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Anti Murder Measures.


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Best "anti-ganking" system I ever saw was from a game called Neocron/Neocron 2. Normally, if you died, you dropped a belt, which could be hacked. It dropped 1 random item from your inventory. However, if you killed players (regardless of alignment) in a non-PvP Zone, your soullight dropped. This soullight could drop to -120. If you got into the Negatives, your belt dropped much more stuff, sometimes up to 8 items, and one of those could be equipped gear. It kept most "levelling" zones gank-free, while still allowing this "murder" you're talking about.
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I'm sure everyone in the game can relate to this:

 

You're walking along, doing your missions and fighting NPCs. You may be in contested territory on a PvP server, but you're sure you're ready if someone comes along. Then all of a sudden, a red-tagged entity appears right behind you. Half a second later, you're laying on the ground, dead.

:mon_trap:

 

Don't tell me that's PvP. PvP stands for Player Versus Player. Versus means a match, a match means similar strength. When players sign up for a PvP server, they get a warning that other player may attack them. But you have to realize that said player signing up is thinking something along the lines of Other players will attack me? Well, by the time I get to a level 20 planet, I should be level 20, myself. And so should any enemy players. So I'll be running around on the lookout for like-leveled players to match.

 

Oh, how sadly mistaken our newcomer is. If only he knew he was signing up for a Player Exterminate Player server. That's not a match; that's murder. :sy_darkside: Don't even get me started when a team of 4 level 55s start preying on those 25 levels below them. But anyways, I think there's a solution to discourage such behavior.

 

Since it's obvious our friendly level 55 is afraid of the level 20 he's passing by, we should let others know what kind of a person he is. We have player A and player Z, if these two engage in a battle, and it ends in three seconds (or less) or under three moves (or less), it's obvious one of them was way over the level of the other. If Player Z was the aggressor, and Player Z won in a blink of an eye, Player Z is awarded with a debuff called Spineless. This debuff persists through defeat for perhaps 10 minutes, and it works like a reverse bolster buff. It would read out something like Is afraid of level <Insert Player A's level here>s. And the effect it gives? It simply tones down the player's stats and power to one level below their victim's level. Like how Bolster boosts you up to level 55, Spineless drags you down the appropriate level. However, if Player A is the aggressor, then Player Z is only acting in retaliation; and is exempt from receiving the Spineless debuff. So if the little guy has the guts to challenge you, then you're free to stomp him into dust.

 

I say the count of time and moves because both are relevant to the variables of murdering young-level players. Player Z's ambush can happen quickly, and use a lot of low-powered moves that still defeat the victim in such short time. Or Player Z can attack slowly with first a stun move, then stopping to watch them for the duration of the stun effect. Then finally moving on to the next move, possibly another stun/immobilizer. So while it may have taken 30 seconds, Player A was still massacred in a very short count of moves.

 

I really hope for something like this to be implemented, it would put young-level players' mind at ease, knowing they're fairly off the menu for the higher-level players. The count of three seconds/moves is just a shot-in-the-dark guess, a bit of research to find an appropriate count would be wise. After all, you all realize that near-level players can't kill eachother that quickly/efficiently even if one let the other try. And high-level differences between players means they can't really kill them without such lethality that the level difference provides.

 

^ is why i dont play on PVP servers, im a 90% PVP player and after 8 years of wow and every other mmo ic an think of ive played ive come to the conclusion its pointless.

 

SWTOR has warzones, pvp or pve server we can all do them

Illum as much of a fail it is pvp or pve server we can all be killed there in pvp

 

conclusion is PVP servers offer ONE thing and thats grief and ganking which is not pvp its for mentally deranged people who get kicks over power and peopels suffering.

 

Do what i did and reroll on red eclipse.

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Mmm...

 

The problem with PvP which is common in all MMORPGs is that many of us have a concept of "sportsmanship" but few of us observe it or even want it, when it comes down to it.

