[x] Sullon Zek Allows you to PvP any level range (equal or above 6)
[x] Sullon Zek causes you to lose exp.
[x] RZ/TZ/VZ/SZ - As a first step in combating this practice and improving life for those , on the PvP-Servers, casters will now respawn with zero mana after being killed by another player in a duel or open combat.
[x] General PVP - Area Effect "Fear" spells will no longer work in PvP. This affects a bard song, as well as the Cleric "Wave of Fear" spell.
[x] General PVP - In order to make PVP combat between spellcasters and melee types more viable some changes to PVP spell effects have been made. All damage spells cast in PVP combat will do less damage to the PC than the same spell would do to an NPC. When a PC is under the effect of a root-type spell there is a 20% chance that they will break free when a direct damage spell is cast upon them.
[ ] Sullon Zek PVP Exp loss needs to be level locked to only happen if killed by someone +/- 5 levels of you
[ ] Sullon Zek needs loot rule logic (if killed by +/- 5 of you). Killing blow gets loot rights only,
[ ] Sullon Zek beneficial spells can only be casted on same deity
[ ] Sullon Zek 'Buff' spells will not affect characters more than 20 levels lower than the spell level. Existing spell restrictions on spells over 50th level will supercede this rule.
[ ] Sullon Zek enforces one character on a server
[ ] Sullon Zek - Combat skills' effective value is capped at 2 levels above a players current level.
[ ] Sullon Zek - Resistance debuff spells have a 50% increased effectiveness against player characters.
[ ] Sullon Zek - /consider returns only three kinds of results when used against player characters. 'Green' means that the character is below your range. 'White' or 'black' means that the character is within your range. 'Red' means that they are above your range. 'In range' means +/- 5 levels.
[ ] Sullon Zek - /consider will also display a message indicating what team the target is on. Members of your own team will be displayed as an 'ally'.
[ ] Sullon Zek - Faction hits for PvP will be taken for killing characters within their racial home towns. Killing a human in any human starting city will cause a faction loss with the locals. Freeport, Qeynos and Surefall Glade are considered starting cities for humans. All of Greater Faydark and Felwithe are considered the starting city for all elves (high elves and wood elves), except dark elves. Paineel and Erudin are both starting cities for erudites, and killing one in either city (regardless of their place of origin) will result in a faction loss with that city. Other cities are not considered home towns, despite being run and controlled by a certain race. For example, HighHold is not a human home town. Thurgadin is not a dwarven home town.
[ ] Sullon Zek - No character will be able to bind in dungeon zones.
[ ] Sullon Zek - There will be 'insignia' dropped on the corpses of characters over 20th level that are killed by another character. We plan to allow those to be turned in for a reward of some sort. What that reward will be is undetermined at this time, but we are leaning towards a team reward rather than a personal reward.
[ ] Sullon Zek - Naked corpses will disappear when looted by a player character. If you are naked and killed by a player character, your corpse will disappear when it is looted.
[ ] Sullon Zek - There are no Agnostics on Sullon Zek. With the new influence of the gods, those that had not declared for one deity or another have been killed. Everyone now worships a deity, if not out of respect, love or fear of the god, then out of fear for their lives at the hands of fanatics.
Barbarian Shaman and Warriors can choose to worship Mithaniel Marr. Mithaniel Marr was unwilling to abandon all of the noble barbarians that served the good, and many declared themselves in favor of an alliance with Good.
Monks will be able to worship Veeshan. The Temple in Qeynos has discovered some ancient writings that opened up new avenues.
We will be including a method for the Good and Neutral teams to use Summon Corpse or something similar.
[x] VZTZ - Vallon Zek allows the victor to loot all coin plus one item from the fallen, whereas Tallon Zek allows only coin-loot with no right to loot items.
[ ] General PVP - Players on PvP servers will no longer show "[LD]" over their heads when linkdead. In addition, these same players will no longer show as "LinkDead" in the /who list.
[ ] General PVP 2004 - Melee attacks have a 50% increased range. This does not affect thrown weapons or archery.
[ ] All safe zones have been removed save Shadowrest and the Bazaar.
