This is going to be controversial, but I don't think player towns should be safe or grant immunity from pvp. It should be entirely dependent on the governor and the guild owning the town to provide protection for it's citizens. Like wise towns should require fortifications (walls, watch towers, etc) to be built around the parameter to keep unwanted travelers out.
Best posts made by Helix
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Player towns should not be safe
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RE: Player towns should not be safe
I thought about suggestion NPC guards. I'm not against it. Might be a good way to keep out the lone pk from killing civilians, but a larger group would still be able to come in, kill the guards and occupy the town if they wanted to which sounds fair to me.
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Bandages
Bandages seem too easy to use in most encounters. You can have dozens of them and pop them like candy at a moments notice. This is especially concerning in pvp where an engagement comes down to bandages.
First I don't think the healing amount should be reduced, instead I think you should consider the bandages from UO as a good example of how this mechanic should work. Keep the flat heal, but put a delay on the heal. Bandages should also have a percentage chance to being interrupted making popping them while face tanking a more significant risk.
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PvP Early Impressions
- Group fights are over way too fast and usually consist of who can CC lock the fastest (it doesn't even take skill to stack CC in this game because they last so long).
- Stun duration is far too long, but more specifically bash stuns considering the frequency they can occur.
- Whatever stat is supposed to grant you resilience to crowd control does not seem to do anything in pvp.
- Health seems to have no consequence in PvP. Once your endurance is zeroed you're basically dead.
- Melee ability design feels underwhelming and boring.