Okay, so I'm splitting this thread into two parts. If you are going to get pissy about me not asking a question, then skip the part where I don't. That way, no one gets hurt. Smart idea amirite? Okay, onto the thread.
I like FFXI's PvP. A lot of people don't, but some do(especially them crazy JP). You know, at first glance it would seem absolutely broken, but somehow, it isn't. It just has this natural balance. However, this balance is not strong and could be stronger with some effort. Some threats to this balance:
1. BLU's dominance. (too powerful in too short of a time)
2. Range of BLU's spells and SMN's BPs. (too short, should be extended like WSes)
3. Mage weakness, primary BLM and SMN. (Rely too much on subjob for any type of defense at all)
4. Brenner's flaws. (Postens only work in big games, like 12 v 12... otherwise, they kill the fun)
5. /Quarry gives a hell of a lot of useless items in times of need. (Seriously, No one will ever appreciate a elemental "Bar" ointment ever)
6. Pets give Gate Breach when killed. (This makes what DRG/PUP/BST rely on a weakness rather than a strength)
7. English and Japanese(and European for that matter, I guess) have a hard time working together because their auto-translate is not built well for aggressive and tactical PvP.
8. Pet jobs with 20 min timer get screwed because death is so common in PvP.
9. The rewards for taking part in PvP, which can last more than an hour, suck. 500 exp is nothing at all.
10. Auto-Assign could really be better at splitting up the job archetypes between teams.
Then there are things like job balance(including stuff I mentioned). SAM/RNG is quite deadly, almost as broken as BLU is in some cases. If a match has too many mages, it becomes sleep/bind-spell fest for the melee. If a match has too many melee, the mages just get slaughters respawn after respawn. When doing this to nerf RDM, you really, really hurt other jobs like BLM. Sure, with Bind, RDM with their super defense builds can solo melee. But with BLM? When left alone with a melee bind is pretty much a lifeline to escape or win. And it's funny, with all these sleep nerfs, Sleepaga and Lullaby(AoE sleeps) seem to work fine, but when you need it most with Sleep II, it doesn't work. Some mechanics should be changed there. As it is now, it is practically impossible for a BLM to get a Gold Chevron because he is easy pickings and everyone goes after them(more so than any other job).
So SE, I've highlighted the problems, what do you intend to do about the PvP's imbalance?
From here on, is my fixes, stuff that SE should really consider in doing.
Alright, I'm tired and I'm sure it all became gibberish towards the end. Sorry about that.
EDIT 2: Spoiler boxes put into place to make things neater.
I like FFXI's PvP. A lot of people don't, but some do(especially them crazy JP). You know, at first glance it would seem absolutely broken, but somehow, it isn't. It just has this natural balance. However, this balance is not strong and could be stronger with some effort. Some threats to this balance:
1. BLU's dominance. (too powerful in too short of a time)
2. Range of BLU's spells and SMN's BPs. (too short, should be extended like WSes)
3. Mage weakness, primary BLM and SMN. (Rely too much on subjob for any type of defense at all)
4. Brenner's flaws. (Postens only work in big games, like 12 v 12... otherwise, they kill the fun)
5. /Quarry gives a hell of a lot of useless items in times of need. (Seriously, No one will ever appreciate a elemental "Bar" ointment ever)
6. Pets give Gate Breach when killed. (This makes what DRG/PUP/BST rely on a weakness rather than a strength)
7. English and Japanese(and European for that matter, I guess) have a hard time working together because their auto-translate is not built well for aggressive and tactical PvP.
8. Pet jobs with 20 min timer get screwed because death is so common in PvP.
9. The rewards for taking part in PvP, which can last more than an hour, suck. 500 exp is nothing at all.
10. Auto-Assign could really be better at splitting up the job archetypes between teams.
Then there are things like job balance(including stuff I mentioned). SAM/RNG is quite deadly, almost as broken as BLU is in some cases. If a match has too many mages, it becomes sleep/bind-spell fest for the melee. If a match has too many melee, the mages just get slaughters respawn after respawn. When doing this to nerf RDM, you really, really hurt other jobs like BLM. Sure, with Bind, RDM with their super defense builds can solo melee. But with BLM? When left alone with a melee bind is pretty much a lifeline to escape or win. And it's funny, with all these sleep nerfs, Sleepaga and Lullaby(AoE sleeps) seem to work fine, but when you need it most with Sleep II, it doesn't work. Some mechanics should be changed there. As it is now, it is practically impossible for a BLM to get a Gold Chevron because he is easy pickings and everyone goes after them(more so than any other job).