 

A battle worth remembering is one where you prowess made the difference between vicotry and defeat. If so. then true PvP players would want their oppossition to be the same level and equally geared as a minimum, also would want the opposition's class to be balanced against his; otherwise where is the sportsmanship in this?

 

I have often contended that PvP gear should be the same as PvE gear, so there is no "elite" sets of gear that by default demolishes any sense of fair competition. If anything "elitist" gear limits those players willing to entry the field of PvP since they would have to endure being murdered by superior equipped players on and on until they can gear up.

 

The problem,as i see it, is that not all players believe in sporting behavior. They are just as proud at defeating a level 1 with their ubber geared level 55 as any other player who fought a battle toe to toe. I think this is what the OP has issues with, and in an unjudging PvP environment, it simply comes with the territory.

 

If SWTOR was a medieval game with hard codes of chivalry, then those cowardly knights going around attacking their known inferiors would be ridiculed and despised. But SWTOR and chivalry has absolutely nothing in common, and in the story world of SWTOR the average Sith is a bully by definition and sportmanship is always far from their minds...

 

In some games, i seen a flagging set used, so when a bully PvP player enters a town or civilized area they are aassaulted by NPC guards and killed, in other games they suffer experience penalties, I seen where your stats and skills are percent penalized based on how abusive the murder was; would be interesting to see this done, but not sure it would be appropriate.

 

Sue.

Don't sith and battles in star wars mostly happen with some sort of confrontation though? darth maul did not back stab them, he confronted them, same with most of the other people, even in swtor the sith pretty much always give the enemy combat to the death thing, so i think a sith backstabbing a baby would be considered just as weak and cowardly for them.

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You haven't played WoW until you've been ganked 37 times in STV.

 

Joke aside (although that is a serious quote, my cousin Annika was a hardcore WoW PvPer before Wrath, and she said that to me once when I told her I didn't play on PvP servers.), what she says there is kind of the way it is. If you are playing on a PvP server, you should expect this kind of behavior. Are they jerks to do this to you? Yep. Just as it's really jerk for level 90 characters to go slaughter all the quest givers in newbie zones. But, it happens because it's a PvP server.

 

I do not play on PvP servers because I don't like this aspect of them. However, if I did play on a PvP server, it would be with acceptance of the reality of a PvP server.

 

People call me a "care bear" (more so in WoW than here, but I've heard it a few times) because of how annoyed I used to get at jerk PvP stuff on PvE servers (like the above mentioned killing quest givers) until I started realzing that I can call in my guild to come slaughter the jerks, or do it myself with my level 90 rogue who, despite me not being on a PvP server, I did a lot of PvP because I enjoy PvP when I want to PvP.... but even I know that on a PvP server all bets are off.

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There should be a bounty board that shows the location of every kill and players should be able to donate credit rewards to any names that are up there for their kill.

 

That's an interesting idea, player-on-player bounties.

 

I can imagine something like a GTN console, you access it and see the Find Bounty or Place Bounty tabs. It might work something like the GTN interface, as well. You can search players with bounties on them by class, role, level, or how big the price on their head is. You pick your target(s) and the game assigns you a mission: Kill or capture <player name>. If multiple people place bounties on the same person, it simply adds to the pot, and the person or team to complete the bounty first gets to claim it. Upon completion of the bounty, the target can suddenly have a lootable drop that'll be your proof of completion. A mission item called <Player name>'s Weapon. (The target, themself, don't actually loose any items.) Or, simply, the mission declares itself complete and auto-grants a completion token.

 

Killing the player only counts if you picked up the bounty from the player bounty board, and if someone else beats you to it or the bounty is redacted, you are notified and the mission auto-drops.

 

The Place Bounty tab would be the interface where you can search players and place your bounty. Like the Who menu, you can search by name, level, class, and so on. Bounties can be placed for whatever reason (it's your petty reason to spend your money on headhunting, anyways.) When you find the character you think you want, you can select it for a closer inspection. Getting a statistical mugshot of the player and last known whereabouts. (The planet the player currently is/logged off from). You can then input how many credits you wish to place on them and the duration before the bounty expires. Like the GTN, you make a deposit as well. When your info is all in.

