Make Money from PvP

Necrodog

Neophyte
I suggest that town captures should give the winning team some amount of gold (even a small amount like 20k would be useful) since there are so many ways to make gold in PvM but so few in PvP.

There's pretty much no reason to ever do town caps unless you want a meaningless fight. Putting some sort of monetary prize at stake would help to make these more worth doing.
 

Dan

Staff Member
Administrator
Game Master
Yeah VvV does seem poorly implemented.

What if we went back to factions? Turned on faction artifacts, made town capture a specific time every few days, and added some sort of "Buff" to capturing a town?
 
OP
Necrodog

Necrodog

Neophyte
Yeah VvV does seem poorly implemented.

What if we went back to factions? Turned on faction artifacts, made town capture a specific time every few days, and added some sort of "Buff" to capturing a town?
If the faction artifacts had timers instead of just being antique then that would make it much more worthwhile.
 
K

Kikco

Guest
what would be another good idea is to make it so if your not in fel the iteams come off your body and go to your pack bc than defeats purpose pf killing peerless bosses and all other iteams you can aquire from systems was just idea
 
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Necrodog

Necrodog

Neophyte
what would be another good idea is to make it so if your not in fel the iteams come off your body and go to your pack bc than defeats purpose pf killing peerless bosses and all other iteams you can aquire from systems was just idea
All the VvV items are worthless beside the spellbooks anyway. All are antique except for the spellbooks.

Absolute easiest way would be to just give the winning VvV team 20k gold for every town cap.
 
M

Malaketh

Guest
I like the faction Idea far more than VvV... I also think that if you opt into PvP - you should not be able to insure any items. Everything that is on your person should be dropped upon death. This will also, in my opinion, help to keep some of the power creep in check.
 

xG00BERx

Journeyman III
Supporter
you should not be able to insure any items. Everything that is on your person should be dropped upon death. This will also, in my opinion, help to keep some of the power creep in check.
Either remove insurance completely or not at all.. dont only remove it for PvP.
 
M

Malaketh

Guest
Shrug, PvP hasn't served a single purpose in this game since the split and the total reliance on loot to be viable. I think the power creep in the game destroyed pvp fundamentally while also removing any downsides attributed to fel play.
 
OP
Necrodog

Necrodog

Neophyte
Yes, insurance should either be left in or removed entirely. Removing it for PvP-only situations would be stupid.
 
OP
Necrodog

Necrodog

Neophyte
Shrug, PvP hasn't served a single purpose in this game since the split and the total reliance on loot to be viable. I think the power creep in the game destroyed pvp fundamentally while also removing any downsides attributed to fel play.
Yes I agree with this, PvP is almost pointless in this era. After you get some PS and stat scrolls, you are pretty much set. This is the problem with perfectly emulating OSI; they made it a trammy game when it used to be a fel game.
 
M

Malaketh

Guest
I think that PvP in a faction setting would work so much better... I am old school when it comes to the PvP that I enjoyed. I vastly prefered PvP when it was with more simplistic easier to replace non-template breaking items. Where heavy xbows of force or force+ greater weapons were fucking dangerous.

I liked to hammer people out with a warhammer to bust their stamina possibly DPing them... haha :D Now the pvp and retarded items make the pvp in general not fun or having any semblance of balance.

If the goal for most PvPers here is going to be participation by a good number of the population. I think having more readily available items where dying has some weight attached to it would be more preferable. Tone down the items in PvP and put faction gear on that you can wear to PvP in and have it be slightly upgradeable by being victorious in PvP but is lost on death and begin again with the basic set. Would make people give it a go who otherwise would not.
 
OP
Necrodog

Necrodog

Neophyte
I think that PvP in a faction setting would work so much better... I am old school when it comes to the PvP that I enjoyed. I vastly prefered PvP when it was with more simplistic easier to replace non-template breaking items. Where heavy xbows of force or force+ greater weapons were fucking dangerous.

I liked to hammer people out with a warhammer to bust their stamina possibly DPing them... haha :D Now the pvp and retarded items make the pvp in general not fun or having any semblance of balance.

If the goal for most PvPers here is going to be participation by a good number of the population. I think having more readily available items where dying has some weight attached to it would be more preferable. Tone down the items in PvP and put faction gear on that you can wear to PvP in and have it be slightly upgradeable by being victorious in PvP but is lost on death and begin again with the basic set. Would make people give it a go who otherwise would not.

Sounds like you're referencing Pre-AoS. The good thing about that was that the world was smaller so there was a greater chance of running into people, plus it was all-felucca up until Renaissance I believe.

Doing away with insurance would be cool imo, since it's so easy to farm imbuing materials, but admittedly it would make a few things less worth doing, like peerless and such. Plus, lots of people would hate losing all their items and you would get a ton of people to just ragequit. Just leave clothing bless deeds in the game and it won't be a big deal.

I will repeat again, though... there should be some tangible benefit to going into VvV other than just a few extra potions and a useless slow-walking horse, whether it be a reward in gold or useful items, or even VvV vendors like how faction reg vendors used to exist.
 

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