First and foremost, I'm not gonna list the thousand of reasons and situations explaining why I suggest this simple change. Instead I will try to keep it to a brief discussion regarding game mechanics, proposed changes, and then a brief explanation of my personal experiences and how I feel about it.
Star Vault should strongly consider the following changes for player retention;
Changes; (which are discussed further below in detail)
-disable pvp in towns. +fixes griefing problems
-disable pet collision in towns once the owner's pvp is disabled. +less server load/lag (server/client won't check for collision)
-disable player collision in towns once the owner's pvp is disabled. +less server load/lag (server/client won't check for collision)
-disable players pushing other players in towns once they are pvp off. +fixes griefing problems
Instead introduce these new mechanics;
The 10-Second Rule
When you leave town, you should flag for PVP after 10 seconds with a crossed swords debuff (icon).
When you enter town, as a blue player, you should disable PVP after 10 seconds.
2 Minute Combat Timer
When you enter town, as a murderer, you should disable PVP after 2 minutes.
Additionally, If you're hit BY A PLAYER, or A PLAYER'S PET, before entering town, you should be flagged for PVP for 2 minutes, whether you are innocent, criminal, or murderer. This gives hostile and innocent players a chance to engage in combat outside towns without strictly being in town griefing only. For example you're chasing someone and they run in to town, as long as you can hit them you can keep them in combat, even if you're blue, or they're blue. Giving you a chance to finish the job, even if that means dealing with guards as they are & will not nullify the standing loss mechanics as they are.
Future Proofing;
5 Minute Thievery Timer
If you just stole something, you should become a hidden criminal and collision should be re-enabled. If someone pushes you, or hits you, you should then go grey and become a criminal and guards should react like normal. This longer timer would also encourage thieves to bail and go try to store their loot at a thieves hideout or thieves den. If you have the thievery timer, you should not be able to use a regular banker like innocent players do until the hidden criminal flag wears out. The bankers should recognize it as stolen goods, even gold, until the timer is worn out.
Addressing the Guards functionality and Ideas on /emote functions
I would like to see SV bring back being able to call guards on thieves when implemented, but it's not necessarily needed. Much more importantly, we need a button in our skills window that does this, so it can be bound to a key on your action bar due to the nature of trying to type and then aim at someone sprinting away with all your hard earned belongings. It would be nice if players were able to catch thieves in a reasonable manner like this; I would also like to see more buttons like our social interactions such as /emote wave, or /emote squat being able to be bound to a key press without typing. If we had some proper handsigns we could also use it for squad gameplay where you can make a physical motion to your friend to move forward, halt, or look in a direction using emotes instead of talking. This would be super immersive to gameplay in general.
How big of a safe zone;
Consider expanding this region of PVP zone to the town and it's immediate town and it's essential areas; So, the stables, crusher, grinder, pig area, (whatever makes the most sense at each town) and about 100~ feet around or outside the town. This should be implemented intelligently based on the layout of each town. Also; note that player made towns will be a thing and will not have safe zones in exchange for the convenience they add to the area they are placed, by providing butcher tables or private banks, for example.
As it is; the current system promotes ~1% of the population being able to ruin the game for the ~99% by simply pushing afk players outside of guards, attacking players where guards can't aggro, shooting arrows into town, etc. There are dozens of various ways to grief and it's supported/nurtured by the few toxic people and by Star Vault's "stance" on the game being "immersive" and "hardcore".. if it was really that hardcore I'm pretty sure my horse would kick someone in the face and their head would explode and cave in the moment someone tried to attack it. I'm pretty sure there's a thousand more ways to be -more- "realistic" "immersive" and "hardcore" than simply this broken half-implementation of MO1's old systems which is what we currently have.
I will open a poll to discuss this change and gather feedback, the poll will close on or before January 25th, when the game launches officially as of right now.
Star Vault should strongly consider the following changes for player retention;
Changes; (which are discussed further below in detail)
-disable pvp in towns. +fixes griefing problems
-disable pet collision in towns once the owner's pvp is disabled. +less server load/lag (server/client won't check for collision)
-disable player collision in towns once the owner's pvp is disabled. +less server load/lag (server/client won't check for collision)
-disable players pushing other players in towns once they are pvp off. +fixes griefing problems
Instead introduce these new mechanics;
The 10-Second Rule
When you leave town, you should flag for PVP after 10 seconds with a crossed swords debuff (icon).
When you enter town, as a blue player, you should disable PVP after 10 seconds.
2 Minute Combat Timer
When you enter town, as a murderer, you should disable PVP after 2 minutes.
Additionally, If you're hit BY A PLAYER, or A PLAYER'S PET, before entering town, you should be flagged for PVP for 2 minutes, whether you are innocent, criminal, or murderer. This gives hostile and innocent players a chance to engage in combat outside towns without strictly being in town griefing only. For example you're chasing someone and they run in to town, as long as you can hit them you can keep them in combat, even if you're blue, or they're blue. Giving you a chance to finish the job, even if that means dealing with guards as they are & will not nullify the standing loss mechanics as they are.
Future Proofing;
5 Minute Thievery Timer
If you just stole something, you should become a hidden criminal and collision should be re-enabled. If someone pushes you, or hits you, you should then go grey and become a criminal and guards should react like normal. This longer timer would also encourage thieves to bail and go try to store their loot at a thieves hideout or thieves den. If you have the thievery timer, you should not be able to use a regular banker like innocent players do until the hidden criminal flag wears out. The bankers should recognize it as stolen goods, even gold, until the timer is worn out.
Addressing the Guards functionality and Ideas on /emote functions
I would like to see SV bring back being able to call guards on thieves when implemented, but it's not necessarily needed. Much more importantly, we need a button in our skills window that does this, so it can be bound to a key on your action bar due to the nature of trying to type and then aim at someone sprinting away with all your hard earned belongings. It would be nice if players were able to catch thieves in a reasonable manner like this; I would also like to see more buttons like our social interactions such as /emote wave, or /emote squat being able to be bound to a key press without typing. If we had some proper handsigns we could also use it for squad gameplay where you can make a physical motion to your friend to move forward, halt, or look in a direction using emotes instead of talking. This would be super immersive to gameplay in general.
How big of a safe zone;
Consider expanding this region of PVP zone to the town and it's immediate town and it's essential areas; So, the stables, crusher, grinder, pig area, (whatever makes the most sense at each town) and about 100~ feet around or outside the town. This should be implemented intelligently based on the layout of each town. Also; note that player made towns will be a thing and will not have safe zones in exchange for the convenience they add to the area they are placed, by providing butcher tables or private banks, for example.
As it is; the current system promotes ~1% of the population being able to ruin the game for the ~99% by simply pushing afk players outside of guards, attacking players where guards can't aggro, shooting arrows into town, etc. There are dozens of various ways to grief and it's supported/nurtured by the few toxic people and by Star Vault's "stance" on the game being "immersive" and "hardcore".. if it was really that hardcore I'm pretty sure my horse would kick someone in the face and their head would explode and cave in the moment someone tried to attack it. I'm pretty sure there's a thousand more ways to be -more- "realistic" "immersive" and "hardcore" than simply this broken half-implementation of MO1's old systems which is what we currently have.
I will open a poll to discuss this change and gather feedback, the poll will close on or before January 25th, when the game launches officially as of right now.