Death toll

Really? i have to admit i never played it much but when my friend played he would just get some decent tools and then after an hour go get a ton of diamond, in term making multiple sets of armor and tools from diamond.

The last 1,5 hours are mostly used on getting the enchantments you need on the armor, tools and weapons.

Getting full diamond gear in 30 minutes is fully viable though.


We are drifting off-topic now though, and should probably stop this line of the discussion.

but countering his argument, if we say 4 armor pieces what is to stop the person from going out with 4 pieces and trying to slaughter people? cause then he still have Nothing to lose if you only allow to keep 1 item he would just run around in underwear trying to kill people with his weapon because he has nothing to lose

you see? no matter what argument you use you can use that answer for every single one of them.

you keep looking at it ‘‘well if he dies then he loses nothing’’ while i see it as ‘‘if you get ganked you will only lose your mats’’ and any person with half a brain would just store it before going to pvp worlds anyways.

you are actually ENCOURAGING to gank up on people who play on pvp worlds, because now you dont just get gold and mats, you also get sweet armor and weapons.

So a more soft limit in PvP maybe? making you keep a percentage of your items instead and a percentage of your gear?

PvP worlds should offer valuable where the possibility to loose a bit of armor is worth it in the light of what you get from traveling through the lands.

pvp worlds should be for those who arent afraid of fighting now and then. i still dont like the idea of dropping any equipment, cause when you allow that then people will start complaining about ‘‘Omg… i got ganked and now i need to get my gear back, such a crappy game’’ and they would need to greatly dumb down how hard it is to get gear.

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You contradict yourself.
And I cite you: If you’re afraid of loosing all your stuff then stay away from a PvP world.

You are just afraid of loosing your stuff while trying to kill others. If you want “safe” PvP then go to an arena where you fight for fun.

A PvP world should be an all or nothing deal. Get out rich or in underwear!

Just make different systems for PvP and PvE.

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Here is my suggestion:
Make it a combination of minecraft and other traditional MMOs
All armor or bound (Bind on equip and Bind on Pickup) items stay with the player when they die, this most likely includes all high level weapons as well.
Everything else is dropped into a small pack. Depending upon what killed the player changes who can loot that pack. If the player was killed by another player anyone may loot the pack, but if the player was killed by a NPC monster only that player or someone in that players guild may access their loot for 30 mins. After 30 mins anyone may access it, after 1 hr everything vanishes.

Players will also get Rez sickness if killed by an NPC that will lower their stats for 10 minutes, but not if they die to PVP. (Players should be able to get back out there and try to reclaim their stuff if its PVP)

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Yes the

Explains every thing :smiley: but also you can go pvp with a old/cheap armor set if you are just trying to kill and steal, and in a guild war you could take your best equipment :smiley: that is the idea

No you didnt cite, you paraphrased.

but he said he didnt like PK. that is why i said stay away from pvp worlds then.

That sounds good. Bound on equip items then should be all armor, wapons and tools, may be the rift shards as well (would be evil so stalk someone who just killed a titan to skip that obstacle for yourself ^^) . All mats and other gems and shards then would be dropped (as whole or a part).

A good way to punish “no-loss-pvp-players” (those you hunt with no droppable items) would be if you wouldnot be able to put Oort shards into chests. If you have to carry them with you, you would always have something to lose :wink:

Yeah, I mean a lot of this would all be hypothetical, like currencies and precious items should all drop, and any armor that is NOT bound to the player.

But I definitely want this game to lean more towards an MMO experience with high level items that take LOTS of time to get and I think if thats the case the point of the PVP is to be able to show you are the best, with rankings etc - and not to risk losing weapons and armor that have taken tons of PvE to get.

thats just me tho.

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Further:
I was DYING to get into trove, until i finally did and did all the max level stuff in 2 days. after that it was just meh… There was building and mounts and exploring, but really thats not ALL I want out of a mmo style voxel game. At that time there wasnt any PVP to get into and honestly i havent gone back and checked on their progress because I feel this game shows far more potential.

I want the depth of an MMO and I want PVP, but I dont want a loot system that is going to jeopardize the depth of the MMO structure, and hopefully that makes sense to the rest of you.

He said he likes PK. You should learn to read the whole text someone writes.

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Please READ READ!!! we read what you write, read what we write

so this does not say he hate PK? or the system of PK? then what does it say o.o

The PK system about getting PK points and drop more things XD and lose more EXP i meaned that ._. i’m a merc i love pvp

what did that even mean o.o

mate it seems i was mistaken. but i seriously cannot understand you sometimes.

but in the end. i dont agree with your idea, lets leave it at that .)

How about upon death:

Normal players would lose a % of their inventory (would be fairly small) and a % of exp.
Red players (people who actively PK) would lose a higher % of items since they would likely be carrying less, but same % of exp.

This would make it so you can profit from doing PvP, but there is also a higher chance of losing your good items if you die.


There could be a separate calculator for weapons and armor, and red players have a higher chance of dropping these than normal players.

Example:
Normal player dies, has a 10% chance of dropping 1 piece of armor/weapon/tool.
Red player dies, has a 20% chance of dropping 1, and a 10% chance of dropping a second piece.

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That i would be able to live with + the normal system of losing all inventory. maybe higher for PK’ers.

but yeah they should get tagged as red for 24 hours when they iniate an attack on a player. SAO style xD

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The Tag should accumulate the more you PK the longer you’re tagged.

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