clockworksymphony.com
September 05, 2010, 01:48:30 AM *
Welcome, Guest. Please login or register.

Login with username, password and session length
News:
 
   Home   Help Search Login Register  
Pages: [1]
  Print  
Author Topic: Guild based PvP  (Read 380 times)
Steampunkette
Creative Lead
Developer
Apprentice
*****
Posts: 159



View Profile WWW
« on: July 28, 2009, 11:02:11 AM »

I already made a post on this topic elsewhere in the forums. However here I will collect and condense those thoughts with others to flesh out Guild PvP.

Guild based PvP

In order to enact a War the guild's leader (or leaders) must all agree to go to war with another guild. The Leader or Leaders of that guild must also agree. After that decision is accepted, the guilds must choose one of several options.

A) Indefinite PvP. The Guilds are at War until one guild or the other surrenders. All Combatants are flagged for Guild PvP until they either leave the guild, declare themselves noncombatants, or the Guild surrenders.

B) Last Man Standing PvP. The Guilds are at war until one side completely destroys the other side. Any combatant defeated by members of the enemy guild automatically becomes a noncombatant. This continues until one guild is completely defeated.

C) Duration PvP. Both guilds agree on a certain amount of time (from hours to weeks) during which their guilds are at War. At the end of the time period, the guild with the highest enemy defeats is declared the winner.

D) Objective PvP. Both Guilds have a specific Adventure to go on. The Guild who completes the Adventure first is declared the winner. Multiple teams can attempt to complete the event, but it isn't completed until a single guild-member has completed all of the objectives. This would be an Open-World quest, such as a race between specific points or to a specific location or a hunt for specific NPCs or items. During the Adventure players of the opposing guild can PvP at will in order to slow down enemy teams or take objectives in capture the flag scenarios.

All of these, however, are subject to several rules and to change before launch, as they are merely a rough outline of possible events.

A player may choose to be a non-combatant at the beginning of a PvP event. This decision cannot be altered. It is not "Griefing" for a guild member to choose not to participate in a PvP event. However it is also not "griefing" to kick said member from the guild for not joining the event.

If a player chooses to accept the PvP and become a guild combatant he or she can change their mind and become a noncombatant through a guild menu. It is not considered "Griefing" to turn off your PvP flag. It is also not considered "Griefing" to kick someone from the guild for turning their flag off. Toggling your flag off takes 5 minutes, and if you engage in PvP (Attack others) during those five minutes your flag automatically turns back on.

Questions? Comments? Suggestions?
-Rachel-
Logged
CabbyHat
Apprentice
*
Posts: 56


View Profile
« Reply #1 on: July 28, 2009, 01:53:45 PM »

So, if someone attacks you during the 5 minutes you're waiting for your flag to go off, are you allowed to fight back without affecting your flag or would that reset it?
Logged

All stories are Anansi's stories...
Steampunkette
Creative Lead
Developer
Apprentice
*****
Posts: 159



View Profile WWW
« Reply #2 on: July 28, 2009, 01:56:59 PM »

Fighting back resets it. But you could always take a faceplant, or flee.

-Rachel-
Logged
Rattletrap
Apprentice
*
Posts: 23


View Profile
« Reply #3 on: February 23, 2010, 07:17:10 AM »

-For guildbased PvP, would you consider Guild-controlled towns as an objective? Give the Guild something to build up defenses, trade stores, gambling and entertainment, etc? This would add another element to the crafting game and (if on a PvP Free For All Server) add another facet of the game that appeals to more potential players. It would another require much more dev effort to do well, but something a PvE game has never done well yet.

Good journey

Rattletrap
Logged
Steampunkette
Creative Lead
Developer
Apprentice
*****
Posts: 159



View Profile WWW
« Reply #4 on: February 23, 2010, 08:25:34 AM »

It's plausible... But don't hold your breath, I'm afraid.

Unfortunately, Environmental space is at a premium, since designing and developing more and more maps and space is going to happen with an ever-expanding MMO. But giving players a chunk of it almost invariably yields a tightly clumped set of buildings with neither rhyme nor reason, and players marking down coordinates as "My home".

In order to do Guild-Cities we would likely as not use instanced maps wherein players could design their town from a set or pre-fab buildings and loose furniture. All such Guild towns would be accessible from one of several places, likely as not accessible from a player's vehicle interface and a porter or stagecoach business.

Though that's assuming we go so far as to build a guild-based area. We had also been thinking of player housing and allowing a player to designate their home a "Guild Hall" or something similar.

-Rachel-
Logged
Pages: [1]
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.9 | SMF © 2006-2009, Simple Machines LLC Valid XHTML 1.0! Valid CSS!