During the first few weeks after the Sarducaa release, discussions about restrictions on open-world PvP were once again quite heated. Now that we’re almost back to pre-Sarducaa player numbers, as someone who truly loves this game and wants it to grow, I wonder what we can do without further restricting open-world PvP, because I actually think that open-world PvP plays a significant role in socializing and providing meaning.
The only way I see this happening is by providing players with proper escape tools and abilities, such as sneaking, invisibility, and setting traps.
I know what you’re thinking. Gankers and griefers would use these tools and abilities too. Yes, they would. But I think that with such tools and abilities, other players’ chances of survival would still increase, while at the same time giving the game interesting new gameplay for rogue playstyles. Because right now, if you’re attacked alone by a group, you have little to no options other than to run away and hope there isn’t a Veela in the enemy group, or to stand your ground and die like a man.
Especially with abilities like Sneak or Invisibility, you could escape such situations. Even if a group of players all sneak up on you while invisible, you can still go invisible yourself in response.
Skills like Sneaking could be introduced as a primary action skill, and setting traps as a profession, ideally combined with Thievery.
Skills like Invisibility could be added as a weapon ability associated with the wand.
It's questionable whether that will be enough to keep new and solo players around. But it would at least help them have realistic options in Zerg situations that lead to survival. And even if that's not the case, at least we'll have a few cool new rogue type skills and abilities in the game.
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As for balancing, so that people don't just go invisible easely as soon as they realize they're losing a fight.
Of course, there should be restrictions and conditions for invisibility so that it isn't broken.
In other RPGs, for example, you could only become invisible if enemies didn't have line of sight to you. So you couldn't become invisible right in front of an enemy, you had to get behind something (like a wall) first.
In all other games, there are also counter spells to reveal invisible players. You could use a one-handed wand to grant the ability to become invisible, and a two-handed staff to reveal invisible players. All of this would be tied to primary skill points, which would ensure that not every fighter could simply become invisible without sacrificing other important skills.
The only way I see this happening is by providing players with proper escape tools and abilities, such as sneaking, invisibility, and setting traps.
I know what you’re thinking. Gankers and griefers would use these tools and abilities too. Yes, they would. But I think that with such tools and abilities, other players’ chances of survival would still increase, while at the same time giving the game interesting new gameplay for rogue playstyles. Because right now, if you’re attacked alone by a group, you have little to no options other than to run away and hope there isn’t a Veela in the enemy group, or to stand your ground and die like a man.
Especially with abilities like Sneak or Invisibility, you could escape such situations. Even if a group of players all sneak up on you while invisible, you can still go invisible yourself in response.
Skills like Sneaking could be introduced as a primary action skill, and setting traps as a profession, ideally combined with Thievery.
Skills like Invisibility could be added as a weapon ability associated with the wand.
It's questionable whether that will be enough to keep new and solo players around. But it would at least help them have realistic options in Zerg situations that lead to survival. And even if that's not the case, at least we'll have a few cool new rogue type skills and abilities in the game.
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As for balancing, so that people don't just go invisible easely as soon as they realize they're losing a fight.
Of course, there should be restrictions and conditions for invisibility so that it isn't broken.
In other RPGs, for example, you could only become invisible if enemies didn't have line of sight to you. So you couldn't become invisible right in front of an enemy, you had to get behind something (like a wall) first.
In all other games, there are also counter spells to reveal invisible players. You could use a one-handed wand to grant the ability to become invisible, and a two-handed staff to reveal invisible players. All of this would be tied to primary skill points, which would ensure that not every fighter could simply become invisible without sacrificing other important skills.