[ ] The maximum damage any one spell can do is now capped at 40% of the target�s total hit points, down from 75%.
[ ] Archery damage has been increased to 80% of its base damage in PvP, up from 66%.
[ ] Being stunned while on a horse will now cause the horse to disappear. This only applies to stuns caused by other players.
[ ] Lowered player melee mitigation, effectively lowering Armor Class by 20%. This will increase the damage potential of melee weapons in PvP. Originally the targets full armor class was considered.
[ ] Player spells now have a separate duration field for PvP. Individual spells will continue to be tuned during beta.
[ ] Player spells now have a PvP specific resist mod. Spell lines with
resist mods differing from their normal adjusts initially include:
Movement Rate
Root
Enthrall
Mana Drain
Stuns
Direct Damage
Damage over Time
Pet procs/innates
[ ] Added higher level snare spells for rangers/druids with increased
resists mods. This should allow them to land snare spells with similar
frequency to other snare spells. These spells are available on the PvP
merchants for 1 point each.
Added higher level snare spells for rangers/druids with increased
resists mods. This should allow them to land snare spells with similar
frequency to other snare spells. These spells are available on the PvP
merchants for 1 point each.
Necro and Mage pets have had their PvP resists increased to closer
match the existing Beastlord pet resists.
Lowered the duration of most snare, Enthrall, and Root spells and
abilities.
Berserker snare is no longer unresistable.
Added a set of pumice stones to the PvP merchants that will cast
various forms of dispel magic with a 1.5 second cast, 12 second cast
time.
Arena deaths will now place you at your bind point, and not in
shadowrest.
PvP Resurrection effects now last 5 minutes + 1 minute/negative
vitality point. The Max duration is now 15 minutes instead of 25.
Made further changes to prevent hill ghosting. Please test this and
give feedback.
Ranged weapons are no longer restricted by the Z axis, allowing
greater freedom of use on varied terrain.
Snare will now properly slow mounts. The mount will still be faster
then normal running while snared, but will considerably decrease their
movement rate.
Spells now have a minimum chance of landing of 5%, up from 2%.
Water will no longer cause you to be immune to people outside of
water and vice versa.
Zoning with low health will no longer set your hit points equal to
the amount of +HP gear you are wearing.
Players killed in PvP combat will now spawn in Shadowrest with full
equipment. A naked corpse will remain in the location they died for 3
hours. Note that this effectively removes item loot from Rallos Zek.
With the addition of no drop augments it became rather trivial to
effectively remove item loot from the server anyway, and we felt the
benefits of the new death system outweigh the benefits of an item loot
system.
Players who are killed in PvP combat will respawn with special
resurrection effects on them. The duration of these effects is variable
dependant on how frequently they die.
Summon Corpse Potions are now usable by any class/race.
A system to score PvP kills has been implemented. For more
information see below.
Scoring System
The new scoring system will award points to any player who kills
another player. If the player is grouped the points will be split
between the players in the group. The points awarded will be based on
three things:
Level of the killer
Scoring Modifier
a. Level Difference
b. Infamy Difference
c. Vitality score
Time since the victim was last killed by the same player.
Level of the killer
Each kill has a base point cost determined by the level of the killer. All subsequent
modifiers apply to this base number.
Scoring modifier
The scoring modifier is based on three things. Each of these factors results in a score
that is then applied in whole to the point value of
the kill.
a. Level Difference
For each level the killer is above or below the victim, the scoring
modifier increase by one point. If you kill some one who is higher
level than you, you�ll gain more points then you will for a lower level
character. You will also subtract points from your modifier for killing
a player lower level than you.
Higher level characters are more powerful, and should be worth more
points. A victim must be at least level 20 to awards points.
b. Infamy Difference
Each time you kill another player, points are added to your infamy
pool. At certain thresholds a player will gain an infamy level. When a
player is killed, the infamy levels are compared and the killer gains a
scoring modifier point for each infamy level his victim is above him.
He can also lose scoring modifier points for killing someone who is of
lower infamy. Infamy will gradually deteriorate while the player is
online.
