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#1 Oct 17 2004 at 3:54 PM Rating: Default
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The Honor/Disshonor system defintely needs some tweeking. There is always a problem with ganking on PvP or PvE servers and it should be discouraged. However the way the system is implemented currently it just doesn't work. It should definitely be more flexable on a PvP server/setting.

Here is a scenareo to consider. Your a lvl 60 wandering through your lands. You hear the noise of battle and rush off to see whats going on. In the distance you see some Enemy killing some of your low level commrads. What do you do? Would it be honorable to rush to their aid and save the day? Or would it disshonorable? Unfortunately with the system as it...if the enemy are lower level as well it pans out to be disshonorable, which is NOT the case. This will indeed pose as a challenge to the Blizzard devs. I have no doubt this system can be made to work, but I also have no doubt it will take lots of time, tweeks, and testing.

I also agree that taking disshonor out of the pvp setting for the PvP servers would be one step in the right direction, but maybe not the proper step. It is true that just because someone isn't rewarded honor for actively seeking out lower levels to slaughter, doesn't mean they aren't being rewarded. People with this "greifing" mindset are rewarded by just what they do. The majority of them don't give a #@#$! about recieveing Honor. Feeling like they are gods cause they kill someone 20 levels lower than them and ruin someone's day is all the reward they need.

But at the same time, I also agree that the risk of being ganked/griefed on a hordcore PvP server should still exist. Its the kind of risk and level of danger people seek when chosing to play on that kind of server. If you don't like it, you play on a PvE server.


This is a quote I've taken from www.worldofwarcraft.com beta forum, now this Honor system is very interesting, I hope they pull it off right, My suggestion? Removing Dishonorable kills -Reason?: Well the above quote for one, I mean I'm not going to help out my TEAM if I have to risk loosing experience and being attackable by my own faction

Other Reason...
This is a MMORPG (RPG= Role Playing Game) and this is World of Warcraft, warcraft is a game in which the enemies do have war with each other =P Now they said that the PvP server is Team Based, because they wanted it to be played like a team, similiar to a sport. Well using the above quote's scenario, you would help out your team right? Well, if it's dishonorable why would you... Well Lets say FootBall for example, the players try to defend the person with the ball so he can either pass it or run with it, his team helps him out

I think that the Dishonorable part is very bad adn shouldn't be put in the PvP server, you are taking the risk of Player vs Player and if you don't want that kind of PvP, you shoul dbe on the PvE server.

Some people said they wouldn't attack lower level enemies if they are friendly, like waving and smiling, well I could understand that and probably would do the same, but this is WARcraft, so lets say your in World War II, if you seen a **** who was smiling and waving, would you decide not to fire at him?

I think there might be some problems with the Honor System, but Blizzard will make it work, I trust em

*Source* - http://www.worldofwarcraft.com/thread.aspx?FN=wow-general&T=444911&P=1

Edited, Sun Oct 17 16:56:50 2004 by GaMeSTa
#2 Oct 17 2004 at 5:02 PM Rating: Decent
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I both love and abhor this system for the exact reasoning you cited. While there should be discouragement for specifically targeting those 30 levels below you when they’re sitting in their homeland, I think that anyone out in a contested territory is an enemy and a threat to you. This threat may not be immediate, but that level 30 will most likely grow up someday, if you put even a 5-minute delay on that growth you have served your faction well. What I fear is that those who enjoy a day of ganging those 40 levels below them really do not care about any hero or honor points. They do these actions for one purpose, to make sure your online life is as painful as their real life.

My solution for this problem is spawnable guards.

Say your in a territory that is currently influenced by your faction, reason supports that there will be outposts and forts nearby. At these outposts and forts there would be large numbers of troops waiting for the next round of conflict. These troops would be pretty board between skirmishes, and would see a distress call as a prime opportunity to go out and blow off some steam. Sure they might take a few to get to the location of the call but you better believe they would come running.

