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Currently I've had a complaint from a player that people can't arena/get a good arena record without a much higher level person, lv120 for instance, picking them off after they finish the fight.
How do you guys propose we handle this problem? Is it even a problem? I would like to hear feedback from all players here, including the ones who don't regularly take part in arena combat, because it sounds like a legitimate complaint.
One thing I was thinking of was having the people in the arena match transferred to recall, as soon as one side wins (keep in mind we hope to have group combat eventually, too). One thing I would [i]not[/i] consider is making PK level restricted because that's just lame.
Any ingelligent thoughts or suggestions on this are welcome. 8)
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Well, making people go to recall after losing a battle or they finish fighting (formed combat would work with this I believe) would solve that as 120s lurking about wouldn't have a chance to initiate combat since the server would beat them to the punch.
Or.. add a PK timer limit (few seconds maybe) after finishing an arena battle so that losers can recoup and winners can get to recall wihtout being picked off.
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Here are the problems with that. Person A and Person B are fighting. Person A flees west, B follows, tries to attack, and the PK Timer lag (as you put it) stops them from doing so. Boom, no more attack.
Also, I agree that making arena level restricted is stupid.
If a person is in a formal challenge (ie no group fight), the person's flee skill should be disabled, wimpy automatically set to 0 for the duration of the fight, and the winner transfered to recall. If it is not a formal challenge *just walking in and fighting* tough shit if you get caught by a 120.
Just my opinion.
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Challenges should be protected. They are annoucing to the game that they are going to be fighting, but those who walk in voluntarily should be fair target for anyone, regardless.
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~~@Mythology:~~
> Here are the problems with that. Person A and Person B are fighting. Person A flees west, B follows, tries to attack, and the PK Timer lag (as you put it) stops them from doing so. Boom, no more attack.
>
> Just my opinion.
I said FINISH the battle. You have to KILL your opponents to FINISH it. :P Fleeing doesn't finish it. That just pospones it. :)
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I am all for making a new arena system. The system I believe would eliminate cheapness would be ass followed.
The game would ask for a challenger, you can accept on not accept like before, accept they have to type no or yes fully, people often move with n so the don’t accept on accident. Also no more than ONE battle at a time, so multiple people can’t be in the arena to take kills on some other cheap way.
If the challenge is a success, the players will be transported to a waiting room for like 1 or 2 ticks. This is for preparation, and so both players know when to begin. And other players can have an option of watching what someone else does, they can chose a player and see how they fight and handle a battle, or they can be like an immortal and have an invisibility, however, they can’t see other invisible players, and they can only have this option from a safe room.
Secondly, the players start off in a 3x3 or 4x4 room. And they are in totally random areas.
This allows transported to arena triggers useless.
Next, this arena is only accessible though an arena battle. And when neither player can leave until the other is dead. After someone dies, they are brought back to where they were before. And you can’t quit during the battle, or if so they die etc. This will make people think before going into the arena. Also when transported to the waiting room, they are fully refreshed, and they can cast up before the battle, and when the 2 ticks are up, they are refreshed once more, and let the battle begin.
The other arena should stay for group battles though. But enter at your own risk deal.
Balder
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Oookay, I don't really give a shit how much I die in arena but. What the hell is the point of trying to become a strong character with stats to back it up when people way higher level come erase all progress you made by capping you after a sucess. I also like myths Idea of disabling flee. Flee is bullshit fight the damn fight and if you are going to die you deseve the point for losses. Making the players auto recall after a fight is cool to. You should still have a walk in arena so people can do arenas informally and such. Tis all.
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Yeah, Syn it can be a problem at times. If possible make those that walk in be out of phase so to speak with those that are transported in. And even transported in for different battles out of phase with each other. You can see and watch others fight, but can not affect/be affected by them,. This would also prevent area affects from "accidently" drawi ng in viewers.
Not sure on plausibility of this, but hey it a suggestion.
Again leaving those that walk in to fend for themselves.
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I disagree completely about disabling flee. Personally, I don't flee and run off to go hide in safe when I fight somebody. A better solution would be to close off the exits to the arena once a challenge is accepted, so that your opponent can run from you, but can't hide in safe.
I think player vs. player combat should be a dynamic thing, not stay in the same place bashing each other in the face til one person dies kinda thing. I think character fighting style is an important part of roleplay, and part of Pravus' roleplay is to bite someone, end combat by fleeing, then come back and finish that person off with a crossbow bolt to the back of the skull.
Maybe another solution with flee in comparison to the current lag after fleeing from another player would be to require some sort of deception or opportunity to flee, such as being able to flee after kicking dirt in someones eyes, or fleeing after your opponent fails a bash attempt on you. Maybe a flee skill, that, based on skill%, would give you a deceptive move and an opportunity to flee. The higher ones percent in the skill would allow different deception/flees.
"Pravus nimbly backflips out of the way from your attack! With catlike reflexes Pravus lands and flees past you under your attacks!"
"Balder misses his ass and falls flat on his backside! "With a tremedous leap, Pravus soars over Balder and out of the room! Pravus fires a sniper rifle at Balder!
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I'll validate my point for disabling flee from a challenge.
