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Player versus Player Empty Player versus Player

Post by Aneerhas/Sharanth Thu Feb 03, 2011 5:29 pm

PvP combat in Rift: Planes of Telara, will be between the two factions in the game - the Defiant and the Guardians - who disagree violently regarding how best to deal with the apocalypse that is facing the world.The game will feature both PvP and PvE rulesets, have both Open World PvP and "battleground" PvP, and will feature city raids.

PvP will take place in both battlegrounds (called Warfronts) and the open world. Warfronts will be tiered by level, and feature maps such as capture the flag.The game will also feature city raids, and faction leaders are attackable and can be killed, but will not provide loot. There will also be zone-scaled invasions, where the guardians can be off, fighting over their side of the world and if you are defiant, well, you can go over there and mess with. It definitely gives a new meaning to dynamic PvP in RIFT.


Rewards:
PvP will reward players in several ways. By doing PvP you can gain Favor which in return will unlock the ability to purchase Armour, Weapons and new Souls.. Players will also gain Prestige by doing PvP which will allow them to rank up, ranking up allows the player to purchase new gear and get new abilities for their PvP Souls. PvP gear will increase Valor which is a stat specifically for mitigating damage received from other players. You can level with PVP, but you will need to PVE sometimes.

Favor is a form of currency which players earn by killing players either in the open world or in Warfronts, starting at level 10. Favor is also gained through PvP Quests and as a bonus for winning or losing a Warfront.
Upon reaching level 50, this changes. Players start gaining Prestige.

Prestige is a leveling mechanic for once you hit level 50, you start gaining prestige by killing other players in open world or in a Warfront. Prestige is basically a player's PvP experience.
The higher {citation needed} your prestige, the better armor you can wear and the more points you can spend in your PvP Soul.
The PvP experience bar is hidden until you reach level 50. When players level up after 50, it works just as a normal experience bar, it dings, you gain rank, etc.

PvP Ruleset
The PvP Ruleset is a server where players are automatically flagged for Open World PvP if they enter a zone where PvP can occur. In RIFT's case, a zone equates to a province and all provinces in the world, with the exception of the starting province for each faction, are auto flag PvP zones.

It is only possible to unflag for PvP if you are in the Defiant or Guardians starting province and wait out the PvP cooldown timer.

PvP can occur in the starting province if players manually flag.

Objective Based Open World PvP occurs in RIFT as follows.
Major towns in a province provide services such as crafting stations, quest givers, general goods merchants, rare planar goods merchants, trainers, etc ... One side can contest a town in an opposing province which in turn denies the use of any of that towns services as long as the town remains contested. As this is a significant impact on play for those currently playing in the province, it becomes the focal point for larger scale battles as the defender must respond to bring those services back on line.

There are currently no additional objectives in the game such as keeps, castles, or guild halls to fight over.

Open World PvP Mechanics
Though a player can walk or ride a mount from province to province, grouping and getting involved with a large scale Open World PvP battle is typically accomplished by using 'fast travel' tokens which are purchasable from specific merchants. These tokens will get you into the province but you may still have to ride or walk to the site of the battle. A more reliable route is to use guild tokens, purchasable at nominal cost from a guild merchant. Guild tokens allow you to fast travel to a placed guild banner which is ideally placed near the battle site.

Note that fast travel tokens have a substantial cooldown and are not really useable to get you right back into the battle if you die.

Ancient wardstone system
Ancient wardstone system is a mechanic implemented into the game, that rewards Open World PvP. There will be Ancient wardstones popping out of nowhere, that look extremely different from standard wardstones. They have a floating faction symbol and if a player attacks it, he/she gets flagged for PvP. This happens on both PvP and PvE servers. If then player proceeds to eliminate wardstones and turn them in, they will get bonuses for their teams




Last edited by Aneerhas/Sharanth on Mon Feb 07, 2011 11:07 pm; edited 2 times in total
Aneerhas/Sharanth
Aneerhas/Sharanth
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Player versus Player Empty Re: Player versus Player

Post by Aneerhas/Sharanth Thu Feb 03, 2011 5:38 pm

Update as of Feb.2,2011:
http://forums.riftgame.com/showthread.php?48008-PvP-PvE-Activity-Overlap&p=763687#post763687
Zann;763687 wrote:Hi, everyone.

One of the things that got a lot of testing during the most recent beta was the amount of PvP and PvE overlap that people would be experiencing on both PvP and PvE servers. If you played through Scarlet Gorge, you know that's a great place to see how social dynamics play out.

We like the idea of PvE people being able to progress as they expect, and we also like the idea of PvP objectives for those who choose to take part.

Fortunately, both of those activities have a place in Rift.

For PvP gameplay:

• Expect additional PvP takeover areas across Telara. There are differently-themed, cool-looking wardstones clearly displayed as PvP targets, down to the faction inscriptions on the side. You can see examples of these PvP objectives in Scarlet Gorge.

• To help out with the spawn camping that was occurring in the shared world, Peace of the Grave (the buff granted when choosing to respawn in a graveyard) will now protect you from PvP attacks for 30 seconds, or until you take your first offensive action.


We do enjoy being able to provide gameplay for people who are fans of both types of activities.

At the places where those interests cross over into griefing in one direction or the other, please do expect us to continue tuning to ensure that the griefing potential is kept to a minimum.


- The RIFT Development Team

Aneerhas/Sharanth
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