From The Mana World

This article collects information regarding the conceptualisation of the gameplay of The Mana World

This article is currently only a proposal

The features or design guidelines described in this article are only a proposal made by one or some persons. It has not been evaluated or accepted by the core development team yet. Feel free to add your personal opinion about them or make counter proposals.

People who approve this proposal People who oppose this proposal


My idea for PvP is to have an option in the player's setup window to switch on PvP or to keep it off. On a basic level this would mean that people who have activated PvP can attack and be attacked by other people who have PvP activated.

This would mean that people who wish to stay out of PvP can do so and the more competitive people can fight wherever and whenever they want to.

Guild Wars

This could be combined with Crush's proposal where guilds can declare war on each other and have raidable HQs. Players in guilds who are at war with each other may attack one another freely and players in guilds who are allied with each other may never atack one another (and neutral obviously has no effect).


Addressing Problems

Newbies

PvP would be mentioned in the tutorial (or whatever equivelent is implemented) and newbies would be introduced to the idea and warned of the possibilities. When a player then first goes to switch on PvP in their setup window they will be presented with a warning pop-up message which says something along the lines of "WARNING: You are switching on PvP. This means that you can be attacked by other players, even ones of a higher level, and you may be killed!". This warning should pop up each time PvP is activated, but there should be a "Don't display this warning again" option. custom essay

Unfair Kills

One problem presented by this system is that high level players could easily attack players of much lower levels if they have PvP activated. This could be solved by there being a restriction on the ability to attack players when there is a certain gap between their combat skills. This could be calculated by calculating their skill in all combat fields (melee, ranged, magic, etc.) and taking a mean of them all. A concrete gap can be defined once the combat system has been finished (I don't know enough of the mechanics to suggest one myself).

Ganking

Ganking (acting friendly and then back-stabbing) could be partially solved by people not being able to attack players in the same guild/party as them or an allied guild.

Ganging Up

Players ganging up on each other could be solved by implementing a party system, where in players may not attack other players who are in combat already, unless they are in combat with another player who is in your party. Also, to prevent a party of people all attacking just one person, players may not out-number each other in one fight unless the out-numbered player(s) are part of a larger party.

Comments

I've decided to list myself under "opposing" because of the following reasons:

  • A concrete definition of the level gap under "unfair kills" is missing.
  • The anti-ganking rule is quite a no-solution. People backstabbing you are rarely your party members or members of allied guilds.
  • The "ganging up" rule lacks a clear definition of "being in a fight" and "being outnumbered" (especially considering the target-less combat system on the new server).

When these problems are solved I might support this proposal. --Crush 00:46, 14 May 2008 (CEST)

I've rectified the guild wars and unfair kills sections and suggested a partial solution to the ganking problem. I don't really know enough about how the game mechanics will be to completely solve the ganking problem and the ganging up problem. Do you have any suggestions yourself? Feline monstrosity 22:03, 15 May 2008 (CEST)
An idea to prevent ganking would be an implementation of truces/non aggression pacts between players engaged in PvP. To initiate or terminate, you need both parties to agree. Termination has a timeout (for the same reason that PvP itself should). Pacts stay active until explicitly terminated (to prevent someone from leaving PvP and reentering to backstab). Pacts only apply to the characters they are made with and not entire accounts. They can be formed and ended outside of PvP as well (for added safety against ganking). When a character is deleted, all pacts involving that character are terminated.
Also, Level limits should only apply when a stringer party initiates battle with a weaker party. If the weaker one initiates it, either can attack. If no attacks are made after a certain amount of time, this is canceled and will have to be re-initiated by the weaker party. Leaving the map may also cancel the effect.Jaxad0127 02:26, 16 May 2008 (CEST)
Maybe the ganking problem could be solved by having to issue a warning before initiating PvP combat so that the victim has the chance to prepare itself or run away. Before you can damage someone you have to "threat" him (rightclick->threaten to attack). The target receives a warning "X looks at you with an angry face" and the threatening character is marked with a particle effect. 5 seconds later both characters can damage each other. The possibility to attack wears off when the characters are off-screen for 10 seconds. The obligation to announce attacks this way does of course not apply to guilds at war. --Crush 16:18, 16 May 2008 (CEST)