So SE, I've highlighted the problems, what do you intend to do about the PvP's imbalance?
From here on, is my fixes, stuff that SE should really consider in doing.
Job Ability Timers
When entering a PvP match, all job ability timers are restored. When exiting a PvP match, all job ability timers are restored.
When returning to camp after a death, all job ability timers that are 20 minutes or under are instantly restored.[/sblock]
The Job Ability Timer for Call Wyvern(DRG) and Activate(PUP) are brought down to 10 minutes.
When entering a PvP match, all job ability timers are restored. When exiting a PvP match, all job ability timers are restored.
When returning to camp after a death, all job ability timers that are 20 minutes or under are instantly restored.[/sblock]
The Job Ability Timer for Call Wyvern(DRG) and Activate(PUP) are brought down to 10 minutes.
Enfeebling Changes
In addition to a natural resistance being built from constantly being hit by a certain status effect, spell-casters enfeebling spells will weaken if repeated many times. For example: A BRD who spams Lullaby will find that his magic is getting more and more resisted than normal. Same with a RDM with Silence or a BLM with Sleepga. Or a BLU with bind.
This goes away after a short time of not using that spell. This also resets when returning to camp after a death.
In addition with above, single target sleeping spells will be less hurt to build-up resistance than AoE sleeping spells.
In addition to a natural resistance being built from constantly being hit by a certain status effect, spell-casters enfeebling spells will weaken if repeated many times. For example: A BRD who spams Lullaby will find that his magic is getting more and more resisted than normal. Same with a RDM with Silence or a BLM with Sleepga. Or a BLU with bind.
This goes away after a short time of not using that spell. This also resets when returning to camp after a death.
In addition with above, single target sleeping spells will be less hurt to build-up resistance than AoE sleeping spells.
Job Balance
(Note: all these changes remain in PvP only) (Despite the name, job balance is adjusted from other sections as well, like ability timers and enfeebling magic nerfs).
Black Magic
-Nukes take out the number of shadows equal to their tier. AM and AM II count as tier 6. Very ninjetsu skill(vs Elemental skill) can drop the number of shadows taken by 1 or 2. Basically impossible to lower this amount on a subjob.
Example: Stone II takes two shadows(someone with only 1 shadows would take full damage). Thunder IV takes four shadows(someone with only 3 shadow would take full damage).
White Magic
-The Banish and Holy(an AM in it's own right) follow the same rules above, but take +1 shadow than normal. Banish I takes two shadows, Banish III takes four shadows, and Holy takes/goes through all shadows, no matter how much ninjetsu skill is involved(because 7 is too much). Still follows the equation of Ninjetsu vs Divine Skill.
Blue Mage.
-Blue Mage multi-hit damage spells are introduced to the same nerf that WSes got hit with. It wouldn't be too harsh. Maybe 100 or 200 damage less depending on the spell.
-Most multi-hit damage spells are .5 sec casting time. 1 to 2 secs are added to the casting time. Making spells like dissverment 2.5 second cast time.
-The range of physical Blue Magic spells are increased like Wses.
Summoner.
-The range of Blood pacts(mainly physical) are increased like WSes.
-Some BPs are enhanced with Provoke effect, see the "Provoke/Hate" section for more details on that.
Beastmaster.
-Same treatment to SMN is given to BST.
Ranger and Samurai.
-The accuracy of Sidewinder/Slug Shot when used together too often. Something like a 30 second window, where this nerf can take place.
-Distance plays a bigger role in Sidewinder/Slug Shot than normal. Being close up to an opponent will cause the accuracy of the WS to drop.
Corsair
-Quick Draw clears the shadows of an opponent. Normally it just ignores shadows, but now it is will wipe them. The Dispel effect from Dark Shot will take place after the shadows are wiped.
Black Mage.
