The PVP mechanics are in need of a few small tweaks/changes to become more enjoyable.
The random explosion timer: This takes away any real skill when healing syncs. It was introduced to stop macro syncs, but all this does is make auto heals more effective, and create clunky group fights. Your average player WILL NOT heal a sync, whether it's delayed explosion or not. Good syncs and good heals are the essence of group fighting. This server in it's current state doesn't allow either. ADDED.
(Note for staff: Aga has mentioned flamestrike has an additional delay. If explosion becomes non randomized, the flamestrike delay will have to be shortened to allow the spells to hit closer together when syncing.)
EV's: These things are just horrible. They move almost as fast as a player, constantly poison and hit extremely fast. A single EV takes one player out of the fight and onto dispel duty, which is no fun for anybody. I believe Adam argued that they are mages #1 source of damage at champ spawns, which may be true, but they don't need to be fighter jets when attacking players as well.
Stamina loss when redlined: We currently have; infinite stamina mounts, no bola's and no player stamina loss. The ability to run endlessly is a massive problem, anyone who PVP's will agree. Adding stamina loss when a player is below, say 10%, will help cure this issue. Redlining your opponent and then having them zoom off into the distance with no way of stopping them is ridiculous. ADDED. Currently being added for factioners only.
Stacked Pots: This has been brought up multiple times, it allows you to restock off your opponents on the fly which promotes sustained PVP. Many fights are ended because one side is forced to run home and restock. Not allowing stacked potions to be locked down or secured will keep the keg and butler just as useful, and make fielding more enjoyable. ADDED. Note, they don't stack on corpses however.
Spell damage and Timing: Lower circle spells deal extremely low damage, or are resisted too heavily. Spells like magic arrow, harm and lightning are the go to finishing spells on a low health opponent. They are often not enough to finish the target. Tiny damage on the low circle spells combined with no stamina loss makes escaping too easy. Magic arrow for example, often deals 1 damage and has a large delay, making it useless for anything except disrupting.
Defensive Wrestle: This is plain broken. If you attempt to punch while casting a spell, your punch will be invisible and wasted. You will never actually perform the action and will have to wait a few seconds for your next punch to ready.
Another problem with the defensive wrestle, is the bizarre chance of being hit while casting. Attempting to cast infront of a dexxer is almost guaranteed to get you disrupted. This makes fighting outnumbered harder than it should be, and in some cases impossible. Not to mention extremely frustrating. ADDED. You can now punch while casting. Havn't tested defensive wrestle while casting yet.
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Less important additions that would be appreciated:
Not so useless mounts: Plain old mounts like horses are completely useless at the moment. Adding the ability to remount lesser mounts (horses, llamas, beetles, etc) who are combat flagged, would give them a purpose. These mounts can be used to block tiles and disrupt mages, which is very fun/skillful tactic to use. Obviously this change shouldn't apply to mares. ADDED.
Flag System: If you flag a blue while you're blue, and attempt to throw an explosion potion at them, it will not do any damage. However, if they throw a pot at you, it will deal damage.
The random explosion timer: This takes away any real skill when healing syncs. It was introduced to stop macro syncs, but all this does is make auto heals more effective, and create clunky group fights. Your average player WILL NOT heal a sync, whether it's delayed explosion or not. Good syncs and good heals are the essence of group fighting. This server in it's current state doesn't allow either. ADDED.
(Note for staff: Aga has mentioned flamestrike has an additional delay. If explosion becomes non randomized, the flamestrike delay will have to be shortened to allow the spells to hit closer together when syncing.)
EV's: These things are just horrible. They move almost as fast as a player, constantly poison and hit extremely fast. A single EV takes one player out of the fight and onto dispel duty, which is no fun for anybody. I believe Adam argued that they are mages #1 source of damage at champ spawns, which may be true, but they don't need to be fighter jets when attacking players as well.
Stamina loss when redlined: We currently have; infinite stamina mounts, no bola's and no player stamina loss. The ability to run endlessly is a massive problem, anyone who PVP's will agree. Adding stamina loss when a player is below, say 10%, will help cure this issue. Redlining your opponent and then having them zoom off into the distance with no way of stopping them is ridiculous. ADDED. Currently being added for factioners only.
Stacked Pots: This has been brought up multiple times, it allows you to restock off your opponents on the fly which promotes sustained PVP. Many fights are ended because one side is forced to run home and restock. Not allowing stacked potions to be locked down or secured will keep the keg and butler just as useful, and make fielding more enjoyable. ADDED. Note, they don't stack on corpses however.
Spell damage and Timing: Lower circle spells deal extremely low damage, or are resisted too heavily. Spells like magic arrow, harm and lightning are the go to finishing spells on a low health opponent. They are often not enough to finish the target. Tiny damage on the low circle spells combined with no stamina loss makes escaping too easy. Magic arrow for example, often deals 1 damage and has a large delay, making it useless for anything except disrupting.
Defensive Wrestle: This is plain broken. If you attempt to punch while casting a spell, your punch will be invisible and wasted. You will never actually perform the action and will have to wait a few seconds for your next punch to ready.
Another problem with the defensive wrestle, is the bizarre chance of being hit while casting. Attempting to cast infront of a dexxer is almost guaranteed to get you disrupted. This makes fighting outnumbered harder than it should be, and in some cases impossible. Not to mention extremely frustrating. ADDED. You can now punch while casting. Havn't tested defensive wrestle while casting yet.
_______________________________________________________________________________________________________
Less important additions that would be appreciated:
Not so useless mounts: Plain old mounts like horses are completely useless at the moment. Adding the ability to remount lesser mounts (horses, llamas, beetles, etc) who are combat flagged, would give them a purpose. These mounts can be used to block tiles and disrupt mages, which is very fun/skillful tactic to use. Obviously this change shouldn't apply to mares. ADDED.
Flag System: If you flag a blue while you're blue, and attempt to throw an explosion potion at them, it will not do any damage. However, if they throw a pot at you, it will deal damage.
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