And Prav, I'll use you as an example for this ;)
Lets say you challenge me, openly to the game and formally. This is considered a formal challenge. Because of the formality of it, fleeing is disabled to make it an honest fight. Not one where you can web my sorry ass and shoot me with bolts from the next room. If you want to shoot me with bolts, do it in combat. Auto-Recall after the fight is over is actually not a *great* idea. I'll remove that, but I'd say add in a 15 second grace period to give the person time to get back to safe or whatever it is they are going to do. This will give the person to skull their prize, loot the gold, sac the corpse, and whatever else is needed. While Room Shield would still be a problem *lets say spunky RS'ed the arena recall while you and i fought, to ensure him getting the spoils of war*, I'd say make the arena considered outside so that it cannot be RS'ed.
If someone is to make a formal challenge and then flee from battle, the person is just wasting the other person's time. Many times have I challenged someone, only for them to accept and run to safe after a formal beat down session.
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After an arena battle due to challenge finishes i believe both participates should be transported back to where they came from instantly after the match. I think the corpse should be autosacked, to prevent random players skulling their corpse.
Other players should still be allowed to freely walk in if wanted to, but would not be able to interfere with an ongoing fight and would not be able to kill the winner. That way if people want to go in and have a mass killing orgy with lots of people, they can still do this.
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Myth, your points are very well taken. With formal challenges it makes sense that the combatants wouldn't flee from each other. Maybe fleeing from an opponent would count as an arena loss for the person fleeing, and maybe even a victory for the other person. I still think that a flee skill would be very fun to have in the game, and I can see both rogues and ninjas getting this skill. :envy:
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I still like my idea, where you go to a whole new arena, where only you and the other person can attack one another, and have people watch, but add what myth said with the extra 15 secs of time to get all cor, find all the bolts and arrows the enemy missed with. Whole point is, an arena battle is a challenge between 2 people, not 2 people and someone waiting for the kill to be finished so they can cheaply steal a kill, and ruin success of the other fighter.
Biggest problem is, I use smite a lot in combat, and it creates a whole lot of lag, and then if someone is waiting, they can walk up, and attack me, and fleeing away adds lag, and a level 50 vrs 120 will last a turn, maybe. And it is hard to flee all the way across the arena as well.
Balder
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especially when a good portion of the time I'd follow the person because of having pursuit. :P
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I didnt read the whole thing but this might be an easy solution.
Person A challenges person B. Make it so that only those two can attack each other/be attacked until the crier announces a winner or they flee and leave the arena. But then that raises the question of well if Person A flees from the arena then someone else (Person C) can come in outa nowhere and attack the person who didnt flee right? Make it so that if Person A flees the arena Person B still cant be attacked or attack until he leaves. Sorry if its hard to understand but I think you get the idea.
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How about this for a simple solution…
Challenge would transport to a side of the arena where max occupancy of room is 2, with direct access to the safe room or make winner instantly transported to safe room as well as loser. Other players wishing to watch can do so from the lounge area of arena, by adding a feature which would work similar to third eye, like a TV.. perhaps a reflective pool..?
Without challenge, 2 player max room would be closed. Only entrance is through challenge.
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I still feel that formal challenges should make flee disabled and the winner safe from attack for 15 seconds to allow looting of the corpse, skulling, and sac'ing for dp, as well as time to run to safe.
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Or to be summoned to Argyle and run the river with impunity.
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~~@Ithilidin:~~
> Or to be summoned to Argyle and run the river with impunity.
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Well to stop that, just nosummon from the arena allowed and once you hit the safe room in arena it ends. :)
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I think the idea of ALL arena fights being a no-flee thing doesn't appeal to me very much because it would make them a little less interesting and maybe put people who don't have a warrior class at a little bit of a disadvantage. This is keeping in mind that eventually I plan on removing the 1/1/1/1 class requirements for people and make it a bit more free-choice (when I do this I plan on allowing older players to change their classes somehow without having to restart, if they wish to do so).
However I totally support the idea being able to fight such a battle if you choose - I think I could stick in something like "challenge
[switch1|switch2…]" to where you could specify conditions for the match.
For example, two ideas for the conditions coming from this fine discussion could be no-flee and 1on1 (or whatever, the names arn't really important).
So if you typed chal Ertai noflee 1on1 and Ertai accepted, you and him would have to fight a match in which fleeing was disabled, and nobody else was allowed to attack either attacker until one of them died or left the arena.
Or you could just do chal 1on1 to allow fleeing, but still keep the attackers safe, or just the good old chal for a no-holds barred thing.
Think this would encompass some of the diff. ideas people have asked. Feel free to add up some more ideas for conditions (should we call them battle rules or something?) on arena matches here. I'm trying to keep this topic alive so I don't forget to do something about it :D
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singles == one on one only, loser is transported to the beginning, winner is safe until reaching the beginning (allowing skulling of corpse and looting of wealth)
noflee == neither party may flee
boxing == neither person may use spells, scrolls, potions, or music.
npk == loser actually dies and goes to void, loser gets a pk loss and winner gets a pk win.
cpk == loser actually dies and leaves behind all equipment in corpse. winner only may loot the corpse and skull the corpse, also retaining a cpk win. loser gains a cpk loss.
ironman == best of 3\. When person dies, they are fully regen'ed naked and must wear eq. other person does not get regen'ed. person who gets 3 wins wins the iron man match.