1 (edited by Edell 2010-12-19 08:59:06)

Topic: PvP/PvE assignments

Right now the only way to PvP is to be in a huge squad/corp and roll as a zerg on Beta Islands.
Sure you can go solo, but let's face it, current mechanics don't promote solo PvP.

So, how about PvP/PvE assignments on Alpha and Beta Islands ?

Let me explain :

- Player A takes a "PvP/PvE" assignment in ... let's say an ICS Terminal. They are like PvE assignments (transportation, destroy & recored, mining, etc) but he is warned that at any time another player can try to stop him from achieving his goals.
- In an Asintec terminal a new PvP assignment becomes available. Playber B takes it. His sole goal is to take down Player A.

PvP/PvE assignments should have bigger rewards and Level 1 PvP/PvE assignments shouldn't be available before you reach a certain standing with your current "faction".

Failing the assignment as Player A shouldn't cost any "faction" standing (loss of items and mech is enough imo).

Failing the assignment as Player B should cost a lot of faction standing. Why ? Because :
- As you need a lot of faction standing before being able to take part in those PvP/PvE assignments, losing way too often will stop you from harassing again and again the same players. At some points if you're really bad at it, you'll just have to grind your faction standing by doing PvE assignments.
- There should be limitations regarding players from the same corporation/alliance from taking both sides of the assignments (one doing the PvP/PvE quest while the other waits, filling the PvP slot). But even "unguilded" players can work together in order to exploit the mechanics. Thus, requiring a lot of faction standing to take part in those PvP/PvE assignments + losing a lot if you fail as Player B should refraing people from exploiting too much.


And that's it I think. That would give a real purpose at grinding the current PvE assignments. And I believe it would increase by a lot the solo PvP/content in Perpetuum.


Of course, there should also be pure player Bounty Hunting. tongue

Re: PvP/PvE assignments

Player A takes assignment.

Player A's friend takes the corresponding assignment.

Player A either goes out in a cheap ship and gets killed by his friend, or Player A does the mission without any problem from his friend for the reward.  His friend takes the faction loss because they are just doing this for the loot and he has nothing else to do with his faction anyway, and will just grind it back up soon enough.  This takes 0 time out of his friends game and he is richer for it.


Its just way too exploitable, and if you make the rewards really high you'll only encourage more exploiting and not more legitimate use of them.

Bounty hunting I can get with.  It would have to have its limitations like requiring them to be killed in X type bot (assualt or above or something) to count as to not be exploited, but it would be a nice way for corps to spend their money and give an incentive to smaller groups who want to pvp but dont like the inherent loss involved.

You shouldnt have to accept the bounty, it just gets rewarded when the player is killed by another player.  Groups could go out in areas where they know there are many players with bounties to increase their chances of getting the bounty.

I am Perpetuum's Most Dangerous Agent and an equal opportunity troll.
-> You just lost The Game <-
"Perpetuum sounds like a something I would stick up my *** for enjoyement." -Kaito Kurusaki

Re: PvP/PvE assignments

Neoxx wrote:

Player A takes assignment.

Player A's friend takes the corresponding assignment.

Player A either goes out in a cheap ship and gets killed by his friend, or Player A does the mission without any problem from his friend for the reward.  His friend takes the faction loss because they are just doing this for the loot and he has nothing else to do with his faction anyway, and will just grind it back up soon enough.  This takes 0 time out of his friends game and he is richer for it.


Its just way too exploitable, and if you make the rewards really high you'll only encourage more exploiting and not more legitimate use of them.

Bounty hunting I can get with.  It would have to have its limitations like requiring them to be killed in X type bot (assualt or above or something) to count as to not be exploited, but it would be a nice way for corps to spend their money and give an incentive to smaller groups who want to pvp but dont like the inherent loss involved.

You shouldnt have to accept the bounty, it just gets rewarded when the player is killed by another player.  Groups could go out in areas where they know there are many players with bounties to increase their chances of getting the bounty.

I know the idea is highly exploitable. I'll be honest and say that I didn't really thought about all the ways to exploit it. Eck you just brought up stuffs I didn't think about. But still, I believe there must be ways to add that kind of content in a "secure" way.

Eck. Perhaps very high level assignments should be PvE/PvP only. This way the rewards stay the same but the risks are even bigger.

They have to add ways to PvP in solo or even in very small groups. Right now it's suicide to PvP alone on Beta Islands. Except during guild raids, there isn't much to do if you're a fighter except to farm again and again the same NPCs. Gets old kinda fast.

Pure bounty hunting would be awesome. But as you said, people will just team up and zerg the contracts to make sure they win. There again, quite exploitable.
- Corp A doesn't like someone from that Corp B.
- Corp A decides that it'll grief him to death by placing small bounties on him in order to zerg/harass him anywhere ingame.
- Player from Corp B gets ganked again and again, till no more bots and nics are available. Player from Corp B rages and deletes Perpetuum from HD, goes back to real life, finds a girl friend, marry her, makes kids, etc etc.

Re: PvP/PvE assignments

Neoxx wrote:

Bounty hunting I can get with.  It would have to have its limitations like requiring them to be killed in X type bot (assualt or above or something) to count as to not be exploited, but it would be a nice way for corps to spend their money and give an incentive to smaller groups who want to pvp but dont like the inherent loss involved.

You shouldnt have to accept the bounty, it just gets rewarded when the player is killed by another player.  Groups could go out in areas where they know there are many players with bounties to increase their chances of getting the bounty.

What? You mean like a bounty for killing one of the most dangerous agents? Like 1 mil nic for each killed agent? And after the kill, his counter is set to zero?
*duck and cover*