-When Ice Spikes and Shock Spikes are used with a BLM(main job only), the chance of Paralyze and Stun increases greatly. Shock Spikes on a BLM would be something like 30-50% proc rate(based on INT vs INT of course). This does not work on a /BLM.
-Level Cap 50 and higher only: With use of Elemental Seal, a spell can not be interrupted outside of Stun/Knockback effect.
Dragoon.
-Super Jump and High Jump get a new effect, see Provoke/Hate.
-Jump abilities take out 2 Shadows each.
Thief
-Steal/Mug are treated like enfeebling spells. Players constantly stolen from will gain resistance against it and players who use steal/mug very often will suffer from the nerf mentioned above.
Ninja
-Mijin Gakure does not grant gatebreach.
Paladin
-Shield Bash is given a Provoke effect while Sentinel is up.
-Cover doesn't require the player be behind the PLD, but within 5' (or 3' when subbed).
Warrior
-Tomahawk dispels Defense-based buffs. (Normally, no use)
Monk
-Penance's TPgain reduction is raised to 40%. (Normally, a rather weak 25%)
Dark Knight
-Muted Soul gives Enmity- while Soul Eater is on. (I know this is obvious, but whatever)
Pet Jobs.
Pets within 20' of their master do not grant Gatebreach when killed.
Circle Abilities.
They still grant normal killer effects, but in addition they give a Resist trait during the duration of the buff. This either gives you tier 1 of the trait or ups it by 1.
-Holy Circle: Resist Sleep
-Arcane Circle: Resist Paralyze
-Ancient Circle: Resist Bind
-Warding Circle: Resist Gravity
-(Killer Instinct) Aquans: Resist Paralyze
-(Killer Instinct) Beasts: Resist Gravity
-(Killer Instinct) Lizards: Resist Bind
-(Killer Instinct) Vermin: Resist Slow
-(Killer Instinct) Planetoids: Resist Sleep
Black Magic
-Nukes take out the number of shadows equal to their tier. AM and AM II count as tier 6. Very ninjetsu skill(vs Elemental skill) can drop the number of shadows taken by 1 or 2. Basically impossible to lower this amount on a subjob.
Example: Stone II takes two shadows(someone with only 1 shadows would take full damage). Thunder IV takes four shadows(someone with only 3 shadow would take full damage).
White Magic
-The Banish and Holy(an AM in it's own right) follow the same rules above, but take +1 shadow than normal. Banish I takes two shadows, Banish III takes four shadows, and Holy takes/goes through all shadows, no matter how much ninjetsu skill is involved(because 7 is too much). Still follows the equation of Ninjetsu vs Divine Skill.
Blue Mage.
-Blue Mage multi-hit damage spells are introduced to the same nerf that WSes got hit with. It wouldn't be too harsh. Maybe 100 or 200 damage less depending on the spell.
-Most multi-hit damage spells are .5 sec casting time. 1 to 2 secs are added to the casting time. Making spells like dissverment 2.5 second cast time.
-The range of physical Blue Magic spells are increased like Wses.
Summoner.
-The range of Blood pacts(mainly physical) are increased like WSes.
-Some BPs are enhanced with Provoke effect, see the "Provoke/Hate" section for more details on that.
Beastmaster.
-Same treatment to SMN is given to BST.
Ranger and Samurai.
-The accuracy of Sidewinder/Slug Shot when used together too often. Something like a 30 second window, where this nerf can take place.
-Distance plays a bigger role in Sidewinder/Slug Shot than normal. Being close up to an opponent will cause the accuracy of the WS to drop.
Corsair
-Quick Draw clears the shadows of an opponent. Normally it just ignores shadows, but now it is will wipe them. The Dispel effect from Dark Shot will take place after the shadows are wiped.
Black Mage.
-When Ice Spikes and Shock Spikes are used with a BLM(main job only), the chance of Paralyze and Stun increases greatly. Shock Spikes on a BLM would be something like 30-50% proc rate(based on INT vs INT of course). This does not work on a /BLM.
-Level Cap 50 and higher only: With use of Elemental Seal, a spell can not be interrupted outside of Stun/Knockback effect.
Dragoon.
-Super Jump and High Jump get a new effect, see Provoke/Hate.
