I think a pvp toggle feature in Hinokami would be neat. When on you can pvp, when off you can't. This will help people who don't care to fight other players roam around without getting attacked for no reason and ruining the fun. A cooldown on it could be implemented to avoid abusing it or maybe make it so that you can't toggle once already in combat with another player. Just a thought for those who mainly or exclusively want to pve.
#Pvp Toggle
1 messages · Page 1 of 1 (latest)
if they decide to go down this type of route, the best choice is to do a blox fruits style pvp spawn prot where you die once and you have x minutes
but I personally don't think that a pvp toggle is a good idea
I just think that it could lead to a wider audience. Those that want to pvp can, and those that don't, don't have to. Sure they could just go play another game, but at the moment the quality of demon slayer games, if I may, aren't all that great with maybe one or two exceptions. Not every fan of the anime wants to have a pvp dominant game. By no means am I saying pvp should be neglected, it can be fun and I get that maybe most people want to pvp, but for those that don't, just having the option to opt out would be a good addition in my opinion.
I also want to acknowledge that Hinokami is going to be a very combat-centered game no doubt, but combat vs a player and combat vs an npc is still combat nonetheless, right? From the sneaks I've seen, even the npcs put up a good fight, and I commend the developers for their work and I look forward to playing.
From my understanding of what Higo has said in general chat, the large focus of late game will still be pvp, as was rpg2, so having the ability to fully disable combat at will can screw up the game-flow for those players
Also, the game is demon slayer inspired, but not purely ds based, so don't expect everything like slayer marks or crap like that
From what I've played, the game already has a better story than demon slayer does, which yeah it's a low bar, but still
where’s the fun if you can’t run around killing people
or running around with the thrill of being hunted down
what i can suggest is safezones which are primarily around spawnpoints
Where's the fun in running around getting killed? Sure, for you maybe, it's a thrill. For others, it's a nuisance. I suggested the toggle mainly for people who are doing quests or maybe even just exploring the map and it'd be quite annoying to be killed in the process of doing so.
I already explained the flaw in a constant pvp off toggle
Yes Scout, I know. Our conversation ended 3 days ago. I was replying to poprings.
twidward You’ve Reached Level 1
Safezones isn't a bad idea but not in every town
You responded to him by once more suggesting a constant pvp off toggle
I did. I am still not convinced it's a bad idea.
As for the late game players, pvp is inevitable it sounds, which is fine, for late game. I can suggest a level cap on the toggle. Essentially, you can toggle pvp off if you wish until you reach that "late game" threshold. Past that point it's fair game. That is the only reason I've been given not to add one, so maybe that could work?
At which point that turns into the gpo system with how it punishes people for playing the game
I'm not familiar with gpo. Mind explaining that?
Their system is basically you can disable pvp below x bounty/rep, but you gain bounty/rep through ship farming and need bounty/rep to increase sea beast, kraken, and ship spawn rates
Which are three of the best sources of devil fruits
And thus if you want to avoid pvp, you have to sacrifice efficiency and not be able to get rewards as easily
Protection systems that basically punish you for playing the game are not good
I could see your point if there is going to be a "sea beast, kraken, or ship" equivalent in Hinokami that would increase your chances of getting x item.
It's an example of a system that by playing the game, you lose pvp protection
Then again, It's still in development.
You suggested pvp protection until x point of the game, I explained the flaw there for how it punishes you for playing the game
Wouldn't that make sense though? Think about it like this; A new player has no skill yet in the game, presumably, and therefore should not be thrown in amongst others who are more experienced and have played for a while. The solution is the toggle for those newer players, so they get the chance to learn game mechanics, combos, etc before jumping into pvp. Of course they don't have to utilize said toggle. It's just an option.
If you are at the late stage of the game, where pvp would be on constantly, you should be able to handle it. You can't expect the same of new players.
It's not like new players are being forced to fight max levels, for the most part rpg2 had 0 issues with this aside from the occasional prick who would kill noobs and get their ass kicked
And the noobs could always just server hop
The server hopping would be fine as long as there isn't a punishment for leaving during combat, or maybe just wait until respawn and then leave.
Yeah. The whole reason I suggested this in the first place is because of possible rkers. It could be the reason for a person dropping the game. Presumably, you would want your playerbase to have a good experience so that they keep playing.
Respawn pvp prot is the best call in my opinion
Yeah either that, spawn protection, or both. We'll see.