 

The biggest problem I see is the advantage for the bounty placer. Other than spending their credits and getting possibly personal satisfaction for potential retribution, there's not much gain for the placer.

 

I got way off topic musing about that.

 

^ is why i dont play on PVP servers, im a 90% PVP player and after 8 years of wow and every other mmo ic an think of ive played ive come to the conclusion its pointless.

 

If you are playing on a PvP server, you should expect this kind of behavior. Are they jerks to do this to you? Yep. Just as it's really jerk for level 90 characters to go slaughter all the quest givers in newbie zones. But, it happens because it's a PvP server.

 

I do not play on PvP servers because I don't like this aspect of them.

 

I think these comments reinforce why such an anti-murder measure is needed.

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I think these comments reinforce why such an anti-murder measure is needed.

 

Thing is, invariably they would screw it up. Seriously, let PvPers be jerks, or else you get stupidity like the current GTAV "bad sport" stuff that is driving even casual PvPers COMPLETELY away from PvP.

 

I try to run you over with my car, you blow up my car in self defense, and not only are you docked $1000 for blowing up my car, but you get labeled as "bad sport" and can't play with your friends until it wears off. Being in a car is a big "Don't you dare kill me or you'll get punished by Rockstar" god-mode.

 

Or, another example, I used to play Rumble Roses XX a lot online (before everyone moved on to other games) and there was a glitch with the character Miss Spencer where one of her base moves was completely unable to be countered. So, you get behind someone, slam them, stand them back up, turn them around so that you are behind them, slam them, pull them up, keep going until they are beaten. I was not aware of the bug, so I did the move ONCE... my opponent quit the match and labeled me a bad sport on Xbox Live player rating system. My one and only bad sport review. I asked my other friends and that's when they told me about the bug with Miss Spencer, so I actually quit using her entirely, just so I couldn't do that unblockable broken move.

 

My reason for giving that example is, there will always be people who will not know about various pvp rules, bugs, etc. When I am flagged, if I see a red name, I usually do attack them just because I'm not going to wait for them to get the jump on me. I don't take the time to look at their level. I also am rarely flagged.

Edited by AbsolutGrndZero
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Thing is, invariably they would screw it up. Seriously, let PvPers be jerks, or else you get stupidity like the current GTAV "bad sport" stuff that is driving even casual PvPers COMPLETELY away from PvP.

 

I try to run you over with my car, you blow up my car in self defense, and not only are you docked $1000 for blowing up my car, but you get labeled as "bad sport" and can't play with your friends until it wears off.

 

You overestimate the conditions, here. All I'm trying to discourage here is what is practically one-hit kills. How often does that happen? Never in warzones. Never level 55s against other level 55s. Never a level 25 against a level 32. I'm only looking to discourage a very specific type of "poaching", here. When a bored yet fully-geared-for-PvP level 55 decides to go miles out of their way to murder level +/-20s in the blink of an eye.

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I'm sure everyone in the game can relate to this:

 

You're walking along, doing your missions and fighting NPCs. You may be in contested territory on a PvP server, but you're sure you're ready if someone comes along. Then all of a sudden, a red-tagged entity appears right behind you. Half a second later, you're laying on the ground, dead.

:mon_trap:

 

Don't tell me that's PvP. PvP stands for Player Versus Player. Versus means a match, a match means similar strength. When players sign up for a PvP server, they get a warning that other player may attack them. But you have to realize that said player signing up is thinking something along the lines of Other players will attack me? Well, by the time I get to a level 20 planet, I should be level 20, myself. And so should any enemy players. So I'll be running around on the lookout for like-leveled players to match.

 

Oh, how sadly mistaken our newcomer is. If only he knew he was signing up for a Player Exterminate Player server. That's not a match; that's murder. :sy_darkside: Don't even get me started when a team of 4 level 55s start preying on those 25 levels below them. But anyways, I think there's a solution to discourage such behavior.

