The PVP Effect

12 posts · 2006-02-04 04:52:25 to 2006-04-28 05:00:05

#12800000780 02/04/2006 04:52:25 The PVP Effect
How about when you die you have the death effect and a PVP effect. The PVP effect will stop you entering pvp for a certain amount of time when you die. This will be good for 2 reasons:
1. If you got ganked you won't be ganked again within that certain time. This is good because when you jack in after being ganked you don't want to be immediately ganked again I think thats unfair especially with the death effect and if the ganker is a significantly higher level than you.
2. When a group of one org fight a group of another org it will be a fair fight. I know some of you think the death effect isn't serious enough so when someone dies in a battle they immediately come back to continue fighting in the battle and the winner is decided by whoever gets bored last. With the PVP effect players can still come back and watch but they won't be able to continue to fight so the winner is decided fairly.  
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#12800000781 02/04/2006 17:25:57 Re: The PVP Effect
I think the idea is good.  The Death Effect is not nearly as severe as i should be, and there should be a combat or PvP ban upon returning.  As to the exacpt specifics and balancing, i leave that to the devs...
#12800000782 02/05/2006 12:30:35 Re: The PVP Effect

1. /disagree: Maybe you want to come back and exact vengeance. And if you don't want to get "ganked", just go to an other hardline or something.

2. /agree Yes, that would make PvP much more interesting and fair. Although there might be other solutions for that, this one would be good. Although you can still continue the fight after the PvP effect's gone.

#12800000784 02/06/2006 10:06:41 Re: The PVP Effect
1. where's the excitement in that? the solution to being ganked is to either learn to run or be sure u have ppl to back u up

2. the assumption is the fight was fair to begin with, which is very rarely the case. in addition this would be heavily abused strategically by smart players, it's like instant unflagged rezzer/buffer for everyone. alternately they could just heavily up the penalties of a death effect, to the point where going back into pvp after death would be useless.
#12800000785 02/06/2006 13:19:14 Re: The PVP Effect
Since when is pvp about being "fair"? Besides, if you've got a 3 vs 10 going, they're going to die, typically, unless of course they have my buffs :smileyvery-happy: and you're saying that they shouldn't be able to get back up? I don't like it...part of the fun in pvp is the ability to get back up and fight, who cares who gets bored first, or who "pwned", and if people have the lovely talent to gank after rez, of course they'll take it, but then when tables are turned...it all happens to everyone. If you don't want to be ganked after a rez, say no, recon & suicide or something...:smileytongue:
#12800000786 02/06/2006 13:52:31 Re: The PVP Effect
was that addressed to me? lol.
#12800000787 02/07/2006 11:10:10 Re: The PVP Effect


zeroone5069 wrote:

1. /disagree: Maybe you want to come back and exact vengeance. And if you don't want to get "ganked", just go to an other hardline or something.



My understanding of being ganked is when you get killed by someone much higher than you. If you were killed by someone the same level as you thats a fair fight and yes maybe you would want revenge (though I don't see what hope you would have a second time especially with the death effect and if you can find them) but I don't think you should get killed again by someone much higher than you in a short space of time. Maybe its just me being really unlucky but sometimes you have to come back through a hardline near where you got ganked to do a mission.
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#12800000788 02/08/2006 11:53:11 Re: The PVP Effect

That's what I'm saying, it's no matter to go to another hardline.

Also, let's say you're an MA and get killed by an Arbalest. He stuns you first, and then... well, you know the rest. So you can return as Gunman and shoot him everytime he tried to execute the virus, then interlock him and try to succeed this time. Something like that... Although, of course, since it's you who's died and not him, he'll still be flagged and you can attack him -- what, of course, causes you to go into PvP mode again.

So maybe, I'll have to /agree in some way.

#12800000807 02/14/2006 01:17:17 Re: The PVP Effect
Disagree.
How about the regroups? When you all regroup and come in together you will have to wait for a timer on some of your guys, this would be a problem. And it's not like DE is much to worry about, you still land hacks and it has never done much to my combat rolls so I dont worry about it at all.
Having a timer would annoy me no end, when I die I want to come straight back and extract vengance.
#12800000826 03/03/2006 10:35:40 Re: The PVP Effect
If everyone who dies just comes straight back as if nothing happened, PvP sucks and has no meaning.
#12800000852 03/29/2006 09:23:22 Re: The PVP Effect

1/ No

People like hostile servers that are hostile 24/7. Also a person may want to come back and fight immediately.

2/No

Things will never be fair, just gotta deal with it. Maybe if there were pvp constructs with objectives we could have 12 on 12 etc.

#12800000881 04/28/2006 05:00:05 Re: The PVP Effect
ENFORCE the reconstruct timer.


Make it the MINIMUM amount of time you have to wait before recon is available.


That way, you either get rezzed, or you lie there useless.


This will allow a clear winner to emerge from mass pvp, as one side will all be dead and the other gloating.