Age of Conan: PvP System Update
Date: 08-13-2008 Views:
KeyWord: Age of Conan, AoC, MMORPG, PvP
Summary: The website of CURSE has released an article about the PVP System Update Patch according to the Age of Conan US Community Manager Famine's announcement a few days ago.

The website of CURSE has released an article about the PVP System Update Patch according to the Age of Conan US Community Manager Famine's announcement a few days ago. 

The details are as below:

Many of you have been asking about the status of the PvP Update and when it will be made available on the live servers so I wanted to bring you all an update today on just that. With PvP combat being such an integral part of the game we feel it is important that the new PvP systems are as robust as possible when they are released to the live dimensions. That means a lot of testing to pull, prod and poke the new rulesets to see where they might not quite be up to the job. It is very important to us that the system works well to maximize people's enjoyment and try to avoid having to change too many things after it goes live.

We are currently working through the intended progression for the new PvP system. How fast should it be for players to progress? At what levels should the rewards come? How long do we want it to take a player to get the first level? How long should it take to reach the maximum level and how much should we balance between the 'hardcore' player and the more casual player. This is being worked on through tests and through taking data from all the live servers and examining people's PVP habits. It is important for us to be basing our progression decisions on real information and player feedback so that we don't pitch it too high or too low.

So what's currently being tested? One of the core feature of the PvP update is the new Notoriety System (formerly known as the "fugitive system") which is being implemented to discourage some of the more anti-social elements of a PVP environment (Remember we want PVP to be as fun as possible for as many people as possible). This area obviously requires that we test a lot of very different scenarios to test the robustness of rules applied to give the system an automatic way to 'detect' activity directly and flag the player character according to predefined rules.

How many levels lower must a killed target be to justify it as a "lowbie kill" and add 'murder points' to the killers account? How do we handle the various situations where players may try and deliberately get someone flagged as a criminal through no fault of their own? Testing these scenarios takes a deal of time, and quite a lot of rulesets to be implemented in the code. While many are already in place we are working through and improving them and making sure they are as flexible as possible before they go on the live servers.

Read More Here.

Resource: CURSE

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