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The insurance PvP and PvE


Started by Aim
Post #37244
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Insurance System

For a variable fee your equipment can be insured against death. When you die, all of your insured items remain with your ghost.
When you return to life, these items will be with you. If an items are not insured, they can be taken from a fallen players corpse.

•insurance works for both PvP and for PvE.
•Insurance amount is high by the quality of items you want to insure.
•Fee for insured items is removed in same moment when player die.

Blessed Items
•Means of payment.
•Quest items.
•Blessed weapons, armors and jewels by extremenaly rare scroll of blessing (the next level of insurance).
Blessed item is one which will reappear in its owner's hands upon resurrection. They does not follow the corpse when player die.

Player versus Player
•Players receive 50% of the insurance value for player kill.
If the player has died and had insured all his gear for 500 golds, the player who killed him gets 250 golds.

Player versus Environment
•Environment does not get any financial reward for killing you as well as player dies on trap or kill himself by falling damage or an arrow in the knee etc.
•Looting corpse buff items with blessing for another five minutes (player have enough of time for insure top drops).
•Allies from same faction cannot loot friendly corpses (adding permission in friend list or party list that allow this option).
•Monsters can loot players corpse and if you kill them, your stuff will be available in their corpses.
Also bosses in public dungeons would like to loot your corpse when they are near.

Impact of the Economy
In the future, when you ding characters highest level, skillcap of crafting skills and wear end-game gear, the financial lost of player is reduced to minimum and insurance is way to hold economic cycle in horisontal line. The insurance fee should be really low and adding this mechanics to the game does not means the players will permanently losing their gear and you loot every corpse on sight. Really not!

An example how works insurance system in Ultima Online.
[Image: thumb_iiE7PtPgqnPyMiGw8Ozq0PLiy.png]

Magical items cost is based on their worth in the Imbuing system.
All community collection items cost 600 golds.
All faction armor/weapons cost 800 golds.
Insurable armor set pieces cost 600 golds.
Non-magical item cost is based on a percentage of the items vendor price.
UO, where players running around in PvP with a tens of millions on their accounts and insurance cost maximum 8000 golds for all the gear they wear and it is still one of the best part in this game.

In many good games players lose all their equip by facing death, in some cases character die forever. In many games they just resurrect somewhere at checkpoint. In this case insurance system is gold middle way for a good MMO.
This post was last modified: February 10th 2013, 06:52 PM by Aim


Kal Vas Xen An Corp
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Post #37246
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Whut?


@Velaskae on the NA megaserver.
<Glory Seekers> Looking for capable adventurers and people to chat with.
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Post #37248
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(February 10th 2013, 06:51 AM)Velaskae Wrote: Whut?

People still talking about how to implement full loot into the game and here is the way.


Kal Vas Xen An Corp
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Post #37250
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I feel you should have posted this in the thread about pvp looting.


@Velaskae on the NA megaserver.
<Glory Seekers> Looking for capable adventurers and people to chat with.
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Post #37266
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I see this system killing PvP in TESO if added.

1. PvP is faster pace then PvE and making people decide between looting corpses and dying or moving on and letting loot rot seems like more a punishment to the other players and not the player died. The player who died in essence is going to lose the loot no matter what.

2. Its going to make weaker PvP players less likely to participate. If a player is finding him/herself dying alot its more then likely going to cause them to stop participating if there is a punishment system in place.

3. The only way I could see this working is if there is a bank system in place where you can dump all loot/gold that isnt being used for the PvP encounter and players go in having no gold and no lootable items on their person. Which basically nullifies your system.

Personally I liked the approach like WoW and Rift went with PvP. If a player dies in PvP and the body is looted there is an insignificant amount of computer generated gold (meaning the killed player doesnt lose any) and the body is removed from the game (meaning the player has to spawn at the spawn point). For world PvP they just made the killed player run back to their body which seems like punishment enough.
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Post #37289
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(February 10th 2013, 08:31 AM)Jepetto Wrote: I see this system killing PvP in TESO if added.



.... Its going to make weaker PvP players less likely to participate. If a player is finding him/herself dying alot its more then likely going to cause them to stop participating if there is a punishment system in place.



Personally I liked the approach like WoW and Rift went with PvP. If a player dies in PvP and the body is looted there is an insignificant amount of computer generated gold (meaning the killed player doesnt lose any) and the body is removed from the game (meaning the player has to spawn at the spawn point). For world PvP they just made the killed player run back to their body which seems like punishment enough.

Agreed. As a weak PVP player myself, while I'd love the idea of constant PVP, if I'm going to seriously take losses every time I die, it'll surely discourage me from participating properly.
I've no problem with some sort of repair-gear cost, mind you. At least then I can judge for myself whether it's worth dying a few more times. But losing gear ? Not so keen.
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