PVP mission ideas, let's get the screams going

That’s always going to be the case, and really it has to be that way. They have a vested interest in keeping that town, and it would be wrong to ask them to take randoms into a war to defend it. However, with my idea, anyone can sign up to attack as long as they are 50 even from the same faction. Afterward, ANY company can throw their hat in the ring to declare war. It would give smaller companies a lot more opportunity to be involved, and may even dismantle some of these mega 2-3 sister company setups.

Skill: Parkour

so, we don’t have mail, and it kinda sucks. like my hubby and i can’t always get together in game to pass stuff back and forth as we split up tradeskills…

pre-pony express, but without the ponies and maybe not so express lol.

basically someone can get a mission to deliver a package from one town to the next, as fast as possible, overland to make it more of a parkour game style… as an in game version of mail. faster, more great leaps, straightest point a to point b etc… all being factors on your reward upon completion.

you would have two variants of course, pvp and pve, the mailing person pays a set fee and gets to bypass doing the run themselves. if there’s no player mail, then it could be between mayors, faction guys etc, that way there’s always a mission available.

just a rough idea.

just to add… the mission wouldn’t actually give the item to the person doing the run, the game would handle the actual transfer in the background. no porch pirates ingame… lol

PVP missions should be away from PvE. And the PvP town missions are so stupid!

I don’t get why we can’t just get a PvP que, teleport us to a location where we kill each other.

okay, how can anything in this game be truly away from pve?
and i started this post to give us more variety… because yeah pretty much the same 3 missions on repeat sucks.

Lots of other games have PvP away from PvE. You just que in PvP and bam there you go. When I first did those PvP missions, I was like WTF! You go to a far destination, grab a chest, grab another chest, and then go back to town. Yeah that’s our PvP mission. And tbh, I hate waiting and ganking people trying to turn in their quests.

If that’s the concept of PvP here, I don’t even bother doing it, but you do it because that’s how you earn faction points.

so you want instanced, not OWPVP?

Awesome job OP…

Marching Orders

Travel on foot from current city to destination city in X amount of time (preferably from faction owned to enemy owned or vice versa). Bonus points for killing enemy players on the way and time remaining.

Conquest

A daily mission to take over an enemy fort.

Blood Harvest

Daily mission to harvest x amount of resource nodeswhile flagged. Upon completion you are awarded with a 1 hour boon to gathering luck, yield.

Caravan Escort

Escort a supply run from current city to the next while flagged. Upon completion you get a 500lb item transfer voucher (is used to transfer items from storage from any city regardless of faction control.)

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Really think the PvP community should read this post Broken PvP Mechanics That need fixed FAST Before allowing comp fights

Not a suggestion related to OP.

oh i like those, especially the transfer one… town jumping is a nightmare

I like the idea of PvP LvL scaling for territories.

My only caveat would be that while flagged they are scaled down to the highest level of that territory +5. This would keep players within 10 levels of eachother.

If you have PvPd enough you will realize 10 levels isnt too much a factor and it allows the higher level to keep some of the PvE/PvP edge they have earned through time played.

No upscaling though.
If you walk into a higher level zone than your character that’s your risk to take.

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The problem is that it isn’t strait forward to scale down a higher level player when you consider split stat weapons. Players that realize there are diminishing returns, will eventually split their attributes between the primary and secondary stat to maximize damage output. So if you just arbitrarily scale down a player that has done that, you’re likely going to give them non-optimal attribute distribution.

i think it would be more fun if there were actual places to sabatoge… there’s a quest i recall from eq2, that might be a blast if the kinks can be worked out… varient on another suggestion.

basically, you got to an island, evade/kill the orcs… damage their weapon supplies and set their tents on fire. it requires a bit of stealth if you’re of level, or mass killing if above it, but the actions are physical in game and so you get the fun of watching those tents burn at least briefly.

i love the idea of there being a PVP centric island where these kind of things could take place.

say 10 vs 10 or 20 vs 20… while i think faction oriented would be ideal, i’d rather honestly see it as random for which side you end up on… so it cannot be monopolised by any one company/faction/level group, giving all of an outlet for pvp.

one faction would be assigned to hold the camp
the other of course attacking
a timer to encourage people to get at it, wars are a flash in the pan(pun intended) so decently long 20 mins? more? needs to be worked out.
winnings would be gold % rated on hold long held, how many kills, how many buildings torched etc

unfortunately i see it as instanced like wars, as the only means to allow possible multiple versions running at the same time.

It’s not straightforward as just dropping levels but it is also not as convoluted as you may think.

Ie LvL 60 you have a set number of attribute points you earned through leveling.

You also have the attribute points that is applied from your gear.

Add these together you get a total amount of points available for distributing between stats.

These stat allocations can be expressed as ratios or fractions of the total.

Handling scaling would work something like this.

You get the amount of stat points you would have for the particular level you are scaled down to plus gear points which would be scaled down as well.

All gear have Lvls associated with them and the max stas that can roll on them is based on those levels. Your gear is scaled down to that gear Lvl and max stats that can roll for it while maintaining the ratio of multi stat gear.

Now you have a new total of attribute points which is then allocated automatically using the same stat ratio before scaling took place.

You have the same stat points available as a max geared, lets say lvl 45, so it doesn’t matter how you distribute those points.

That’s precisely my point. The ratio may not be optimal. For instance, let’s say that every 100 levels an attribute progresses to it’s new deminished factor for which it affects the player. Let’s say I allocated 200 dex and 75 strength because I have a dex/str weapon and that would be the most optimal allocation for damage. If you scale that with a simple ratio, you would lower my dex below the 200 threshold which would move the allocation to sub optimal. In reality, I would want to keep my dex at 200 and only lower strength if possible.

Is this because of the attribute thresholds that award bonus stats every 50 pts?

Also I dont know how damage scales for weapons that use 2 attributes is the same as for 1 but uses the total of both attributes?

Corrupted Supply Caravans

Periodically, at random, corrupted supply caravans travel from one place to another, with an elite monster and a guard. Inside the caravan? Multiple Elite Chests.

BUT – getting too close to the caravan first warns you, then automatically flags you for PVP. Not only do players have to fight the corrupted, they have to fight each other until one faction seizes control of the caravan and gets to loot it.

can you expand on how that would function please?

This is a good concern and I would address it adding a couple “stats slots” based on the area levels.

Sorta like “Equipment slots” but in the stats area. If you enter flagged into a non-recommended territory, the first time, you get the equivalent amount of points to create your own status distribution for that area.

After the first time, it will be used as default for areas of that level.

The distribution on the slots also should have the ability to reset the stats by a cost escaled to the level the slot is for.

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