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View Full Version : My ideas for the D3 pvp/pk system.


wrecktified
04-07-2008, 18:15
I feel that pk'ing is necessary part of the Diablo experience. I can also definitely see the problems people have with it. Here are my suggestions for keeping pk'ing alive for the hunters but still not ruining the game for the hunted.

1. Like WoW there should be PvP and PvE servers. On PvE servers you cannot hostile anyone without their consent. If both players agree to a duel then the rules for regular pvp that follow are in place. You cannot transfer a character from a PvE realm to a PvP realm but you may transfer your PvP character to a PvE realm (but only once).

2. You may only hostile characters 9 levels below you or higher. This is not to say that you cannot fight back when hostiled by a charater >9 levels below you.

3. When killed by a player you drop gold and your ear just the same as Diablo 2. You then turn into a ghost much like you do in WoW. Other players can see you as a ghost and you can take waypoints and tps just like a living character. You cannot be seen by monsters and you cannot attack or be attacked by anything.

4. When you grab your corpse you get a 10 second shield that reflects back all player damage onto that player. This gives you time to gather yourself, heal up and prepare to fight, or tp back to town without being killed again. Also encourages the pk to leave you alone after killing you. This shield does not affect monster damage against you.

5. If you are killed by a player in hardcore mode you do not lose your character. Instead you randomly drop one piece of equipment you are wearing in addition to your gold and ear. I know this seems a little harsh but hey, this is hardcore.

I'm sure I've failed to see some crucial game-breaking element somewhere as I came up with these pretty fast so please let me know if thats the case. I also realize that the chances of this being implemented in D3 are slim to none just thought I would post my ideas to spark some discussion. Any thoughts, comments, suggestions, or proposed modifications are welcome.

Pyratheon
04-07-2008, 18:53
In hardcore, why not just keep it how people like it, you lose your char, keeps it challenging, but not only that, since u dont need it, all ure equip(either worn or inv, not decided) drops/shows up and they either get to take what they can carry or select a number of items. Or you could have not losing char, just a select amount of equip, from inv and worn(maybe even stash) killer goes back to town, and theres a seperate stash or something, where he can choose up to whatever number of items of yours and takes them. This makes the rewards of being a good dueler more.

That said it also assumes a tppk free environment, as I in no way wish for them to get good, legit players items using a hack. I wouldn't really like the 9 level thing, as although it'd be handy for not gettting high lvls killing your low char, it also means u cant make people underestimate ure 20 levels lower character, often fatally.

poroboszcz
04-07-2008, 19:16
1. Like WoW there should be PvP and PvE servers. On PvE servers you cannot hostile anyone without their consent. If both players agree to a duel then the rules for regular pvp that follow are in place. You cannot transfer a character from a PvE realm to a PvP realm but you may transfer your PvP character to a PvE realm (but only once).

I don't like that idea. Splitting the realms is not a good thing imho. What if I want to level up with my mate that only does PvE or do some MFing with him between duels?

2. You may only hostile characters 9 levels below you or higher. This is not to say that you cannot fight back when hostiled by a charater >9 levels below you.

This sounds reasoneble, but on the other hand what if there is supertwinked 75 lvl char BMing in your PvP game and you want to punish him with your lvl 90+?

3. When killed by a player you drop gold and your ear just the same as Diablo 2. You then turn into a ghost much like you do in WoW. Other players can see you as a ghost and you can take waypoints and tps just like a living character. You cannot be seen by monsters and you cannot attack or be attacked by anything.

Some way of preventing NK would be nice indeed.

4. When you grab your corpse you get a 10 second shield that reflects back all player damage onto that player. This gives you time to gather yourself, heal up and prepare to fight, or tp back to town without being killed again. Also encourages the pk to leave you alone after killing you. This shield does not affect monster damage against you.

I don't see that working. So if you are accidentaly hit by a passing fireball will the sorceress that's in the middle of a duel loose HP because you happened to be in the wrong place? Beside that isn't it more fun when you have to quickly tele away with blessed hammers flying jyst behind your back, immediately BO and cast other stuff, and go back to fight?

5. If you are killed by a player in hardcore mode you do not lose your character. Instead you randomly drop one piece of equipment you are wearing in addition to your gold and ear. I know this seems a little harsh but hey, this is hardcore.

That's not hardcore then. If you're killed you die. No mercy.

The only thing they should really take care of is to get rid of hacks, including all the PvP exploits. I really like D2 free for all PvP approach and if they are going to make it too restricted it just won't be so fun anymore.

wrecktified
04-07-2008, 19:39
I tried to make these rules keeping Blizzard's stance on griefing in mind, whether I personally agree with it or not. To me losing your character, and possibly all your gear, because another player killed you is pretty much the ultimate in griefing.

That said, I realize that many HC players will find that proposed rule carebear-ish. HC players would have the choice to be on PvE only realms so maybe its not as much of an issue as I had thought. I just wanted to make some type of risk/reward system for HC pk/pvp. I mean lets face it, most of the time people will simply leave the game rather than risk being pk'ed. This rule could be modified to allow any number of randomly dropped items from the players character, inventory and stash. It could just be like a boss kill or something and they drop like 3-5 items.

As for the 9 level lower restriction, this is simply to discourage high level pk'ers from ruining games. You are still free to hostile someone 20 levels above you if that's your cup o' tea. And honestly who does'nt underestimate someone 20 levels lower than themselves whether they hostiled them or not?

wrecktified
04-07-2008, 19:58
I don't like that idea. Splitting the realms is not a good thing imho. What if I want to level up with my mate that only does PvE or do some MFing with him between duels?