With this in mind, when your in a region under control by your team you can go to an outpost and pick up an item called “whistle” for lack of better. This item when activated (only in combat with non-faction Player Character) calls a guard that appears in x seconds * y distance from nearest outpost. This guard is near to the level of the character that attacks you. This way he still has a chance to knock you down, but does so at some risk. For those who really want a tough fight this might be a cool way to create some instance critters not fought on a normal basis. For those who just want to harvest in peace it gives them a chance to run away and continue on with their activities after nothing more than a quickened pulse.

For those regions that are contested there is no such call for support, you have to rely on your fellow players to chase off those intent on stooping your head into fragments. This is how war is, once you leave the areas where you can get cover fire your on your completely on your own. I think this provides inspiration for players to gain influence over new territories and for the opposing faction to take those regions from the other players. Plus I just think it would be really cool to see a big NPC faction unit come charging to your rescue when your still a little nothing.

Sure this is not perfect but I think it is better than penalizing people who want to go out and take the war to their enemies. I want to be a part of the PvP servers so that I can be actively in part of an ongoing war, with all the consequences of choosing a side intact. I WANT to be killed from time to time by venturing too far form home. This does not mean I won't be a little angry, or that I wish to be laid to rest immediately upon leaving the Undercity. I just wish to feel the sting of loss as well as the sweet cup of victory.

Balancing is going to be the hardest part of this game and I have nothing but respect and admiration for those tasked with providing it. This being said I will happily accept whatever they choose so long as they take into account the feedback they get from those who live with their decisions. Who knows what might happen after release.

That’s my little bit on this issue, take it for what it is worth.
I could add more, but this is enough, I tend to write too much.

Edited, Sun Oct 17 18:04:32 2004 by Ketsukei

Edited, Sun Oct 17 18:07:14 2004 by Ketsukei
#3 Oct 17 2004 at 6:31 PM Rating: Default
One more thing I should add

I played EverQuest, on Sullon Zek server. Good vs Neutral vs Evil team, there were no Home Zones or stuff like that, you could attack any opposing team, and anyone between level 6 and 65 could fight it out. This being said, high levels would usually go and attack lower levels in their home town, when you kill someone in their hometown, your faction would decrease with that place, and eventually you would become attackable by that race. This wasn't a problem mainly because you could do all your important quest and get items in your own town (which you usually wouldn't lose faction with because most races are on the same team). But once you got to the point were you were kos to an opposings team home town, they could just hide behind their guards, and their guards are not easy to kill! So they were able to remain safe. But people would usually leave their guards so they can gain some experience, and they would get tired of being slain, and they would log onto their main characters, and call in their guilds, which was very interesting... because it brough war! And before you knew it, you had high levels running around all over battling it out, and since there were three teams, it was funny once in a while to see someone from the team which isn't in battle to pop up, and instantly die (Laughs) then sometimes there would be 3-Way battles between the 3 teams. The reason I say this is because this is World of WARCraft, and War should be a part of this game, and I would love to see things like this happen, if I'm a low level, and someone kills me, I'll log onto my main and call for back up if I can't take 'em alone, then he'll probably get back up and before ya know it, KABOOM War!... It was INSANELY FUN on EverQuest. When I got involved in some of the big battles I could fight all day for no point at all really, except to mainly kill a rival guild which my guild is currently enemies with or what-not.

Edit: Spelling (I probably missed more words, but oh well)

Edited, Sun Oct 17 19:33:42 2004 by GaMeSTa
#4 Oct 17 2004 at 6:38 PM Rating: Default
Also your idea doesn't seem to bad with the guard callling and all, but I would think if your in one of your home zones, there should be friendly players near by who can help, mabey /help command which is only usable in friendly zones that would enable all your teammates to see your targets location (Not your location, because people would spam it for no reason) and the targets name for proof that hes there, and then players can rush over there and get 'em
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