Pilot Archive

Thread: Fix JTL PvP

Fidelity79
Fri Dec 24, 2004 12:40 am
#1

Ok, I am officially frustrated. I am an Ace Imperial Pilot on Ahazi. I have spent well over 6 hours in Deep Space and I have yet to see anyone else, rebel or imperial. This is horrible. From my standpoint PvP is dead in JTL.


My suggested fixes:

Eliminate all penalties incurred from dying in PvP combat

Eliminate all penalties incurred from taking damage in PvP combat


Yes, that might sound a little extreme to the more hardcorp PvPers out there but you know what, with the current system no one is PvPing. Personally, I don't care about too much about PvP incurred penalties. However, it is apparently what little penalties there are in place are enough to scare most people away from PvP in JTL. So this leaves one course of action, remove all PvP penalties.


Heck, how about you make PvP rewards instead. You do so well and you get a badge, then a reward, and then more rewards. That would really encourage people to do PvP. If you present players with a situation where they have nothing to lose and everything to gain they will participate and more importantly LIKE IT! Even setup team pvp awards that are given out monthly. Yes, what I am proposing here is that we adopt a PvP system similar to first person shooters which is hugely successfully.
PaladinX333
Fri Dec 24, 2004 8:45 am
#2


Most people who would like to see PvP in JTL would love to dogfight with other players. The problem with JTL PvP is that it is over before it begins. One shot kills are the norm. If I PvP, I want to fight someone (or better yet my group vs their group) for at least a few minutes. Killing or being killed in one shot sounds pretty boring to me.


They have already proven that they can chage the PvP damage by adjusting ONE variable (we already got a token 25% reduction). If PvP is going to fly in JTL they need to be much more radical than that. They need a 90% damage reduction over current levels.


Instead of a one shot kill you would need to hit someone 10 times, maybe 11 or 12 timesif there shield regen was high. You would need to actually fight someone. Different ships and weapon loadouts would matter. People could recount their epic battles that lasted for minutes. None of this "I killed him in one shot and went home".


PvP in JTL is dead because it was stillborn. Make it fun and challenging and watch it take off.

Message Edited by PaladinX333 on 12-24-2004 07:46 AM

Electro5
Fri Dec 24, 2004 10:15 am
#3

I agree that they need to reduce the damage to a degree, and yet I don't. I had my first PvP battle yesterday, /dueled an X-Wing in my TIE Interceptor in Yavin. It actually lasted for a good 1-2 minutes, not because it took that many shots (I 1-2 shoted his front shields and armor, he ended up 2 shotting and killing me), but because the entire battle basically consisted of both of us circling like crazy.I'd get an opportunity for a shot, hit and no damage. He'd shoot me, no damage. Finally it did obviously, but for a long while neither of us did anything when we actually hit one another. Not to mention that it was boring like crazy just circling one another. When I finally did die, I had gotten tired of just circling and was trying to do some fancy manuevering to actually get a good shot. Well, a whole lot of good that did, just let me be killed.



Bria - Electro (N) ~ Shadowfire - Hydrolus (R) ~ Sunrunner - Zaxu Trizki (I) ~ Ahazi - Xonoryt (R) ~ Gorath - Geitizo Nimoirist (I) ~ Radiant - Tygran Virfais (N)
riotcontrol
Fri Dec 24, 2004 1:44 pm
#4


Fidelity79 wrote:
Heck, how about you make PvP rewards instead. You do so well and you get a badge, then a reward, and then more rewards. That would really encourage people to do PvP. If you present players with a situation where they have nothing to lose and everything to gain they will participate and more importantly LIKE IT! Even setup team pvp awards that are given out monthly. Yes, what I am proposing here is that we adopt a PvP system similar to first person shooters which is hugely successfully.




Just a short observation: if you present players with a situation where they have nothing to lose and everything to gain, they will exploit the situation in every possible way in order to gain the aforementioned 'everything'. And like it. A lot.



__
wieland argosy <gunslinger>
Odajja
Fri Dec 24, 2004 1:45 pm
#5

Fix My Mp ship and Ill go PVP in it. Also For some reason Players dont like to group and fly Squadrons style. Solo Group Mentality. think about it. All you ever see is Why cant i solo tier 4. Or my fav i soloed the vette im so uber. Now what?



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YOU SAY YOU ARE L33T & UBER. LET ME TAKE YOU TO A REAL FIRE FIGHT! THEN GIVE YOU NEW UNDIES>


Odajja not used.
Atanmir
Fri Dec 24, 2004 10:11 pm
#6






PaladinX333 wrote:


Most people who would like to see PvP in JTL would love to dogfight with other players. The problem with JTL PvP is that it is over before it begins. One shot kills are the norm. If I PvP, I want to fight someone (or better yet my group vs their group) for at least a few minutes. Killing or being killed in one shot sounds pretty boring to me.


They have already proven that they can chage the PvP damage by adjusting ONE variable (we already got a token 25% reduction). If PvP is going to fly in JTL they need to be much more radical than that. They need a 90% damage reduction over current levels.


