Nayla DuPont
Swashbuckler
Disclaimer: I apologize in advance if this type of idea/suggestion has already been placed on forums and discussed. I checked through a couple pages to see if anything like this has been posted, but it did not appear.
Introduction
Jumping PvP, cutlass only-style PvP, has run its course on POTCO/TLOPO. While I enjoy the lure of this style of battle (just as others do) it is receptive quite like the rest of the game. To make matters worse, PvP settings do not leave much room for change. In this letter, I will cover X topics: (1) the reason why jumping PvP is limiting to players and the game's progress; (2) why we should increase player health bars significantly in PvP battles; (3) why we should activate potions in PvP battles; (4) why all skills should be fair game in PvP battles; (5) -- which is perhaps given -- increase the PvP timer or create open world PvP on wild islands.
1. Jumping and Its Limitations
Jumping is purely cognition-based, not strategy-based EDIT: THERE IS STRATEGY INVOLVED, BUT THAT ISNT THE POINT HERE. Jumping is about mustering up enough deception in your movement while trying to see through the other person's deception and hitting them with your cutlass combos with precision and accuracy. There is research which demonstrates people vary across cognitive ability -- hence an ordering of "best" to "worst" will naturally occur. Furthermore, PvP jumping, and this style alone when dominating the PvP world, is limiting the potential to unlock new modes of strategy-based PvP.
2. Increasing Player Health in PvP
Increasing player health in PvP makes the battle more interesting, and opens up new styles and play opportunity considering potions and skill-usage (which I will explain more about later). I find it quite boring that one or two combos can take down an opponent. Vanquishing your opponent should be methodological, time-consumingish, and strategic. Consider that grenades are fully incorporated to PvP: about one or two hits from a maxed siege bomb will defeat a player. That is boring. By doubling, or tripling, player health at the start of a PvP match, this problem is avoided.
3. POTIONS, Drink Up Yo-Ho
There is essentially no use for potions other than PvE. They are practically useless there since they last short periods of time and are consumable and limited. Unlocking potions of all types in PvP, along with increasing player health (and weapons/skills as later discussed), the game just gets that much more interesting and strategic. It will probably be a good idea to allow for an amount of potions (not tonics) to be placed on a quick bar like weapons.
4. All Skills Should Work
In order to ensure that TLOPO can be fully understood and actualized as a game, all skills should be available. Combined with increasing health and allowing potions, the curses and attacks from a wide array of weapons warrants interesting battle styles and strategic usage of skills. Think about it: A voodoo doll curse that increases attack by 30%, stacked with a gun attack potion, and an attack from the strongest musket/bb in game. These arrangements can get more complex as we unlock their potential but that means TLOPO has to let us, first.
5. Times and Open World PvP
Since PvP would become more complex and strategic, the average 5 minutes would probably not suffice all the time. To rectify this, PvP should be either endless in time with a best out of one, remain the same but with extended time limits, or/and there should be open world PvP incorporated (which could then also allow for group PvP that is epic). EDIT: OPEN WORLD PVP SHOULD ONLY BE OPEN ON WILD ISLANDS. SO NOT PADRES, TORTUGA, PORT ROYAL, CUBA, SVS ISLANDS, etc. ANOTHER OPTION IS TO ALLOW FOR OPEN WORLD PVP/PVE MODES.
Conclusion
My goal here was not to be detailed, but to plant the seed of an idea. I would personally enjoy to see this become a new experiment for the curious TLOPO community. At the end of the day, I think it would make this game so much better -- and I do not think that some/most of these ideas are that difficulty administrative(?).
LET THE COMMENTS BEGIN!
Introduction
Jumping PvP, cutlass only-style PvP, has run its course on POTCO/TLOPO. While I enjoy the lure of this style of battle (just as others do) it is receptive quite like the rest of the game. To make matters worse, PvP settings do not leave much room for change. In this letter, I will cover X topics: (1) the reason why jumping PvP is limiting to players and the game's progress; (2) why we should increase player health bars significantly in PvP battles; (3) why we should activate potions in PvP battles; (4) why all skills should be fair game in PvP battles; (5) -- which is perhaps given -- increase the PvP timer or create open world PvP on wild islands.
1. Jumping and Its Limitations
Jumping is purely cognition-based, not strategy-based EDIT: THERE IS STRATEGY INVOLVED, BUT THAT ISNT THE POINT HERE. Jumping is about mustering up enough deception in your movement while trying to see through the other person's deception and hitting them with your cutlass combos with precision and accuracy. There is research which demonstrates people vary across cognitive ability -- hence an ordering of "best" to "worst" will naturally occur. Furthermore, PvP jumping, and this style alone when dominating the PvP world, is limiting the potential to unlock new modes of strategy-based PvP.
2. Increasing Player Health in PvP
Increasing player health in PvP makes the battle more interesting, and opens up new styles and play opportunity considering potions and skill-usage (which I will explain more about later). I find it quite boring that one or two combos can take down an opponent. Vanquishing your opponent should be methodological, time-consumingish, and strategic. Consider that grenades are fully incorporated to PvP: about one or two hits from a maxed siege bomb will defeat a player. That is boring. By doubling, or tripling, player health at the start of a PvP match, this problem is avoided.
3. POTIONS, Drink Up Yo-Ho
There is essentially no use for potions other than PvE. They are practically useless there since they last short periods of time and are consumable and limited. Unlocking potions of all types in PvP, along with increasing player health (and weapons/skills as later discussed), the game just gets that much more interesting and strategic. It will probably be a good idea to allow for an amount of potions (not tonics) to be placed on a quick bar like weapons.
4. All Skills Should Work
In order to ensure that TLOPO can be fully understood and actualized as a game, all skills should be available. Combined with increasing health and allowing potions, the curses and attacks from a wide array of weapons warrants interesting battle styles and strategic usage of skills. Think about it: A voodoo doll curse that increases attack by 30%, stacked with a gun attack potion, and an attack from the strongest musket/bb in game. These arrangements can get more complex as we unlock their potential but that means TLOPO has to let us, first.
5. Times and Open World PvP
Since PvP would become more complex and strategic, the average 5 minutes would probably not suffice all the time. To rectify this, PvP should be either endless in time with a best out of one, remain the same but with extended time limits, or/and there should be open world PvP incorporated (which could then also allow for group PvP that is epic). EDIT: OPEN WORLD PVP SHOULD ONLY BE OPEN ON WILD ISLANDS. SO NOT PADRES, TORTUGA, PORT ROYAL, CUBA, SVS ISLANDS, etc. ANOTHER OPTION IS TO ALLOW FOR OPEN WORLD PVP/PVE MODES.
Conclusion
My goal here was not to be detailed, but to plant the seed of an idea. I would personally enjoy to see this become a new experiment for the curious TLOPO community. At the end of the day, I think it would make this game so much better -- and I do not think that some/most of these ideas are that difficulty administrative(?).
LET THE COMMENTS BEGIN!
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