Dogloks
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To put this into context, this is not a fleshed out review or commentary on TERA. I played the Open Beta and fully enjoyed it, specifically the combat of PvP.
As a long time player of MMO's, I have been looking for something that recreates the feeling of danger and excitement of PvP in some of the old school games (Asheron's Call (Darktide), Ultima Online).
Here is a ruleset I think would add that level of danger and excitement to TERA Open World PvP, all the while fitting in with the incredible combat that exists, as well as some of the other unique game mechanics:
1. No safezones except for the main cities (ex. Vel). That means that the little outposts, for example Lumbermill, would be open PvP. The vanarch of each province would have the ability to toggle this on/off (this ability already exists to some extent).
2. All characters on Demon server go permantently RED (pvp enabled) after leaving Dawn Island (Level 11).
3. PVP Death:
A. PVP Death has a chance to drop items upon death. This is a random chance to drop an item in your inventory (including equipped items and items in bags) or 10% of your gold.
B. Same level player death (+/-) 3 levels is tiered on the amount of items you can drop: Level 11-20: 0-1 item
Level 21-40: 1-2 items
Level 41-60: 1-3 items
*% chance to drop items is affected dramatically by level difference. For example: If a level 60 kills a level 11, it would have something like a .5% chance to drop 1 item. If a level 30 kills a level 50, there may be a 75% chance that the 50 could drop up to 3 items.
-Infamy is still active in this system. The higher your infamy is (the more you PK low level players), the higher % chance you have of dropping items, or of even dropping more than your level tier permits.
I'm sure the system could be fleshed out some more. One thing I know is that TERA would really benefit from one HARDCORE type server with a similar ruleset. Bump if you like it, and throw out any feedback for things you think I may have missed!
As a long time player of MMO's, I have been looking for something that recreates the feeling of danger and excitement of PvP in some of the old school games (Asheron's Call (Darktide), Ultima Online).
Here is a ruleset I think would add that level of danger and excitement to TERA Open World PvP, all the while fitting in with the incredible combat that exists, as well as some of the other unique game mechanics:
1. No safezones except for the main cities (ex. Vel). That means that the little outposts, for example Lumbermill, would be open PvP. The vanarch of each province would have the ability to toggle this on/off (this ability already exists to some extent).
2. All characters on Demon server go permantently RED (pvp enabled) after leaving Dawn Island (Level 11).
3. PVP Death:
A. PVP Death has a chance to drop items upon death. This is a random chance to drop an item in your inventory (including equipped items and items in bags) or 10% of your gold.
B. Same level player death (+/-) 3 levels is tiered on the amount of items you can drop: Level 11-20: 0-1 item
Level 21-40: 1-2 items
Level 41-60: 1-3 items
*% chance to drop items is affected dramatically by level difference. For example: If a level 60 kills a level 11, it would have something like a .5% chance to drop 1 item. If a level 30 kills a level 50, there may be a 75% chance that the 50 could drop up to 3 items.
-Infamy is still active in this system. The higher your infamy is (the more you PK low level players), the higher % chance you have of dropping items, or of even dropping more than your level tier permits.
I'm sure the system could be fleshed out some more. One thing I know is that TERA would really benefit from one HARDCORE type server with a similar ruleset. Bump if you like it, and throw out any feedback for things you think I may have missed!