I'm confused. When have I been against rewarding people who play more?
In a game like this, void of classes, how active one is in PvP can often be tied to the overall damage they deal. The big difference between basing it off of damage done and kills is that, for damage done, a solo PvPer can...
Any system based on kills favors players who play in groups. Right now, that's the PvP scene: a few groups, not much else. Implementing your system essentially gives them more rewards and doesn't provide any benefit whatsoever to the casual PvPer.
Who is saying that the casual PvPer who place...
I've said, from the very first post, that giving predominantly PvM characters and casual, solo PvPers an incentive to PvP is what's needed. Incentivizing group play does not accomplish this: instead, it continues to reward PvP groups and others simply won't participate.
The suggestion you've...
Conversely, rewarding group play does not reward the time of the casual, solo PvPer. Instead, they simply won't participate, and we'll be where we already are.
I'm not ready to compare the values of real life with a 20 year old wizard game. The fact is: large, pot-throwing, script-running PvP...
Because the solo player stands little chance against groups, and militias are based around group fighting. The UOF fighting mechanics gear towards this.
The only way to bring casual players into PvP is to devise a system that rewards their time. Rewarding kills rewards those that get kills...
Sounds like a great system for militias and existing PvPers, which works. It does nothing for casual or solo PvPers, which is fine. It may bring a few PvPers back into PvP, but won't bring casual or solo players back in. Just my perspective.
Which is fantastic, and appreciated.
I feel that, with my suggestion, the gain from exploitation is so minimal, and so borderline irrelevant, that it wouldn't be worth the time/effort to attempt. Gaining a free 200 damage each day, and giving yourself an extra 1400 for the week, would be a...
In other words: bringing casual players to PvP hasn't changed at all. Punkte is a system that greatly favors the groups. As you pointed out, the ability to exploit punkte is even easier with groups, so - again - groups are catered to and solo, casual players are forgotten.
But... why? Why is...
Only the top [X] players for that given (day/week) would have a reasonable chance at obtaining relics, powerscrolls, clothing, etc. It's not to pretend that one could use two accounts, gain the minimum single-target benefit, then earn a relic. The chance to gain a relic (example, 50%) would be...
I asked earlier, and I've read back over things, but I didn't see it. Is the exploit in my suggestion the fact that someone can "cheat" the system by using two accounts to get a minimal, borderline irrelevant, amount of gain?
Oh wow. If that's the mentality, then I understand the current direction of UOF PvP, but I strongly disagree with it. I think there are plenty of casual players who loved UO for its PvP and would participate now if the odds weren't so significantly stacked against them.
The flaw in your...
Out of curiosity, what remains the exploit issue with the suggestion?
The problem with making it kill based is the system will - again - only favor the groups. The solo, casual player won't participate because he stands no chance of competing against the groups. A punkte system is great for...
Sorry. Perhaps I wasn't clear.
There would be a daily cap against each individual player, but no daily cap for the player himself. If I choose to PvP all day, I could accumulate (example) 4,000 damage. The damage cap against each individual player may be (example) 200. Fighting/killing one...
"Can't" is a pretty tall order, considering how frequently players try to cheat in games such as this. But, if we can agree that desired rewards would generate far more interest in PvP, I think that an adequate system could be developed, and would be beneficial.
My suggestion was to have the...
(Follow-up: it doesn't have to be PvM items. PvM items just so happen to be the items with the most value, hence the most desired. And what better way to get predominantly PvM players involved?)
In short: yeah. It's my belief that, if the desired items on UOF were actually obtainable in a casual PvP system that didn't favor either playstyle (solo or group), players who usually avoid PvP would be far more inclined to participate.
The system is the key element. If it's kills, the big...
To add: maybe the desire is to allow militias to continue to evolve in the way that they were intended, and that's completely understandable. Implementing this type of system in a more casual setting (O/C, for example) would give casual players an outlet to PvP.
I sincerely appreciate the response.
When it comes to UOF, I think most can agree that the rewards of significance to players are relics, power scrolls, skill scrolls, fancy clothes and gold. Other content-related rewards have their place, of course, but won't be enough to pull casual players...
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