Your mate should reroll on a PvP realm I guess. The only alternative I can think of is making a pvp flag for each game which I personally don't like. I think if you are a pvp'er you should be a pvp'er at all times.

EDIT: I'm not trying to say that the splitting realms thing isn't a valid point but keep in mind we already have US-East, US-West, etc... What I'm proposing is just US-PvE and US-PvP instead.


This sounds reasoneble, but on the other hand what if there is supertwinked 75 lvl char BMing in your PvP game and you want to punish him with your lvl 90+?

Good point and this is why I said I knew I had forgotten some things. However, I never did like how low/mid level duels degenerated into high level duels because some one can't take a loss, so I'm going to basically say tough luck on this one.

I don't see that working. So if you are accidentaly hit by a passing fireball will the sorceress that's in the middle of a duel loose HP because you happened to be in the wrong place? Beside that isn't it more fun when you have to quickly tele away with blessed hammers flying jyst behind your back, immediately BO and cast other stuff, and go back to fight?

You're right about this one and I realized as soon as I posted that the damage reflection shield was a bit much. Would just making it an immunity shield ala WoW's divine shield be better?

That's not hardcore then. If you're killed you die. No mercy.
See my previous reply on this one. Also I realize many are going to hate these ideas and are fully satisfied with the way pk/pvp works in D2. I'm just trying to offer some ideas to keep pk'ing alive because judging by Blizzard's stated view on griefing, I'm sure some aspects of D3 pvp are going to change.

Uncle_Mike
04-07-2008, 20:17
Do not double post please, you can quote multiple posts when you reply, just hit the "+" icon.

maxusmag
07-07-2008, 02:26
actually the easier would be when making games you select pvp or pve.
in a pvp game hostile is on for people not in your party.

you can be attacked at any time by anyone. however that doesn't mean the group can't work together either.

in a pve game the only time hostile is allowed is when both people select it.

mephiztophelez
07-07-2008, 02:40
i like the idea of being able to select hardcore/softcore when creating games rather than the 'toon.

in this scenario, i'd have drop rates and XP from PvM drastically increased in Hardcore mode, certain quests could only be completed in Hardcore.

then, you can take that 'toon and go pvp'ing with it without risking the loss of your 'toon. i'd also allow a HC duel option. if you die, your killer gets everything you were carrying.

i like your point #2, level 90's should never have been able to hostile lvl 9's.

i'd make it so that if you die to a monster (in softcore mode obviously), you have to go and find your corpse. die to a player, you spawn in town with your bod (just take NK'ing out of the game completely)

Baranor
07-07-2008, 13:21
agreed, kick NK, and erm, for HC, dead=dead. No BS about loosing equipment... dead is dead, end of story.

poroboszcz
07-07-2008, 17:01
Yes. Having the "Disable PvP" box while creating games seems to be much better solution than splitting realms. Of course PvP should be enabled by default iwth an option to play in sissy mode if someone wishes to :p

KennyTwo
08-07-2008, 04:43
I would like to see a system where a player could issue a challenge to another player, similar to the "hostile" feature of D2 but unless the challenged player actually accepts the challenge by clicking the appropriate button the players cannot hurt each other.

That way you could fight anywhere on any server/in any game but it removes the possibility of a PK ambush - all fights have to be mutually agreed upon.

Does this seem like a practical idea or am I missing something obvious?

Baranor
08-07-2008, 09:28
Mutual hostility would be fine with me. Duel only as you see fit, not as the others see fit. A fight between two opponents who both have murderous intentions is more honorable.

Q33
08-07-2008, 22:10
I would like to see a system where a player could issue a challenge to another player, similar to the "hostile" feature of D2 but unless the challenged player actually accepts the challenge by clicking the appropriate button the players cannot hurt each other.

That way you could fight anywhere on any server/in any game but it removes the possibility of a PK ambush - all fights have to be mutually agreed upon.

Does this seem like a practical idea or am I missing something obvious?

Well, I think there was an evolution of ideas. Personally, I prefer simply having a consensual hostile button as you do, but the pro-PKing crowd still wants some sort of non-consensual hostile.

In order to appease both sides, PvE and PKers, the idea of either PvE/PK servers or PvE/PK games was proposed. This way there is still PKing for those who enjoy it, and people can choose to participate or choose to never even encounter PK.

Of these two, I think its a better idea to have it as PvE and PK games, but it has been stated in other threads that this idea may eventually cause the death of PKing because only Pkers actively looking to PK would created Pk games. Those who enjoy PK, but want to PvE would be forced to go to PvE games because of a lack of PvE games with PK enabled. Now I don't agree with these thoughts, but they could be valid

In my mind, this led to the idea of PvE and PK enabled servers. This way, PKers would have to play in Pk enabled games whether they are doing PvE or PK. There is no switching from PvE servers to PK servers or vice versa. The only limiting factor would be how many people support the PK community and really enjoy this aspect of the game.


I really like your proposed idea, except in hardcore, people should die. Im not a big fan of splitting up the community even more, but is it better to have multiple smaller communities who really enjoy the game or one large community with 2 sides continually arguing with both sides being unhappy? I personally think itd be better to have the smaller communities so everyone can get their preferred style of play.

In the end though, I really feel this is a trivial matter. Its probably not worth it for Blizzard to create all these different servers. Im sure there are many other issues that other people are debating and have come up with the idea of different servers (hell, maybe they should make a "Current graphics art server" and a "darker gothic feel server" to appease everyone, haha). In the end, I bet if they take out PKing, that a majority of pro-PKing people will still buy the game. If they leave PK in, I bet a majority of anti-PK people will still buy the game.

Baranor
08-07-2008, 22:34
A good bet :) I wont take any money on it, as you are probably right. Here's to Blizzard, lets hope they make another gem of a game.