Instead of a one shot kill you would need to hit someone 10 times, maybe 11 or 12 timesif there shield regen was high. You would need to actually fight someone. Different ships and weapon loadouts would matter. People could recount their epic battles that lasted for minutes. None of this "I killed him in one shot and went home".


PvP in JTL is dead because it was stillborn. Make it fun and challenging and watch it take off.

Message Edited by PaladinX333 on 12-24-2004 07:46 AM





You are missing something here, with current droid interfaces ppl can CtSS3 every 15s or less, with your dmg proposal for PVP fights will last forever or till one of the players jumps away!






Cahausto Lightstar
Master Smuggler
Colonel
Near Moenia/Naboo/Chilastra

Ditolus
Fri Dec 24, 2004 10:25 pm
#7

yea pvp damage was reduced by 25% already but it definitely needs to go down further. fights still last all of 3 seconds. my guild mate and i did something that actually made pvp fun. both of us went and bought some lvl 1 guns off the bazaar and mounted them on our ships. we tried dueling in deep space and it was a blast. teh duels lasted anywhere from 30-90 seconds. and there was actually dogfighting and strategy involved. so much fun.
Fidelity79
Sat Dec 25, 2004 7:34 am
#8

This may be a better solution:

1) Make better shields

2) Make better armor

3) Increase the damage dealt by NPCs


In a sense I am proposing that we have shields and armor as good as the NPC ships and to balance this in PvE we give NPCs weapons that do as much damage as our own. Basically put NPC and PC ships on the same field. I did not realize that they were not until I did further reading.
Rhysen
Sat Dec 25, 2004 7:46 am
#9






Atanmir wrote:





PaladinX333 wrote:


Most people who would like to see PvP in JTL would love to dogfight with other players. The problem with JTL PvP is that it is over before it begins. One shot kills are the norm. If I PvP, I want to fight someone (or better yet my group vs their group) for at least a few minutes. Killing or being killed in one shot sounds pretty boring to me.


They have already proven that they can chage the PvP damage by adjusting ONE variable (we already got a token 25% reduction). If PvP is going to fly in JTL they need to be much more radical than that. They need a 90% damage reduction over current levels.


Instead of a one shot kill you would need to hit someone 10 times, maybe 11 or 12 timesif there shield regen was high. You would need to actually fight someone. Different ships and weapon loadouts would matter. People could recount their epic battles that lasted for minutes. None of this "I killed him in one shot and went home".


PvP in JTL is dead because it was stillborn. Make it fun and challenging and watch it take off.

Message Edited by PaladinX333 on 12-24-2004 07:46 AM





You are missing something here, with current droid interfaces ppl can CtSS3 every 15s or less, with your dmg proposal for PVP fights will last forever or till one of the players jumps away!







Bout time someone realized that the 'simple' solution never is. Simply reducing damage in PvP would lead to exactly extremely long fights, partly due to CtSS3. But there are other skifters waiting in the deck.



  • Shield Emergency Front/Rear (does similiar to CtSS3, using capacitor charge and opposing shield energy to near fully restore a shield facing).

  • Bomber Strike (The amount of firepower that Imperials can bring to bear on a target uneven to the firepower Alliance/Freelancers can bring...unless the Freelancer is suicidal and uses pirate trap).

  • heavily armored/shielded ships become the ship of choice (switching from A-Wings to B-Wings as King doesn't change anything)

As thing stand, I'd rather have extremely quick and dirty fights. Fights where the skill is not landing under the targetting reticle of a person's guns. It's better than unending displays of 'skill' as pilots juke/jerk around each other for 10 minutes.

Ditolus
Sat Dec 25, 2004 8:29 am
#10

rhysen what is ur definition of extremely long? when my friend and i were using those lvl 1 guns the fight lasted a maximum of 90 seconds. and sometimes as little as 30. the guns had max damage in the 360's. which is a 80-90% decrease from the guns we were using at first which had max damage of 3500+. and we were both using ctss3. so by reducing pvp damage by a signifcant amount, like around 80 %, really wouldnt make fights that incredibly long.

Message Edited by Ditolus on 12-25-2004 07:31 AM

Message Edited by Ditolus on 12-25-2004 06:39 PM

CeearemWareign
Tue Dec 28, 2004 10:33 am
#11

I agree with DItolus. If we want some nice pvp fights in our squadron we use our lvl 1 guns as well. This allows us to have some challenginge 2 on 2 or 4 on 4. The fights are taking this way normally 90 secs. I have to admit that we were not using ctss3, i guess a damage rduction to 15% would be a good number to work with. If mp ships get some ultra haevy shields and waepons in addition (3 times the shield which is possible now and perhaps like 6k damage guns) oi think all the ships would have its use in pvp in space.


So far

Ceearem



Mayor of Falkland, Naboo (since 03 2004)
Master Armorsmith
Master Shipwright

Callsign: Falke 5
TheSkankinSpiv
Tue Dec 28, 2004 5:40 pm
#12

At the very least could they load the damage reduction on TestCenter 2 and let us try it out with blue frogs?



NEmir Kazer Kal'rakenN
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