Arcie
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I was reading a post suggesting that there is no actual artificial damage bonus based on level difference. This is easily tested when the beta is up, but I am going to make a suggestion based on that assumption for now.
I propose the PvP damage math take into consideration level gap by increasing and decreasing defense between attackers. The scale of this would be enough to bring both players CLOSER but not eliminate the advantage the higher level player has in the situation. It would allow truly skilled players to potentially beat higher level players in OWPvP while not entirely removing the level gap due to skill levels.
Let's say we have a level 20 and a level 40 fighting in PvP. For demonstrative purposes and because I have no actual numbers in front of me, I will be using easy numbers which will be chosen arbitrarily. The level gap between the two players is 20, so the armor change would be 20%. The level 20 would gain 20% additional armor against the level 40's attacks, while the level 40 would lose 20% armor against the level 20's attacks. Assume, for a moment, both players are warriors, the level 20 would have combo attack level 3, for instance, while the level 40's would be combo attack level 6. Again arbitrary numbers. The advantage would still be to the higher level, but the lower level would have a better chance to run and the 1-shot griefing would be removed.
This idea would potentially remove the need for the infamy point system and for a karma point system, because if done right, a level 50 in lumber town could still be dropped by 4 or 5 level 15's. The zerg ability of noobs in a lowbie area would allow them to defend themselves while still giving the PKer a chance at some kills, but those kills would require more skill to pull off.
-Arcie
PS, I would love to see the guards actually guard against PKers AND the safe zones removed!
I propose the PvP damage math take into consideration level gap by increasing and decreasing defense between attackers. The scale of this would be enough to bring both players CLOSER but not eliminate the advantage the higher level player has in the situation. It would allow truly skilled players to potentially beat higher level players in OWPvP while not entirely removing the level gap due to skill levels.
Let's say we have a level 20 and a level 40 fighting in PvP. For demonstrative purposes and because I have no actual numbers in front of me, I will be using easy numbers which will be chosen arbitrarily. The level gap between the two players is 20, so the armor change would be 20%. The level 20 would gain 20% additional armor against the level 40's attacks, while the level 40 would lose 20% armor against the level 20's attacks. Assume, for a moment, both players are warriors, the level 20 would have combo attack level 3, for instance, while the level 40's would be combo attack level 6. Again arbitrary numbers. The advantage would still be to the higher level, but the lower level would have a better chance to run and the 1-shot griefing would be removed.
This idea would potentially remove the need for the infamy point system and for a karma point system, because if done right, a level 50 in lumber town could still be dropped by 4 or 5 level 15's. The zerg ability of noobs in a lowbie area would allow them to defend themselves while still giving the PKer a chance at some kills, but those kills would require more skill to pull off.
-Arcie
PS, I would love to see the guards actually guard against PKers AND the safe zones removed!