 

Since it's obvious our friendly level 55 is afraid of the level 20 he's passing by, we should let others know what kind of a person he is. We have player A and player Z, if these two engage in a battle, and it ends in three seconds (or less) or under three moves (or less), it's obvious one of them was way over the level of the other. If Player Z was the aggressor, and Player Z won in a blink of an eye, Player Z is awarded with a debuff called Spineless. This debuff persists through defeat for perhaps 10 minutes, and it works like a reverse bolster buff. It would read out something like Is afraid of level <Insert Player A's level here>s. And the effect it gives? It simply tones down the player's stats and power to one level below their victim's level. Like how Bolster boosts you up to level 55, Spineless drags you down the appropriate level. However, if Player A is the aggressor, then Player Z is only acting in retaliation; and is exempt from receiving the Spineless debuff. So if the little guy has the guts to challenge you, then you're free to stomp him into dust.

 

I say the count of time and moves because both are relevant to the variables of murdering young-level players. Player Z's ambush can happen quickly, and use a lot of low-powered moves that still defeat the victim in such short time. Or Player Z can attack slowly with first a stun move, then stopping to watch them for the duration of the stun effect. Then finally moving on to the next move, possibly another stun/immobilizer. So while it may have taken 30 seconds, Player A was still massacred in a very short count of moves.

 

I really hope for something like this to be implemented, it would put young-level players' mind at ease, knowing they're fairly off the menu for the higher-level players. The count of three seconds/moves is just a shot-in-the-dark guess, a bit of research to find an appropriate count would be wise. After all, you all realize that near-level players can't kill eachother that quickly/efficiently even if one let the other try. And high-level differences between players means they can't really kill them without such lethality that the level difference provides.

 

Not a bad idea. Usually higher levels prey on lower levels because they cant handle people at their level. If a level 45 wants to kill a lowely 25 he will have no problem. However if the 45 knows hes going to be debuffed to the level 25's level and now the 25 can fight back and possibly kill the 45. Maybe he'll have second thoughts.

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1. PvP server. If you do not enjoy this experience there is an option that completely fits your gameplay style already.

 

2. The purpose behind ganking a bunch of low level characters is to start conflict. It's not to prove my level 55 is better than your level 20. It's not to stroke ones epeen to hardcore porno degrees. It's absolutely to start conflict. If I start harassing low level players it's to get someone to log on to their mains, call in friends and really get some action going on. Anytime anyone in my guild chooses to level an alt and they run into this problem, a war party assembles and we take care of it. Instead of looking for a programming solution try using the three most important letters of this gaming category.

 

Massive Mutliplayer Online.

 

Fix your own problems or become friends with those that can fix them for you.

 

/end.

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Big thing your all forgetting is that the game incentivizes this behavior on pve or pvp servers through the pvp achievements. When the game requires 500 player kills or more for some areas then of course players are going to be mowing down toons in job lots. So this would need to be changed as well, as the achievement system is designed to motivate certain behaviors
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I tend to agree with the OP also, at least in principle. His solution however, may be unworkable without a little fine-tuning. For example;

 

However, if Player A is the aggressor, then Player Z is only acting in retaliation; and is exempt from receiving the Spineless debuff. So if the little guy has the guts to challenge you, then you're free to stomp him into dust.

 

How, in terms of game mechanics, do you determine who is the "aggressor"? The one who attacked first? How does the game programming determine who threw the first punch? If it's based on how long it takes the Goliath to kill the Gnat, I can forsee a lot of room for "reverse-bullying" here.

 

Not that it happens frequently mind you, but I was on a lowbie planet one time, and some schmuck that was half my level pulled a "red = dead" move. Now, I try hard not to be a lowbie ganker, and I let him beat on me without effect for almost a full minute (maybe not that long) hoping he would notice the level difference or the fact that he was doing zero damage to me and go on his merry way. Once I concluded he was a moron, I one-shotted him (I may be a nice guy, but I have no tolerance for idiots). Now this "Spineless" debuff... Can you see a half-dozen lowbies running around harrassing one 55, trying to goad him or trick him (or his companion) into attacking to get him debuffed? Too much room for abuse here.

