[pvp][suggestion] Should we increase the PVP tag timer?
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November 17, 2016 at 6:27 pm #43571
I think the general overriding issue is the lack of death. I will start playing more often now and maybe my mood will change once I start trying to kill people again, however everyone has become an “expert” at pvp in 1.9. I was practicing with Cysteen after being gone for 6 months or so and it still took her 5 minutes of whacking me around to kill me… and I didn’t try to run and re pot. I find that incredibly annoying. I agree with Paul that if someone can escape battle for 15 seconds and stand still to TP they should be able to get away however the problem is defining “escaping from battle”. I know from past experience if you are chasing someone 15 blocks behind them and running at the same speed you will never catch up. In a fight someone can run for 15 seconds, not be pvp tagged. Throw an epearl into water, and then tp away when they hit the bottom of the lake. This is an example of when someone hasn’t escaped pvp but gets away from the 15 second timer. If only a proximity setting could be turned on and you cant get out of pvp if you within a certain radius, then the timer would start that would be awesome.
The reason why the prices of diamond has collapsed is because no one needs new armor because very few people die from pvp. I know there is another thread talking about 1.9 pvp however in 1.8 God Apples were expensive and they were the price to pay to stay alive. In 1.9 the price to pay is an hour in front of a grinder to repair your armor.
Everyone can be a “good” fighter and everyone can epearl away and re-arm to just come back and get whacked around. There are no global messages for “Chamberlain Lost to Cysteen 1456 whacks to 98”. If there was then maybe there would be some glory in pvp again. I want the “beheaded” messages. While the timer can be annoying when getting accidentally hit, increasing it (in a systematic way like God said “correlating it with damage taken”) will allow for those who arm themselves for a god fight to go in with the full intention of dying. This will also help limit the fights from hit one, to whenever you have to get off and epearl away, to when someone runs out of inventory and tries to run. Piratecraft needs more death 🙂 One way to do that would be to make it incredible hard for someone to run after a god fight. Not make it impossible…. but if someone wants to bring 4 stacks of epearls to run after a fight, they limit the amount of Str or speed they carry making them more susceptible to dying….(Other servers also have an Epearl timer, when players can only use them once every 10 seconds. This may be another area of exploring on a different thread.) PVP use to have a purpose, it was used to settle feuds. Glory was found after one persons armor broke and they got dropped in 5-6 hits. Glory needs to return to the battlefield. No more whack a mole! Fights shouldn’t take hours, and you shouldn’t talk crap and then fight in god for 20 minutes and then call it a draw. That my friends is what grinds my gears.
This change and the cost to bottle xp are steps in the right direction. Just my 2 cents.
November 17, 2016 at 7:33 pm #43577I think the general overriding issue is the lack of death. I will start playing more often now and maybe my mood will change once I start trying to kill people again, however everyone has become an “expert” at pvp in 1.9. I was practicing with Cysteen after being gone for 6 months or so and it still took her 5 minutes of whacking me around to kill me… and I didn’t try to run and re pot. I find that incredibly annoying. I agree with Paul that if someone can escape battle for 15 seconds and stand still to TP they should be able to get away however the problem is defining “escaping from battle”. I know from past experience if you are chasing someone 15 blocks behind them and running at the same speed you will never catch up. In a fight someone can run for 15 seconds, not be pvp tagged. Throw an epearl into water, and then tp away when they hit the bottom of the lake. This is an example of when someone hasn’t escaped pvp but gets away from the 15 second timer. If only a proximity setting could be turned on and you cant get out of pvp if you within a certain radius, then the timer would start that would be awesome. The reason why the prices of diamond has collapsed is because no one needs new armor because very few people die from pvp. I know there is another thread talking about 1.9 pvp however in 1.8 God Apples were expensive and they were the price to pay to stay alive. In 1.9 the price to pay is an hour in front of a grinder to repair your armor. Everyone can be a “good” fighter and everyone can epearl away and re-arm to just come back and get whacked around. There are no global messages for “Chamberlain Lost to Cysteen 1456 whacks to 98”. If there was then maybe there would be some glory in pvp again. I want the “beheaded” messages. While the timer can be annoying when getting accidentally hit, increasing it (in a systematic way like God said “correlating it with damage taken”) will allow for those who arm themselves for a god fight to go in with the full intention of dying. This will also help limit the fights from hit one, to whenever you have to get off and epearl away, to when someone runs out of inventory and tries to run. Piratecraft needs more death One way to do that would be to make it incredible hard for someone to run after a god fight. Not make it impossible…. but if someone wants to bring 4 stacks of epearls to run after a fight, they limit the amount of Str or speed they carry making them more susceptible to dying….(Other servers also have an Epearl timer, when players can only use them once every 10 seconds. This may be another area of exploring on a different thread.) PVP use to have a purpose, it was used to settle feuds. Glory was found after one persons armor broke and they got dropped in 5-6 hits. Glory needs to return to the battlefield. No more whack a mole! Fights shouldn’t take hours, and you shouldn’t talk crap and then fight in god for 20 minutes and then call it a draw. That my friends is what grinds my gears. This change and the cost to bottle xp are steps in the right direction. Just my 2 cents.
Even though you took this completly off topic, and repeated whats been said in a few other threads about PVP, heres a few points.
- Mojang specifically made the game easier for the quicker gratification for young players (that is where the market is sadly at)
- Mending should have never, ever been added.
- 1.11 even introduces that ridiculous “Totem of Undying”
- Mojang shouldn’t have nerfed the spam clicking fix they added, you can just spam click still to fight
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There are no global messages for “Chamberlain Lost to Cysteen 1456 whacks to 98”. If there was then maybe there would be some glory in pvp again.
we used to have something similar to this, altough there are so many variables in PVP, landscape, potions etc etc that having a general “whacks” is utterly pointless.
- Remember, every single person wants to be a god, they always want to win, and they NEVER want to loose anything, this is a VERY VERY importatnt fact to know when you are talking about PVP, as ANY nerf to ANYTHING at all will make people angry and not want to actually improve PVP, believe me.
- Read this thread http://piratemc.com/topic/poll-should-we-remove-the-bottle-plugin-for-fairer-gameplay/
November 17, 2016 at 10:10 pm #43580Edit: Why am I alive
Ironic
November 18, 2016 at 5:06 am #43587I have a question, in iron fights, once you die the other person still has combat tag, so if I have to wait a minute to get a tp back there and have to wait for my stuff to be given back I’ll probably stop fights on here, that’s honestly just a pain in the ass
Ironic
November 18, 2016 at 8:27 pm #43618eh. i feel 15 seconds is long enough to prevent me from building after @captaincrackerz punches me.
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