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Daly
04-21-2008, 04:12 PM
I did some searching, but haven't been able to come up with an answer I thought was concrete.

PvP death penalties:

In EQ there a looting policy on the PvP realms(gear, money, etc.) when you killed/were killed in PvP. I rather liked that. Killing someone or dying from them had a real consequence.

In WoW, dying means running back to your corpse as fast as possible and rejoining the fray. At worst a 2 minute rez timer for bind rushing for an extended period of time. (Think the tower in the Bone Wastes by the GY)

All I could find for WAR was an interview in Feb 2007 that said, running back to your body and maybe rez sickness were the "penalities."

Any further developments on this front?

Thanks in advance.

Raziel
04-21-2008, 04:42 PM
Nothing really implemented. You've got to remember that WoW fights are basically measured in seconds. A 2 (and then 5 minute) timer penalty is in effect so there can be some leverage in an offensive to gain ground.

WarHammer fights are measured in minutes. It will be a lot easier to stalemate, but there aren't "Graveyard" points everywhere, so a 'corpse run' will take a lot more time, and then you'll be pretty much as strong as an aborted fetus 'til you get your senses back into you.

Qabian
04-21-2008, 05:13 PM
Seen this posted around today:

Warhammer Conflict: Can you elaborate on death penalties? Specifically, what are the differences when a player dies during PvE as compared to scenarios, skirmishes and city sieges in RvR?

Mark Jacobs: This is still being worked on and will most likely change as we continue through beta. Nothing is set in stone from me other than I hate both exp losses and corpse runs.

Sanrin
04-21-2008, 06:46 PM
Well...quoted? O.o'

Belzebeus
04-21-2008, 07:17 PM
The last I heard it was more similiar to DAoC: The only way to be rezz'd at the battle would be by another player- Otherwise you reappear at the nearest "death shrine" and decide where to go from there.

Interestingly enough though- a killed player's body is lootable(not for the dead players stuff though) AND they have the best BOOT drops in the game. Turns out, the best shoes, belong to another man.

Sulajin
04-22-2008, 04:01 AM
Because people allways rob shoes of the dead. They're usually intact, and shoes are difficult to make, so expensive.

Diomades
04-22-2008, 04:26 AM
It's a more PvP oriented game where combat is meant to be a lot slower and tactical than fast paced and explosive like what you see in WoW, so I could not see a system like WoW's death penalties working in Warhammer. To prevent combat from being TOO fast paced, they need to have ways to slow the resurrection process unless it's by another character in the field. And since it's build with PvP in mind, I'm not sure the penalty for death is going to be super heavy.

Raziel
04-22-2008, 06:42 PM
I'mma tie you by your bootstraps!

Netheryn
04-23-2008, 01:33 AM
I wouldn't expect to see a real heavy XP debt system like city of heroes. That would suck REAL quick.

On the other hand, since you get XP from PvP, staying alive in a PvP fight would work towards getting rid of your XP debt. Of course, the dev said he hated XP debt, so it probably won't be that.

Expect maybe a rez sickness type deal so that you can't jump immediately back into a battle without some side effects. That would make an impermanent penalty that would give attackers a real advantage over defenders if they manage to kill off enough defenders.

They seem to be working really hard towards avoiding stalemate situations, so I imagine there WILL be some sort of penalty for dying that will have an effect on the active engagement.

Raziel
04-23-2008, 01:40 AM
perhaps being kicked out of the zone?

Netheryn
04-23-2008, 02:07 AM
I'm not sure I'd expect them to go that far. Then you've got a lot of boredom in between the action. With a rez sickness type deal (not as drastic as WoW rez sickness of course) you have the opportunity to come in and maybe still do something until you pay off your debt.

Maybe you take a 10% debuff that reminds you to stay out of the fray and makes you less willing to hold that line (and less able).

Of course, this is all speculation so don't expect it to be anything like this.

Raziel
04-23-2008, 02:12 AM
It might just be something as simple as there not being any "penalty" per se, but a respawning at a "graveyard" of sorts that's on the far edge of the zone (near your side's entrance) that has you traveling quite a bit to reach the fray.

This way it always works to the advantage of the defender. Mounts are confirmed, and getting them in the low middle-range has been said.

Daly
04-28-2008, 06:55 PM
Making a bank where you could drop off coin and dying in PvP makes money lootable would go a long way to making small PvP interesting.

The downside is Killshot stealing and/or frequent stops at a bank.

I just hope it's something palpable enough that bind/corpse rushing doesn't become as rampant as it is in WoW and was in EQ. Because killing the same guy 4 times in under 10 minutes sucks.

And enforced Loot and Scoot would be an acceptable compromise I think.

Tillna
04-29-2008, 12:51 AM
I could see it as WOW BG ressing.

You can run, but you can also wait X amount of time and POOF, full res

Daly
04-29-2008, 03:13 PM
The official answer it seems is....We don't know yet.

[WAR]Wheeler There is a death penalty and we're constantly analyzing it to see how serious or not serious it should be. Death has to be a defining moment for players that force a decision to make pause, or throw caution to the wind and possibly take another death penalty...
[WAR]Wheeler We'll be paying close attention to the Death penalty and how it effects players in WAR =)!

As of April 8, the year our Lord 2008.

Qabian
04-30-2008, 05:09 PM
The PvP videos I've seen look like a 'res back at a starting point and run back to your friends' sort of thing. What other consequences might go along with that are difficult to see in low res videos, heh.