 

Alternatively, you could use a system similar to the one Mythic uses for Warhammer. Just apply a reverse-bolster debuff in certain areas, or even entire planets automatically. If you're between 29 and 55 and you land on Tatooine say, you're automatically debuffed to level 24 (the low end of the level range for that planet). When you cross the zone border into one of the Bonus areas, you'd be debuffed to level 28, and if you entered the Outlaw's Den or the Dreadseed area, the debuff would fall off entirely. On Voss, you'd be debuffed to 44, and so on and so forth... It's not a perfect solution, and there would still be some ganking probably, but at least you'd have a fighting chance. But more importantly, it is implementable in terms of balance and game mechanics.

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1. PvP server. If you do not enjoy this experience there is an option that completely fits your gameplay style already.

 

2. The purpose behind ganking a bunch of low level characters is to start conflict. It's not to prove my level 55 is better than your level 20. It's not to stroke ones epeen to hardcore porno degrees. It's absolutely to start conflict. If I start harassing low level players it's to get someone to log on to their mains, call in friends and really get some action going on. Anytime anyone in my guild chooses to level an alt and they run into this problem, a war party assembles and we take care of it. Instead of looking for a programming solution try using the three most important letters of this gaming category.

 

Massive Mutliplayer Online.

 

Fix your own problems or become friends with those that can fix them for you.

 

/end.

 

Exactly! When in World of Warcraft players show up and start ganking the questgivers, there is a channel called "WorldDefense" that if you are big into World PvP you make sure is in your chat tabs. Then it will say, "Ashenvale is under attack" (can get kinda spammy though lol) and so you head to Ashenvale and take care of the problem.

 

Actually, that's not a bad idea... we could use a "Galactic Defense" alert channel or something, so that when players are fighting somewhere it alerts those that would care to come help.

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THERE IS A WAR BETWEEN THE REPS AND THE IMPS. You can't be punished for killing your enemy while fighting a war.

 

In more realistic wars, you and your opponent don't have levels. You generally stand a fair chance and so does your opponent. Why does SWTOR even bother with the Bolster stat during warzones? [sarcasm]They can't possibly be trying to make the war evened out and fun for everyone, now could they?[/sarcasm]

 

1. PvP server. If you do not enjoy this experience there is an option that completely fits your gameplay style already.

 

Must I repeat myself? When I signed up to fight other players on a fight-other-players server, then I signed up to fight other players; not be executed without warning.

 

How, in terms of game mechanics, do you determine who is the "aggressor"? The one who attacked first? How does the game programming determine who threw the first punch?

 

I figure the aggressor is the one who throws the first punch. After all, sticks and stones are the ones that break the bones. I also figure that a programming string can easily-enough identify who initiated the fight.

 

Now this "Spineless" debuff... Can you see a half-dozen lowbies running around harrassing one 55, trying to goad him or trick him (or his companion) into attacking to get him debuffed? Too much room for abuse here.

 

[sarcasm]Because there's no abuse in the current system, right?[/sarcasm] At least a level 55 can survive 6 lowbies much better than a lowbie can survive 6 level 55s. It already sounds more fair having lowbies trying to provoke a 55 than a team of 55s poaching lowbies.

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1. PvP server. If you do not enjoy this experience there is an option that completely fits your gameplay style already.

 

2. The purpose behind ganking a bunch of low level characters is to start conflict. It's not to prove my level 55 is better than your level 20. It's not to stroke ones epeen to hardcore porno degrees. It's absolutely to start conflict. If I start harassing low level players it's to get someone to log on to their mains, call in friends and really get some action going on. Anytime anyone in my guild chooses to level an alt and they run into this problem, a war party assembles and we take care of it. Instead of looking for a programming solution try using the three most important letters of this gaming category.

 

Massive Mutliplayer Online.

 

Fix your own problems or become friends with those that can fix them for you.

 

/end.

