What to do re: PvP #4
Moderator: Game Masters
Re: What to do re: PvP #4
directed at us all ok?we really don't need to change something in the system, just be more friendly towards eachotherGlarundis wrote:new idea: leave everything as is, change your attitude and stop grief pvp
- Daren Priesten
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Re: What to do re: PvP #4
Religion damage should not hurt allied guild members. I think of the damage of religion to be associated with the hitter/receiver having piety from their god/goddess.
Re: What to do re: PvP #4
Changed my mind after doing some RTFM! Voting yes, because it's only guilds allied to religions, not guilds per se.Mike wrote:+1 on this. It's a logical and consistent dynamic.Cirius Do'Brim wrote:The current concept is based on "you don't do religion damage, you don't receive religion damage vs. you do religion damage, you receive religion damage".
Breaking that harmony isn't developing, it's taking two steps back.
The suggestion is a way to deal with the current issues, but it's not a good way in my opinion, as it breaks a more fundamental principle. It creates a sort of brutally lopsided battlefield. At the end of the day it should be up to player skill wether a guild archer or barbarian can beat a religion knight or priest.
"last i knew it was illegal to hate someone" Richard Mota
- Cirius Do'Brim
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Re: What to do re: PvP #4
I'm okay with that if guilds allied to religions can have their shit blessed by religions as well.Mike wrote:Changed my mind after doing some RTFM! Voting yes, because it's only guilds allied to religions, not guilds per se.Mike wrote:+1 on this. It's a logical and consistent dynamic.Cirius Do'Brim wrote:The current concept is based on "you don't do religion damage, you don't receive religion damage vs. you do religion damage, you receive religion damage".
Breaking that harmony isn't developing, it's taking two steps back.
The suggestion is a way to deal with the current issues, but it's not a good way in my opinion, as it breaks a more fundamental principle. It creates a sort of brutally lopsided battlefield. At the end of the day it should be up to player skill wether a guild archer or barbarian can beat a religion knight or priest.
In such a case "you don't do religion damage, you don't receive religion damage vs. you do religion damage, you receive religion damage" is still valid.
Re: What to do re: PvP #4
+1I'm okay with that if guilds allied to religions can have their shit blessed by religions as well.
In such a case "you don't do religion damage, you don't receive religion damage vs. you do religion damage, you receive religion damage" is still valid.
but i still think making blesses by religions only for religions made sence.. so im all up for let it be as it is
Re: What to do re: PvP #4
Would result in the current alliances being broken, but the guilds still fighting alongside religions. Thus, nothing changes.Mike wrote:Changed my mind after doing some RTFM! Voting yes, because it's only guilds allied to religions, not guilds per se.
- Johnny Walac
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Re: What to do re: PvP #4
Unless the Reinforcement Rule is changed to allies only. (Gotta be allied on stone and roleplayed)Jyrgen wrote:Would result in the current alliances being broken, but the guilds still fighting alongside religions. Thus, nothing changes.Mike wrote:Changed my mind after doing some RTFM! Voting yes, because it's only guilds allied to religions, not guilds per se.
I don't have an opinion on the matter atm. Just saying, that would be a solution.
Re: What to do re: PvP #4
First off I think that PVP should be allotted to only religions but I am keeping that aspect out of this topic, even though it would make this easier to imply/enforce.
I think that by joining a religion, you get bonuses to dmg or protection vs certain things. I think it should be a static increase and not depending on a target's allegiance. Example: Law blesses their weapon to do holy dmg allowed by their god. That dmg is afflicted against anyone that maul hits.
I think that each religion should have it's own specialty. Not just those types of spells but their good ones fall into these catagories.
Law: Defense spells
Tek: Dmg spells
Nature: Stopping spells. (silence/para/etc)
Imp: Merchant/money spells. (Skill boost/sale prices/etc)
But at the topic, again, I think it should be static regardless of target.
I think that by joining a religion, you get bonuses to dmg or protection vs certain things. I think it should be a static increase and not depending on a target's allegiance. Example: Law blesses their weapon to do holy dmg allowed by their god. That dmg is afflicted against anyone that maul hits.
I think that each religion should have it's own specialty. Not just those types of spells but their good ones fall into these catagories.
Law: Defense spells
Tek: Dmg spells
Nature: Stopping spells. (silence/para/etc)
Imp: Merchant/money spells. (Skill boost/sale prices/etc)
But at the topic, again, I think it should be static regardless of target.