gameplay: 2-factions with completely unrestricted PVP

We've added a good amount of custom content that we are very excited about.

Feel free to visit us at www.cohpvp.net if you would like to find out more.

Take care,
http://www.eqemulator.org/forums/sho...t=22396&page=3
Quote:
Hello everyone, now that the server is back up, I wanted to advertise the new state of affairs on pvp combat, for those that dont play but may be interested.
The following is an excert from the Information & Announcements section of our forums.


The following is the current state of affairs of PVP combat: rewards & Punishment.
PVP Combat
Any player may pvp any other player. There is no restriction on spells, detrimental or benificial.
PVP Rewards
PVP rewards are given under the following conditions:
Players are not in the same guild.
Can't kill yourself for pvp rewards

Players earn Merit when they kill an opponent.
Players earn 5 base merit points in a kill.
Players also steal points from their victims. The amount of stolen merit is a percentage of the killed player's total merit. The size of the percentage is based on the level difference of the Player and killed Player.

Level Difference = Level_of_loser - Level_of_winner
So if you kill someone higher level than you, your level difference is positive. Killing a player lower level than you is a negative level difference.


Here are some chosen values of Percentage of Points Stolen as a Function of Level Difference.

-49 Level Difference: 0 %
-45 Level Difference: 0.22 %
-40 Level Difference: 0.42 %
-35 Level Difference: 0.61 %
-30 Level Difference: 0.82 %
-25 Level Difference: 2.3 %
-20 Level Difference: 4.6 %
-15 Level Difference: 7.5 %
-10 Level Difference: 11 %
-5 Level Difference: 15 %
0 Level Difference: 20 %
5 Level Difference: 25 %
10 Level Difference: 31 %
15 Level Difference: 38 %
20 Level Difference: 45 %
25 Level Difference: 53 %
30 Level Difference: 62 %
35 Level Difference: 71 %
40 Level Difference: 81 %
45 Level Difference: 91 %
+49 Level Difference: 100 %

Here is an example of how merit works:

Smugg is a level 40 badass necro with 100 merit points.
Gritz is a cautious level 50 cleric with 100 merit points.

1. Gritz kills Smugg:
Level Difference = 40 - 50 = -10
Percentage of Merit Stolen = 11%
Base Merit Earned: 5
Merit Stolen: 11
--------------------------------------
Total Points: 16

If on the other hand,
2. Smugg kills Gritz
Level Difference = 50 - 40 = +10
Percentage of Merit Stolen = 31%
Base Merit Earned: 5
Merit Stolen: 31
--------------------------------------
Total Points: 36

See Kedra's Item Reward System for one thing merit is used for. Item Rewards involve upgrading your current items. Anything may be upgraded, including the click effect, proc effect, name, and even graphic.

#merits Command
Players may use the #merits command to view their target's total merits. If no target is specified, the default is the player herself.
#merits also has the alias #points. Both do the same.

PVP Punishments
Each Punishment has its own conditions.
Bounty Hunter System (DISABLED)
A Player who kills another player outside of a +/- 10 level range is subject to a bounty. Bounty Hunters will hunt this player until his death or the bounty expires, usually around 1 earth day. Victims of a player must seek out the Bondsman, if they wish to place a bounty.

Level Reduction (Active)
A player who kills another player less than 20 levels below her/him is subject to an immediate deleveling by exactly 1 level.

Grouping
Any player may group with any other player.
Groupmates cannot melee or be the recipient of detrimental spells from other groupmates. (can't hurt each other).

Grouping in PVP is now supported. The only differences are as follows:

Level Difference = level of loser - highest level of group.

Base Merit Reward = 6 (instead of 5).
Base Merit reward is distributed amongst groupmates. There are always 6 base points given out, so some group members may get more points than others:
2 Group Members: each get 3 pts.
3 Group members: each get 2 pts.
4 Group Members: each get 1 pt, and two get another 1 pt.
so on...

Merit is still stolen, according to the level difference.
The total stolen merit is divided amongst the group, but rounded down to the closest integer.
So if a group of 3 steals 100 merit points total, 100 / 3 = 33.3...
Each player recieves 33 points.

Some things in the works are PVP Quests, PVP Games, and more.

----
Though I see you mentioning it as akin to Counter-strike server and moving banks around.
The typical counter-strike game would be like
Spawn > Buy Items > Run to Objectives

Maybe even more to the point for a fast paced EQ server like that, if you look at it like a FFA CS server. where you spawn anywhere on the map, change Gun Loadouts to try, and then run around killing people.
Spawn > Change Loadout > Run around

In an EQ world the typical experience is leveling, acquiring more skills and spells and getting better at performing same thing over and over. With the hopes of acquiring more items and gear. Though with the PVP aspect potions/stones/clickies and niche items become more rewarding and sort of your toolkit.

----
Open questions:
- What aspects do you want to consider to add or take away from EQ to shuffle it into something like a CS FFA Server?

Server should function like:
Spawn > Easily Acquire Levels / Items ~ Select a Loadout > Run around

Spawn:
(Anywhere, or set spawns?)

Easily Acquire Levels / Items ~ Select a Loadout
(Faster to acquire, items lose meaning, how would you prevent that?)
(Legacy items wouldn't have to spawn from named mobs, it could drop from anywhere, sort of like Mischief ruleset)

Run around
(To what end? If items are easy to acquire, is the really only reason leveling? If that's the case then a quickly rotating hot zone to get you leveled faster would inspire migration from one zone to the next)
Hot zone rotation + decay would be interesting to see.
- Hot zone Changes to X zone.
- X zone exp and loot chance increases.
- Announce best Zone X serverwide as an event/objective (maybe this also increases more unique loot chance?)
- After some time Zone will switch again,
- Zone X Hot zone exp + loot chance decays down to 0 over the next hour.
Last edited by Records; 11-08-2022 at 11:18 PM..
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