 

How long have you played mmo's? this is not what they do it for, maybe 5% of the time. I've knows gankers to gank people 50 times and make youtube videos of it thinking its funny, they dont gank on WOW in STV thinking you will log your main on another continent just to come and get you when 90% of the time the gankers run away and hide, they do this because they are sad people with no lives or anything better to do.

 

This is the same behavior of people who hack in games such as Infestation, BF3, PS2. they hack because they are childish and sad and get perverted kicks over making people angry and suffer, so dont ever say its to start conflict because that's a load of BS griefers say to cover their ***.

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In more realistic wars, you and your opponent don't have levels. You generally stand a fair chance and so does your opponent. Why does SWTOR even bother with the Bolster stat during warzones? [sarcasm]They can't possibly be trying to make the war evened out and fun for everyone, now could they?[/sarcasm]

 

Well I guess that is why there are sayings like "Don't bring a knife to a gun fight."

 

As for a fair fight, I can tell you its anything but fair - you didn't sit around waiting for the enemy to get a LOS on you and you don't get behind defalate because hell they need a fair chance at hitting you... Screw that - I would make sure I sent that poor bastard to the G*d of his choice (or lack thereof) before they did it too me. If it meant sniping them or calling in an air strike or artillery so be it. It's war and I am a firm believer in peace through superior firepower.

 

Also a fan of the rule: in the war of good versuses evil - evil has more fun (but that is a different discussion all together.)

 

Now this is a game so war or not, it should be controlled. I get the OP's issue - its called someone feeding on the lowest common denominator. It happens on PVE servers too as people love to exploit the game mechanics and flag up then jump into an AOE. I would be more in line with a change or toggle that would allow for you to completely turn off PVP. Alternatively, they could enable a non-pvp zone delay where if you get gawked, you get a 5 min no aggression target flag for pvp (i.e. you cannot get gawked over and over in a row).

 

However, your on a PVP server and everything is fair game for pvp, so it comes with the territory.

 

Blak

Edited by Blakinik
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I have to say I agree with the OP. I played on a rp-pvp server when I first came here, and ganking was a way of life. It was annoying to say the least. Like the OP said, you expect that you might get challenged, or challenge people within your lvl range, but to have squads of high lvls running amock on lowbie planets is just stupid. There is no contest, everyone knows what the outcome will be...the high levels are just messing up someones leveling up experience.

 

PvP ideally should be with like lvls against like lvls. Maybe it wouldn't be out of the realm of possibility to consider putting a level limit on the planet pvp. So if you're just a little newbie running about on balmorra, you're only going to get confronted by little noobies like yourself. If high levels come to hunt the low lvl people, they wouldn't be able to...because they're like 30 levels higher. Nor should a gob of lowbies think they could go after a hi lvl visting for a quest or rp or something.

 

I know the majority of pvp players likely won't see the reasoning in this, but it would make things a lot fairer. High lvls should fight others of their kind.

 

I left the pvp server because of gank squads, and I'm not sorry I did. I'm happy and have very rarely looked back.

Edited by Lunafox
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How long have you played mmo's? this is not what they do it for, maybe 5% of the time. I've knows gankers to gank people 50 times and make youtube videos of it thinking its funny, they dont gank on WOW in STV thinking you will log your main on another continent just to come and get you when 90% of the time the gankers run away and hide, they do this because they are sad people with no lives or anything better to do.

 

This is the same behavior of people who hack in games such as Infestation, BF3, PS2. they hack because they are childish and sad and get perverted kicks over making people angry and suffer, so dont ever say its to start conflict because that's a load of BS griefers say to cover their ***.

So you know the average population of a pvp server already. I've been playing MMOs for 12 years myself now and the first time I tried a "PvP-Server" was in the old days of Dark Age of Camelot. Here in Europe we only had regular servers until this one came up, so it was the first opportunity for me to make a Fian and have him travel to the other realms the regular way and I took it.

