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Lets Talk About PVP

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Aeus

How do you feel about the PVP system? (Vote + comment, even if you don't pvp much)  

334 members have voted

  1. 1. Which combat version do you prefer in general?

    • 1.8 (fast, spam-clicking)
      163
    • 1.9 (swing timers, slower pace)
      127
    • Doesn't matter to me
      43
  2. 2. Which combat version do you prefer for LOTC?

    • 1.8
      161
    • 1.9
      105
    • Undecided
      67
  3. 3. How should warclaims be structured?

    • Keep the current system
      46
    • Multi-stage war (skirmish, siege/field battles, siege)
      250
    • Something else
      37
  4. 4. In your opinion, what is the biggest issue with pvp right now?

    • TPS/Lag in big fights
      274
    • Gear imbalance
      73
    • Gear complexity
      93
    • Grinding/Cost
      143
    • Swing timers
      36
    • Nothing (you like it the way it is)
      12


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51 minutes ago, rigorous said:

weird opinion on my end but 1.9 for main server and 1.8 for warclaim server is ideal for me, i am sure many will disagree tho

Why are you so based

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If 1.9 ever returns, then future conflicts will be decided by the top pvpers. You'll see 15 v 30s  with 15 winning due to the skill gap between the two. 1.8 makes it simple for everyone to join and contribute. 

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Surge as a plugin is painful to work with.. during my time on java team I was gonna try to clean it up a little bit because it's chaotic internally but I could never convince myself that it was worth the time and pain.

 

Also, my brain child is that we instead go back as far as needed for performance and have a dedicated war server running on 1.12.4 or something like that for better war performance, and just use viaversion to allow connections. 'cus in all fairness, it's a war server... people can stand to look at their silly little keeps with 40% of the blocks replaced with cobblestone for 30 mins.

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Just wanted to add my two cents into an alteration to the stages option for wars. I would add warzones in as I think warzones are a good thing. I would alter how they worked in the past where they were just a filler episode to the GoT tier lackluster finale that we usually get. Make them matter, make the victor of whatever objective there is gain something that matters. Perhaps limit war claim attendance based on warzone performance. Perhaps the victor can bring 100 people, loser can only bring 70? I don't know, but I think it's worth a thought at least.

 

The biggest problem with wars and war claims is the TPS and laggy nature of it which makes it hardly enjoyable for anyone. I don't know about anyone else, but I don't exactly want to spend every Saturday during a war sitting for 8 hours to just watch a slideshow.

 

I personally think the gloves should be off when it comes to exploring different solutions or ways to limit war claim attendance through avenues that make sense IRP. If it works, it works. If it doesn't, we explore other avenues. However, I think the only path forward for the sake improvement, is to at least try new things, see if they work, and keep trying if they don't.

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if conflict on a writing server is ultimately going to be decided by PVP because that’s the only way we currently have to simulate large scale battles, that PVP should stay accessible to both writers who also choose to PVP as a hobby and writers who do not. 1.8 may not be perfect but it enables better accessibility than 1.9. i wouldn’t like to see this server become a situation where dedicated writers can throw their best effort into their roleplay and still be more inclined to lose conflicts because they are unable to dedicate the additional time to learn a whole new, more advanced combat system. no one is entitled to winning, and PVP can be both fun and community-building, but this is first and foremost a writing server.

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Very sleepy rambles ahead from a nobody.

 

As someone who does not have the time nor, honestly, the care to spend hours, days, weeks, months training at PvP every other day for some MineMeme RP, I would say stick with 1.8 for some semblance of fairness. At least folks like me who do dedicate their time to a skirmish/siege/warclaim have SOME chance of defending their character, their country, etc.

 

From what I have seen of every war since I joined last year, lag continues to be the biggest downside of any warclaim and should be looked into however possible. I've admittedly not participated in a proper warclaim, but in some of the bigger events I've gone to, it basically always ends with lots of people getting disconnected, dying awkwardly and from unknown damage, and a cacophony of disgruntled grumbling from those involved. If there is any way to improve this, as the votes and comments already indicate, then it should be a high priority.

 

I've seen some comments about how warclaims play out. I think there's a general agreement that warclaims on Aevos can be a bit of a slog, and predictable. For every war I have watched, I have always known the outcome within the first or second warclaim - no matter how much the losing side insists they could turn it around. The most interesting aspects of each war usually come from the roleplay beyond the warclaims, where alliances dissolve or form mid-war, where leaders PK, etc. etc. and we see the tables turn dramatically not because of ANYTHING to do with the actual battles or the plugins, but from players being cool and hashing things out on their own. I think the recent conflicts on main server within the Empire have even proven that doing things outside the "official" system is faster and debatably more pleasing than going through the proper forms and checklists.