Players who regularly PvP are generally of higher skill level then
those that do not. This encourages players to kill other players who
are of more equivalent skill.
c. Vitality
When a player is killed their vitality is set to �10. For each 5
minutes they are alive, they will gain back two points of vitality.
This vitality total is added directly to the scoring modifier.
A player who dies very frequently is worth less points then one who
stays alive longer.
d. Group bonus
Groups of 4 or more will receive a bonus % of points for each kill.
4/10%, 5/15%, 6/20%.
Example:
Frizznik kills Rytan. Frizznik is level 60, while Rytan is level 62 for
a level difference of 2. Frizznik has an infamy level of 5, while Rytan
has an infamy level of 2, which results in infamy difference of �3.
Rytan has not recently been killed, so his vitality is 0. Level
Difference + Infamy Difference + Vitality = Scoring Point Modifier or 2
(-3) + 0.
Each scoring modifier point adds or subtracts 5% to the base score.
Normally Frizznik would gain 100 points for killing Rytan, but because
of the scoring point modifier he will gain 95 points instead.
Time since the killer has killed the same victim
Players that repeatedly kill the same player will see a steep decrease
in the amount of points a player is worth. They will gain half the
points for the kill they normally would for each time they kill that
player in a 24 hour period. After the score has dropped below 1 point,
they will begin to lose points for killing the same player.
Leader Board
The leader board tracks the players with the most total PvP. A number
of other useful statistics will be available in the leader board.
Point Rewards
Players will be able to redeem their points for equipment via a Lost
Dungeons of Norrath style adventure merchant interface. These rewards
will span from level 20 on up to 65 and include some pieces that are of
elemental quality and possibly beyond.
A player�s point total is capped based on their level. They cannot gain
more points once they hit that cap, although they can gain more infamy.
There will be a number of consumable PvP items that will be focused on
PvP combat, and will only function against other players.
[ ] Merge pvp into master
http://www.tski.co.jp/baldio/patch/
Scoring System
The new scoring system will award points to any player who kills another player. If the player is grouped the points will be split between the players in the group. The points awarded will be based on three things:
a. Level Difference For each level the killer is above or below the victim, the scoring modifier increase by one point. If you kill some one who is higher level than you, you�ll gain more points then you will for a lower level character. You will also subtract points from your modifier for killing a player lower level than you.
Higher level characters are more powerful, and should be worth more points. A victim must be at least level 20 to awards points.
b. Infamy Difference Each time you kill another player, points are added to your infamy pool. At certain thresholds a player will gain an infamy level. When a player is killed, the infamy levels are compared and the killer gains a scoring modifier point for each infamy level his victim is above him. He can also lose scoring modifier points for killing someone who is of lower infamy. Infamy will gradually deteriorate while the player is online.
Players who regularly PvP are generally of higher skill level then those that do not. This encourages players to kill other players who are of more equivalent skill.
c. Vitality When a player is killed their vitality is set to �10. For each 5 minutes they are alive, they will gain back two points of vitality. This vitality total is added directly to the scoring modifier.
A player who dies very frequently is worth less points then one who stays alive longer.
d. Group bonus Groups of 4 or more will receive a bonus % of points for each kill. 4/10%, 5/15%, 6/20%. Example: Frizznik kills Rytan. Frizznik is level 60, while Rytan is level 62 for a level difference of 2. Frizznik has an infamy level of 5, while Rytan has an infamy level of 2, which results in infamy difference of �3. Rytan has not recently been killed, so his vitality is 0. Level Difference + Infamy Difference + Vitality = Scoring Point Modifier or 2
Leader Board
The leader board tracks the players with the most total PvP. A number of other useful statistics will be available in the leader board.
Point Rewards
Players will be able to redeem their points for equipment via a Lost Dungeons of Norrath style adventure merchant interface. These rewards will span from level 20 on up to 65 and include some pieces that are of elemental quality and possibly beyond.
A player�s point total is capped based on their level. They cannot gain more points once they hit that cap, although they can gain more infamy. There will be a number of consumable PvP items that will be focused on PvP combat, and will only function against other players.