 

I think I can honestly say that never before in my life I've seen more madness unfold in front of me in such a short amount of time than I did in about 20 minutes on this server (wasn't it named Camlann? I'm not sure anymore, it's been a while). To be fair though, I hadn't started watching the parlament hour on tv yet. However it all made sense very soon. All of the lunatics I've found there felt right at home, and they were customers too. While I myself aswell as many others soon abandoned the server, they stayed and subsequently spared us of their presence on the regular servers, at least for some time.

 

So are all players on a pvp server lunatics? Of course not, never was my intention to even imply that either. But every game also has some lunatics playing it, and as I said they are customers too. Most of them will be found on PvP servers and it's good this way since else the uses of ignore buttons and filing of harrasment tickets on all other servers would significantly go up.

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First off, if it's red it's dead. I don't care what level you are. I'm not going to hang around and keep killing a lowbie but if I find one they are getting a free trip back to the med center.

 

As for a debuff go right ahead, I'll still attack any red player that I see. Bring my stats down to level 20 doesn't matter to me as long as the debuff gets cleared or readjusted if I attack a different player (i. e. if I'm debuffed down to level 20, if I attack a level 40 the debuff is changed to level 40 or it is cleared altogether if the person I'm attacking is the same or a higher level than me).

 

Doesn't matter to me one bit because I'm probably going to beat them anyway.

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Mmm...

 

Why did I say Sith are bullies?

 

In the movies, the few instances the Sith were present, in their own way they were rather honorable, but in the game as I experienced playing it, I can't say it felt the same way. As my Sith Inquisitor progressed, I zapped, electrocuted, impaled so many people truly inferior to me, heck I went around wasting unarmed civilians as part of a mission, truly I must confess there was no sport in that. when I play other classes, on Imp side, Sith's are portrayed in missions as overly arrogant, heck I saved his life, freed him, and he chasticed and threatened me for I did not kneel and call him lord, too bad the game did not let me should him.

 

The reason, I made this point, was that a true Role Player such as a previous poster from the Republic side correctly stated: "If he wears red, he is dead"

 

That is the correct RP sentiment or mind set, but do note that the player is acting out of duty and not childish behavior, which is a huge difference. also note that the Republican said, he was not caring as to opposition level, he simply acknowledges at seeing an enemy and thus attacking him, once more in true character.

 

So should a role player be punished for it? I would dare say, no.

 

The problem is separating the true RP individual from the child, and perhaps the game can keep track of the player's engagements and if the pattern is one of abuze, then the guillotine falls. Might be interesting that the player's punishment is a permanent reduction of one level; which would be catastrophic for he would not be able to wear his current level 55 gear and be forced to get new gear for his decreased level; which strikes me as a plenty bad punishment.

 

Sue

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I'm going to do what you told me not to do and say it is PvP. The idea of a PvP server is to make the galactic conflict real as possible. If a Sith comes across a Jedi on his own, you think he'll just say "Ah, I'll give him a pass he's attacking a mob!" No, of course not. Level or not you were killed by another player, thus PvP.

There is nothing realistic about TOR PvP. If it were even remotely realistic, you would not be able to look at another player character and tell its faction, class and level, not to mention its hit points.

 

Don't roll PvP servers if you are not okay with ganking. It is considered by all means PvP and it happened. The description of PvP servers when you create a character on one shows it.

But yeah, if OP doesn't like getting ganked, then OP should not play on a PvP server.

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when I was still playing WoW, we had a friggin code of honor on our PvP server..

 

Do not attack enemies that differ by more than 2 levels (except battlegrounds and cases of obvious botting)

Do not attack while enemy is fighting mobs

If you win, you do NOT attack again

If you lose, you CAN try to attack the one who killed you after you ress, if you have the guts

 

 

For almost 3 years that I was playing there I haven't seen anyone violate the unspoken rules, nor have I broken them myself.

 

But of course all depends on people... when you're on the same server with 1000 enraged kids who can't unload their bloodlust in real life (thank god), then you have to think of consequences.

 

BUT I still like OP's idea. I really wonder why designers haven't done something like that in every game..

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