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UTC 16 : 2 02. Mai 2024
CEST 18 : 2 02. Mai 2024
PDT 9 : 2 02. Mai 2024
EDT 12 : 2 02. Mai 2024
Owpvp rules and its related penalties (pk, death in pvp, death in pve...)
17. Aug 2023, 07:28 (UTC)
432 1
Zeitpunkt der letzten Änderungen : 17. Aug 2023, 07:28 (UTC)
# 1

Hello!

I saw devs team mentioning that, starting from node wars (in the RBF related topic) , devs were working on pvp related content.

So here's one suggestion : could you please work on the owpvp rules and everything related to it? No Marni, no Arsha, simply the rules on every regular channel? 

Karma penalties can still be avoided by a dedicated pker. 

Same goes for a dedicated kser, you can also ruin other players' rotation, and mob feeding is still too much.

The problem is that, currently, all of those methods are part of the system, and only the first step is slightly controlled. 

Pk should always have consequences, and it should start with any kill, even the first! On the other side, red state should be temporary and its duration should depend on the karma when the pk is made. 

Death should also have consequences.

Death caused by a mob should create a pve debuff against these precise mobs for 1 hour, starting from the second (or third) death. Death caused by a player should induce a wider pve debuff, which could be removed after 15 minutes, OR with a channel switch, OR with the death of the PKer (no matter who killed him) 

Penalties needs to be reviewed too. Is there anyone here thinking that potentially heavy and permanent penalties are NEEDED in a game in which gear can be so costly to get? 

Enhancement level loss, crystal loss, buffs loss... All of that didn't matter if you come prepared, and dedicated players will barely experience any loss, while the occasional killer or even the poor guy who lost his connection may lose valuable items. Is that logical?

We reached a point when penalties hinders both pvp AND pve in the game. 

Let's replace them by purely temporary penalties, and more efficient ones. Jail time for the pk who get killed, no NPC interaction and random NPC guards roaming the world against the others, the previously mentioned debuffs in pve and pvp deaths, and I'd add a forced respawn to the second nearest town for the player who get killed in pvp thrice without retaliating.

Nothing's perfect in what I wrote, but I think that would be a good start for a more dynamic pvpve in BDO. All together on similar servers. 

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