The solution to ballancing PVP and PVM

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The solution to ballancing PVP and PVM

Now that we have unlimited space in the DB.. lets take this game where FC appears to have wanted to go.. divorce PVP from PVM entirely...

All "hostile" PVM nanos have a target not player
Add new "target must be player" hostile versions of the nano for PVP.

What this enables is:

Drains.. in PVM they got nerfbucketed because of PVP so they make a great example:

PVP Drains are TITLE LOCKED
PVP Drains have a short duration (30s?) on target but 4-5 minutes on Trader (friendly)

PVM Drains get their absurd recharge knocked down to something useful like 2.5s tops and their duration extended to 8 min so you dont have to drain all the time (gets old fast)

Roots and Snares are another great place this works:

PVP Roots and Snares are of two flavors. Short and unremovable (6s) and long(shorter than PVM by a long shot but JUST long enough to require two uses of ql 275 FM to remove) and removable. The shorts would also be unresistable (unless FC is willing to cap innate resists to 60%). Also allows special case work to be done like.. putting a lockout nano in the targets NCU to prevent chain snaring/rooting. For example the Long one wouldnt have a lockout but the short one would of like 15s. That leaves plenty of time to be active.
PVM Roots and Snares are left as they are except they get a NOT PLAYER tag added just as the PVP ones get a Not Mob.

Because invariably every change made to PVM has fooked up PVP and every change to PVP has fooked PVM. Essentially if FC wants to ballance a nano and they cant do it in a way that does not affect the "opposit" area negativly then they lock the PVM to PVM and make a PVP version where they are then free to do what needs to be done without having the burden of sorting out two sides of the equation. This is far easier than it would be to bring PVP and PVM togeather as one GAME SYSTEM. Less work is good.

On top of this I suggest a means of leveling by PVP with new PVP missions where you have to kill X number of other sided players in a given time span. These missions would give ALOT of XP/SK and a +10 token or alot of VP (10k per mission at 220?). Of course you would have to give some kind of incentive for players to enter 25% areas so maybe put something akin to GUPHs into 25% zones that players will want to enable more PVP (I love halloween just for this reason). Or something like LE mobs in a mission in 25% areas (like a normal kill mission) but if you die you fail the mission.

Maybe some kind of nice sided armor with stats PVP people care about (AAD and NR mostly) you can only get it in this area its no drop and right click changes side so you can just drop one type that you click to alter.. or better yet..

Add a GUPH like mob that drops LE types (for weapons) and Armor Types .. and... Drops an item used to "side" OFAB. Anyways you have to make it something people want so they flood into 25% zones, like they do on halloween.