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ccent1
01-21-2008, 11:11 AM
hey. im new to the game. i have come from a game callled darkage of camelot which was focused on pve and pvp. i was in the latter camp and i enjoy pvp. now i have been level 21 for the last week or there abouts, and i have been playing around with the pvp end of the game. i have found afew points that are of worry to me.

1. yesterday i was in my port crafting. a level 15 british player entered the port. i thought great and i poped outside the port and waited for him exit. upon his leaving the port i discover that his pvp flag isnt enabled. now my grip with this is the fact that an english player is able to enter my port (pirate) and im not able to engage him. i can understand if people are at starting ports they cant be engage. however if im at whitby and a brit/french or spanish player is say within 100miles of the port i should be able to engage. i dont quiet like the idea that one can be in an enemy port and not get aggro. any ideas if this is going to be looked at and adjusted to inject some risk into entering an enemy port?

2. upon entering my first pvp fight with another two players from my guild...3 lvl 21 players we engaged 4 lvl 19 british players. three of the english players tac'd with the wind and leave the instance after 45 or 60 of no combat. we did manage to nail one of them. the question i ask however is why is it so easy to escape pvp combat? if a ship can just turn into the wind so easily and run leaving his mates behind so easily why should we bother too engage? i find that its abit too simplistic.....oh i dont like these odds im leaving before a single broadside is fired. so can we adjust the pvp instance so there is only one exit point and not 6 or 7 points where u can just head for?

ofc some wont agree with me but this is just from 4 days of pvp. i feel that this game has got great potential. however if the pvp isnt improved i think players will leave the game. if i wanted a pve game and worry about the economy i would have played eve or wow.
my two cents thus far! :)

Rhaethe
01-21-2008, 11:17 AM
1. yesterday i was in my port crafting. a level 15 british player entered the port. i thought great and i poped outside the port and waited for him exit. upon his leaving the port i discover that his pvp flag isnt enabled. now my grip with this is the fact that an english player is able to enter my port (pirate) and im not able to engage him. i can understand if people are at starting ports they cant be engage. however if im at whitby and a brit/french or spanish player is say within 100miles of the port i should be able to engage. i dont quiet like the idea that one can be in an enemy port and not get aggro. any ideas if this is going to be looked at and adjusted to inject some risk into entering an enemy port?

Provided the port is not in contention, and provided the person is not pvp-flagged for whatever reason, a player can sail into whatever port they wish. This is a game design that will not change, I don't believe.

Things will start to look different, though, once Port Contention mechanics are turned back on at launch.

Captain_Korr
01-21-2008, 11:19 AM
In responce to your first question: This game was designed to accomidate both PvP and non PvP players. If the port you guys were in was contested you would have been able to engage him when he left the docks, PvP flagged or not. If it were possible for you to have attacked him he wouldnt have been there in the first place.

In terms of ease of escape from PvP instances, it's not always as easy as it may have seemed in that fight. If, for example, I am sailing a sleek Xebec and you're sailing a Post Frigate and I dont like my chances or just dont feel like fighting you, I could likely turn into the wind and use my ship's advantage to escape from combat. This is not always the case however. Only last night I was out in a Dolphyn to pick up some cargo and forgot to remove my PvP flag. Just a short ways out of port I was attacked by a pirate from whom I could not escape in time.

The important thing to remember if you want to catch a runner in PvP is to make sure you get a hit or two in on them every so often so that they cant leave the instance. If they're too fast to catch then they're too fast to catch. That's the advantage of sailing a quick ship.

Breckon
01-21-2008, 11:51 AM
In responce to your first question: This game was designed to accomidate both PvP and non PvP players. If the port you guys were in was contested you would have been able to engage him when he left the docks, PvP flagged or not. If it were possible for you to have attacked him he wouldnt have been there in the first place.

In terms of ease of escape from PvP instances, it's not always as easy as it may have seemed in that fight. If, for example, I am sailing a sleek Xebec and you're sailing a Post Frigate and I dont like my chances or just dont feel like fighting you, I could likely turn into the wind and use my ship's advantage to escape from combat. This is not always the case however. Only last night I was out in a Dolphyn to pick up some cargo and forgot to remove my PvP flag. Just a short ways out of port I was attacked by a pirate from whom I could not escape in time.

The important thing to remember if you want to catch a runner in PvP is to make sure you get a hit or two in on them every so often so that they cant leave the instance. If they're too fast to catch then they're too fast to catch. That's the advantage of sailing a quick ship.


And that is why you want a ship with forward firing cannons so that you can hit him while chasing him.

ccent1
01-21-2008, 12:27 PM
aye ok fair points thanks for clearing some of that up. but i dont like this turning pvp flag on and off business. easy mode ftw! :D

Spinnaker Sam
01-21-2008, 12:49 PM
Another thing to keep in mind is that the exit conditions are the same for both PvP and PvE. Making it more difficult to exit a PvP instance also means it becomes more time consuming and annoying to exit a PvE instance. The timer to exit an instance once you have been out of combat is 2 minutes. So that is how long you have to get close enough to engage them to reset the timer. It takes about 15-20 minutes to reach an exit point at an average speed of 15 knots.

Next time, you need to make sure someone in your group has a fast ship so they can race ahead and shoot out the sails of one or two of the opponents ships.