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 Post subject: PvP update patch notes (scheduled July 30th)
PostPosted: Tue Jul 22, 2008 11:41 pm 
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Here is a brief explanation of the basics of the new PvP systems. Everything listed here may not be in the current build on Testlive, and does not necessarily reflect the final system.


PVP Levels and XP
* There are 10 PVP levels.
* All players are worth 100 PvP XP when killed by a similar level player.
* When you die in PvP, you lose PvP XP. The amount you lose is static, regardless of the level of player who killed you.
* Losing PVP XP will not de-level you in PvP level.
* In order to prevent abuse of the system, there is a limit set on how many times one player can gain or lose PvP XP from another.
* You gain normal PVE XP when you are involved in a PVP kill. If you or your team get credit for a PVP kill, then you gain a certain amount of PVE experience from that kill. You get 10% of the XP from that player as though he were a monster of that level. You always get a minimum of 1 xp.


PVP Items
You can buy PVP items with normal money (there is no special currency for PVP). However, your PvP level will have to meet the requirements (if any) on any items you wish to use.
* Items are not tradeable
* Sold by PvP vendors


Notoriety System
A player is flagged in three different ways using this system: innocent, criminal, and murderer.

* Criminals and Murderers will have an icon showing their status.
* Innocent : No one can perform hostile actions on you without being flagged as a Criminal.
* Criminal : Performing a hostile action on an Innocent player will flag you as a Criminal for 5 minutes. Any further Criminal acts during the 5 minute time will refresh your Criminal Status.
* Attacking Criminal players and/or killing them will not flag you as Criminal.
* Killing Criminal Players will not cause you to gain murder points.
* Murderer : Players who have attacked and killed innocent players enough times to generate 100 or more points will be flagged as Murderers. Killing lower level players (outside your XP range) will result in a larger penalty towards the murderer limit.
* Murder score is capped at 1750 points.
* For every other real time hour that passes, your murder score is reduced by 1 point.
* If you die in PvP and lose PvP XP, you will receive a 3 point reduction to your total murder score.
* Killing mobs which yield XP will reduce your murder score at a rate of 1 point per 1% of a level worth of XP. Completing quests for XP will NOT contribute.
* Murderers cannot access traders or vendors.
* Guard NPCs will attack murderers on sight.
* Dying while flagged as a murderer results in the following: a. 100% increased loss of PvP XP for the murder b. 100% increased gain of PvP XP for the person killing the murderer c. 100% increased chance of dropping an item.
* Any players interacting with a Criminal or Murderer (that includes grouping with them or trading with them) will be flagged as a Criminal.
* If you group with a Criminal or Murderer, you will be flagged as a Criminal for as long as you are in the team, and 5 minutes after the team disbands (or the Criminal/Murderer leaves the team).
* Any team member performing a criminal act will flag the entire team in the vicinity as a criminal.

Source

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 Post subject: Re: PvP update patch notes (scheduled July 30th)
PostPosted: Wed Jul 23, 2008 12:54 am 

Joined: Sat Jul 12, 2008 4:45 pm
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so to get pvp you have to flag yourself as a criminal and if you pvp for long spells you end up as a murderer?
or just zerg crims/murderers?

good game?


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 Post subject: Re: PvP update patch notes (scheduled July 30th)
PostPosted: Wed Jul 23, 2008 2:31 am 
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* Dying while flagged as a murderer results in the following: a. 100% increased loss of PvP XP for the murder b. 100% increased gain of PvP XP for the person killing the murderer c. 100% increased chance of dropping an item


wtf is this L2?


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 Post subject: Re: PvP update patch notes (scheduled July 30th)
PostPosted: Wed Jul 23, 2008 8:12 pm 
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Joined: Tue May 27, 2008 12:34 pm
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Location: Athens, Greece
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i found the following from here
Quote:
Preliminary Update Notes for July 30th patch

**These notes do not necessarily reflect the final version that will be deployed on Live**


GENERAL
* Several causes of crashes and assert failures have been addressed and fixed.
* The Skewbald Pinto Horse has had its stats adjusted to horses of the same tier and price.
* Important notification sounds now won't be interrupted by other sounds.
* Mounts can no longer be sold.
* A fix was implemented for item descriptions when switching between languages on the client.
* Fixed an issue that would cause some playfields to be empty after logging out for some time, and then back in.
* You can no longer send unlimited mail through the tradepost. If you send several mails and are informed via system message you cannot send any more, you will need for in-game time to pass before being able to send more mail.
* Ignored users will no longer be able to send you mail.
* Raid playfields will now kick players who are not in the raid.



