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Multiple drop tables for PVP


Hammertime

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I have posted this idea on RSOF and I encourage support! please post if you agree.

 

 

 

QFC: 81-82-9-58271415

 

 

 

I've been pondering on what can be done about the abuse of drop potential on pvp servers. No one can deny that the pvp system is flawed, and most will agree that a solution needs to be found.

 

 

 

My idea is simple, give rewards that are equal to risk by creating multiple drop tables.

 

 

 

For example:

 

 

 

The first level of risk's drop table will become available to you when you risk a minimum of 75k. You will recieve items of set value, not exceeding, say, 1.5M (drop potential factored in).

 

 

 

The second level of risk's drops will be available with a minimum of 250k risk these drops will be limited to items equal to or under 2.5M (drop potential factored in). and will include all of the items from the 75k limit list.

 

 

 

The third level of risk's drops will be available with a minimum risk of 500k, and will drop yet more expensive items not exceeding a value of 5M (drop potential factored in). This list will also include all of the items from the two lesser drop tables.

 

 

 

The fourth 'level' of risk will start with a minimum risk of 800k, and will include all current pvp drops available (drop potential factored in).

 

 

 

To avoid abuse to the system and make doing the 'trick' less profitable and to encourage actual player killing, I propose that if a kill is made more than one level below your own risk level, you will receive items from the drop list they would have received, had they made a kill. for example if someone who falls under risk level 3 kills someone who falls under risk level 1, they would receive only receive drops from the first list.

 

 

 

This ensures that someone cannot deceive the system by risking, say, 1M and killing someone with 80k worth of items to try to receive a good drop, but still allows for them the potential to receive a good drop if they kill a player falling under levels 3 and 4, or up to a 2.5m drop, should they kill a player falling under level 2. Of course killing a player who falls under a higher level will still reward you within your drop list.

 

 

 

I want to emphasize the importance of the one risk level limit. if you fall under risk level 4, your opponent must be risking a minimum of 500k for you to get a drop within your list. Any less than this and your drop will fall under level 2, netting you no more than 2.5m. Honestly, how many times is one of your friends going to die to you for 500k to allow you a chance at high end drops?

 

 

 

This also brings back the realism of old-style pking, By promoting equal item loss (victim) to item gain (player who made the kill). by this I mean that (usually!) two players of similar combat need to be geared up similarly (in cost) in order for one to not have too great an advantage over the other. Also in the old wilderness, because you received the items your victim had on them, you needed to kill a player with expensive items in order to obtain said items. This only further proves that the system will work.

 

 

 

For example:

 

Two players, the first player being skulled wearing full karil's (risk level 4) is more likely to kill a one item-er with 75k coins in their inventory (level 1) than to have that same one item-er kill them. If either player killed the other, both would receive drops from list 1, the one item-er because they were not risking enough for a higher table, and the player in karil's because the player they killed does not have items of value, so why should they be rewarded with valuable items?

 

 

 

By this logic two players, one in full rune, neitiznot helm, and protecting their whip (level 3) fighting the same Karil wearer (level 4) will have a pretty equal opportunity at killing each other and gaining the value of their opponent's items. The rune wearer receiving drops from level 3 for his kill, and the karil wearer having an opportunity at receiving ANY item.(factoring in drop potential).

 

 

 

I really believe this is a viable alternative to the current system, if you find any flaws in my design, please bring them to my attention.

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