 

I would love to see wars that don't involve swallowing, dissolving, or nuclear bombing nations to death. Disputes over land, wars that end in a white peace, so on and so forth would be super interesting, but I've never felt like such things are feasible with how wars currently work behind the scenes. Obviously some leaders/nations WANT to swallow/dissolve/nuke other nations to death, but not everyone. Sometimes there just needs to be a good ol' bloodbath at a border for a bit and then both sides go home and grumble until the next conflict.

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This is going to be an unpopular opinion, however I like the current pvp set up we have now, however if I had to force a change, I want it either extremely simple (Iron Armor, Swords, and bows.) or extremely complex with different armor tiers  and weapons that are costly in both materials and effort put into making them, potions, and magic that all fit within LOTC's convoluted yet ever expanding and changing lore. 

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3 hours ago, Hom said:

if conflict on a writing server is ultimately going to be decided by PVP because that’s the only way we currently have to simulate large scale battles, that PVP should stay accessible to both writers who also choose to PVP as a hobby and writers who do not. 1.8 may not be perfect but it enables better accessibility than 1.9. i wouldn’t like to see this server become a situation where dedicated writers can throw their best effort into their roleplay and still be more inclined to lose conflicts because they are unable to dedicate the additional time to learn a whole new, more advanced combat system. no one is entitled to winning, and PVP can be both fun and community-building, but this is first and foremost a writing server.

I would disagree with this sentiment in that I think both mechanical combat and writing have an equal place in this server. I say that as someone who also supports 1.8 pvp. But I think the healthy incorporation of mechanical combat is important. While day to day RP should be text based, I think there are obvious circumstances where mechanical combat should take precedence through means of a cap. If those involved in the combat exceed a certain number (open to discussion on what the cap should be, idk what would work best) then it is beneficial to resort to mechanical combat.

 

In my opinion, there is a plague on LoTC where some view losing as a negative thing or damaging to THEIR roleplay. I think players need to shift their view. Their roleplay should not take precedence over the overall storytelling. Nobody on this server is the main character. I understand this sentiment on an empathetic level, but losing also advances a story. This win mentality is toxic to the growth of the overarching story and sadly it is inevitable when it comes to Player on Player conflict interactions.

 

In summary, I think that mechanical combat should be used as a tool to expedite the outcome of what should be considered RP conflict. Furthermore, I think that 1.8 is the best way to balance the incorporation of mechanical combat without having it take up so much time or drastically inhibit those who don't want to spend time learning how to 1.9 pvp.

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Personally I think we should keep 40 health, it is a good addition, much better than dying so quickly be it pvp or fall damage. Another thing is gear should be cheaper and less complex, I will always advocate for less block game grind over pvp resources. One of the largest issue is the fact most roleplayers dont keep a pvp inventory because it takes so MUCH space. How would inventory space be fixed, I dont know. 

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14 hours ago, 410,757,864,530 DUPED MATS said:

Story Pin image

i know werew0lf is breathing down ur neck danny boy 

 

If I get 1.9 pvp I can finally be on a more even playing ground bc I have lost the ability to click so fast that sweat pours from my pores

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I got good at pvp because of Lotc :> kekw

 

I've not played on Aevos as much as I have played on Almaris, so I can't give much of an opinnion about the PVP system used for the Map, just taking part in the last warclaims/battles before the map-end.

 

But I consider the 1.9 PVP system the better system, I really liked on Almaris the diversity in weapons, with warhammers, short swords, axes, armour etc, and how it works on plain minecraft, and if its easier on the server itself, i'd consider it a plus

 

With 1.8, the most common argument for it, was that it its more easy for non-pvpers to be good at and making it fairer for all, while might've added in said regard, I believe that for both Systems you need to practice outside of just the battles on lotc

 

On other aspects:  In the sieges i took part, I enjoyed the addition of raid ladders, but what needs to be worked on is how you acquire armour, it needs to be more accesible for the players.

 

If your goal is to make pvp easier for all or to have it act as a secondary part of the server, make it so that anyone can afford the kit easy, so that its less of a inconvenience.

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no plugins, no resource sword plugin and bring back the old way of mining with the resource pits. Make your armour in a crafting table. No need for any fancy plugins. If it worked back in the day why bother changing it? The economy will always be horrible, just embrace it and let it be as easily accessible for anyone on earth to get a sword and armour once they log on the server

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1 hour ago, Epicethan4 said:

Get rid of PvP altogether. This is a RP server.


this

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