CLASSES
* All Assassin, Barbarian, Bear Shaman, Conqueror, Dark Templar, Guardian, Herald of Xotli, and Ranger combo damage and stamina costs have been rebalanced to match the newly adjusted animations.

Assassin
* Combos granted by feats should now deal significantly more damage than before.


COMBAT
* Aborting multihit combos before they're finished won't activate their full effects anymore.
* Pet commands should now be more responsive.


GUI
* The "Quests" tab in the quest journal should now indicate the current number of accepted quests and the total number of allowed quests.
* An option to add a player to your ignore list was added to the "Add by name" dialog.
* If your trade is rejected, you will receive an onscreen message.
* Tooltips for NPCs on the map should now show up in the localized version of their names, instead of their default English names.
* You can no longer trade while in combat mode.
* You will see an onscreen message stating that a team member has joined your team.
* Onscreen feedback for a failed attempt at a trade due to a full inventory has been tweaked.
* Added a new option that allows the player to make his cloak invisible.


NPC / MOBS
* Toirdealbach's Tomb has had its level range adjusted from 50-53 to 46-48. Loot in Toirdealbach's Tomb has been adjusted to fit the new level range of mobs.
* Pyramid of the Ancients: The Harem Girls have been dressed up properly, and sexily!


PVP
* Players will now always see Massive PvP results, and the time left in a battle during battles. This information is displayed in the right top corner, below the minimap.


QUESTS
* Field of the Dead: Changed the level on the quest Entourage from 52 to 47.
* Field of the Dead: Changed the level on the quest Cleansing the Tomb from 53 to 48.
* Khopshef Province: Forbidden Knowledge - The Crumbling Codex will now despawn after it is picked up.
* Khopshef Province: Slave Cages will now show a visual effect when player is on the correct quest to interact with them.
* Pyramid of the Ancients: New Quests have been added to enhance your questing experience. Bosses have been upgraded to present a challenge to solo (or small groups) of players. Pay careful attention to the items they drop - they could be the key to defeating more challenging enemies.
* Pyramid of the Ancients: All quests should now be working.
* Tarantia Sewers: Orphans in the Hovel - Galeria should now talk to you after you kill her captor.


TRADESKILLLS
* Cloth Resource droprate in the world has increased somewhat.
* The Resource and Building playfields (Lacheish Plains, Purple Lotus Swamp, Poitain) have new NPC camps that will drop tradeskill items previously only available through the Alchemist's Cache. Some of these encampments will aggro, some will not. This makes these zones more dangerous, but allows lower level players a chance to get the tier 1-3 resources they need.


WORLD DESIGN
* Checkerboard textures should no longer appear on the ground throughout the world.

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 Post subject: Re: PvP update patch notes (scheduled July 30th)
PostPosted: Thu Jul 24, 2008 6:08 pm 

Joined: Sat Jun 28, 2008 12:51 pm
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Location: England
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buffing melee even more? lolz.

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 Post subject: Re: PvP update patch notes (scheduled July 30th)
PostPosted: Fri Jul 25, 2008 10:19 am 

Joined: Sun May 25, 2008 9:16 pm
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Alevia wrote:
buffing melee even more? lolz.


only one buffed is assassin, from what i can tell;p


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 Post subject: Re: PvP update patch notes (scheduled July 30th)
PostPosted: Sun Aug 10, 2008 11:17 pm 

Joined: Thu Aug 07, 2008 12:06 pm
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Dying while flagged as a murderer results in the following: a. 100% increased loss of PvP XP for the murder b. 100% increased gain of PvP XP for the person killing the murderer c. 100% increased chance of dropping an item.

isn't that like really easy to exploit to get massive PvP Xp?


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 Post subject: Re: PvP update patch notes (scheduled July 30th)
PostPosted: Wed Aug 27, 2008 12:55 pm 

Joined: Tue May 27, 2008 1:13 pm
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http://www.massively.com/2008/08/23/new ... g-content/


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 Post subject: Re: PvP update patch notes (scheduled July 30th)
PostPosted: Wed Aug 27, 2008 1:02 pm 

Joined: Sun May 25, 2008 9:16 pm
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"One thing you'll hear Ellingson say repeatedly is 'we listened to our players'. That seems to be the message Funcom is most keen to send out right now."

LOLOLOLOL


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 Post subject: Re: PvP update patch notes (scheduled July 30th)
PostPosted: Wed Aug 27, 2008 2:36 pm 
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Joined: Sun May 25, 2008 10:33 pm
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Location: London, UK
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they are noobs, spent time on pve crap when they shouldve done the pvp patch - now everyone has left the game... they obviously didnt 'listen to the players'


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