Post by Azherae on 2022-01-14 17:37:05
Flagging for PvP isn't the answer. The answer is simpler, but I won't ask Intrepid to even consider implementing it, if the far off day comes when I'm in the position to, I'll do that myself.
The answer is to make it so that some random 'divine protection' kicks in when you don't fight back, that makes it harder and harder to actually damage a player who isn't fighting back (my full system for this is much more expansive but this is the core).
You can still kill them, but they have a much much better chance of either dealing with the situation, fleeing, 'watching how you attack them' to learn things rather than just dying, or 'being willing to engage or agree to fight you on some potentially more even terms'.
Flagging for PvP stops the game from being PvX and all the great things that come with PvX. The thing one needs to 'get rid of' is that constant stupid 'I didn't choose to attack first so now I've possibly lost the fight simply by that disadvantage'.
That's not good for even PvP. I'm not incentivized at all to fight back if I have lost over 30% of my health against an attacker before I realize what's going on. But similarly, the attacker shouldn't have to 'negotiate with me about whether or not I'm willing to flag up so they can kill me' if they don't want to.
I'm not talking like 'you have zero chance of actually killing me once I get low enough' or even 'yeah I've been at 10% health for the last 60 seconds and you're still whacking away, you do you, friend' (though it might get close against certain classes obviously, without proper additional balance).
There's too much important in the PvX space to add flagging, and too much important in goal of getting the PvE player space to be wililng to engage with PvP eventually, to just 'let people die completely normally when a serious PvP player jumps them'.
Skill gaps in games are huge, and they don't close via just time put in, in competitive games, since your opponent's goal is to prevent you from getting to fight back as quickly as possible.
The answer is to make it so that some random 'divine protection' kicks in when you don't fight back, that makes it harder and harder to actually damage a player who isn't fighting back (my full system for this is much more expansive but this is the core).
You can still kill them, but they have a much much better chance of either dealing with the situation, fleeing, 'watching how you attack them' to learn things rather than just dying, or 'being willing to engage or agree to fight you on some potentially more even terms'.
Flagging for PvP stops the game from being PvX and all the great things that come with PvX. The thing one needs to 'get rid of' is that constant stupid 'I didn't choose to attack first so now I've possibly lost the fight simply by that disadvantage'.
That's not good for even PvP. I'm not incentivized at all to fight back if I have lost over 30% of my health against an attacker before I realize what's going on. But similarly, the attacker shouldn't have to 'negotiate with me about whether or not I'm willing to flag up so they can kill me' if they don't want to.
I'm not talking like 'you have zero chance of actually killing me once I get low enough' or even 'yeah I've been at 10% health for the last 60 seconds and you're still whacking away, you do you, friend' (though it might get close against certain classes obviously, without proper additional balance).
There's too much important in the PvX space to add flagging, and too much important in goal of getting the PvE player space to be wililng to engage with PvP eventually, to just 'let people die completely normally when a serious PvP player jumps them'.
Skill gaps in games are huge, and they don't close via just time put in, in competitive games, since your opponent's goal is to prevent you from getting to fight back as quickly as possible.