-Jump abilities take out 2 Shadows each.
Thief
-Steal/Mug are treated like enfeebling spells. Players constantly stolen from will gain resistance against it and players who use steal/mug very often will suffer from the nerf mentioned above.
Ninja
-Mijin Gakure does not grant gatebreach.
Paladin
-Shield Bash is given a Provoke effect while Sentinel is up.
-Cover doesn't require the player be behind the PLD, but within 5' (or 3' when subbed).
Warrior
-Tomahawk dispels Defense-based buffs. (Normally, no use)
Monk
-Penance's TPgain reduction is raised to 40%. (Normally, a rather weak 25%)
Dark Knight
-Muted Soul gives Enmity- while Soul Eater is on. (I know this is obvious, but whatever)
Pet Jobs.
Pets within 20' of their master do not grant Gatebreach when killed.
Circle Abilities.
They still grant normal killer effects, but in addition they give a Resist trait during the duration of the buff. This either gives you tier 1 of the trait or ups it by 1.
-Holy Circle: Resist Sleep
-Arcane Circle: Resist Paralyze
-Ancient Circle: Resist Bind
-Warding Circle: Resist Gravity
-(Killer Instinct) Aquans: Resist Paralyze
-(Killer Instinct) Beasts: Resist Gravity
-(Killer Instinct) Lizards: Resist Bind
-(Killer Instinct) Vermin: Resist Slow
-(Killer Instinct) Planetoids: Resist Sleep
Charm
It is possible to Charm players in PvP. This is only possible when the player using Charm does not currently have a pet(much like normal).
When Charmed, a player will follow the charmer until it wears off. They will attack anyone who attacks their charmer. Charm will usually last 5 to 25 seconds. Fight, Heel, and Sic have no effect on a charmed character. Stay will force the charmed character to cease following the charmer. Release will end it prematurely.
When Charm is successfully used on a player, it's reuse timer is set to 5 minutes. When Maiden's Virelai is successful, it's reuse timer is set to 5 minutes.
Charm can be "cured" with Dispel.
Killing a charmed ally will not grant gatebreach. It will actually remove it if it is present on the killer(and assistants to the killers).
Much like enfeebling spells, players can build resistance to Charm and continually use of Charm will cause it to weaken in accuracy.
It is possible to Charm players in PvP. This is only possible when the player using Charm does not currently have a pet(much like normal).
When Charmed, a player will follow the charmer until it wears off. They will attack anyone who attacks their charmer. Charm will usually last 5 to 25 seconds. Fight, Heel, and Sic have no effect on a charmed character. Stay will force the charmed character to cease following the charmer. Release will end it prematurely.
When Charm is successfully used on a player, it's reuse timer is set to 5 minutes. When Maiden's Virelai is successful, it's reuse timer is set to 5 minutes.
Charm can be "cured" with Dispel.
Killing a charmed ally will not grant gatebreach. It will actually remove it if it is present on the killer(and assistants to the killers).
Much like enfeebling spells, players can build resistance to Charm and continually use of Charm will cause it to weaken in accuracy.
Provoke/Hate
The accuracy of Provoke is enhanced when used on a player who is auto-engaged with or casting a spell at a teammate or Brennen.
Enmity gear now plays a role in Provoke. Enmity+ increases its accuracy and potency. Enmity- decreases its accuracy and potency when it is used against you. They do not counter each other and players can benefit from wearing both. This includes the effects of the BRD songs Adventurer's Dirge and Foe Sirvente.
CHR plays a greater role with the accuracy and potency of Provoke effects.
An Automaton's Provoke effect is fixed. Right now, it has little(or no) chance of working.
Physical damage BPs that do not cause status effects have a decent chance of causing a Provoke effect(which itself can be resisted). Meteorite also has this effect. So do all the merited BPs, but Titan's. None of the highest level Physical BPs have this effect, except for Ifrits. Ifrit's Flaming Strike has a 100% chance using the Provoke effect.
Same is done with some Jug Pet abilities.
Dragoon's Super Jump will cause the target to take off "Auto-Attack". This causes most melee to un-engage and spells to go out of range. Also, if used at the right time(though very hard), it will also cause WSes to be wasted because of being out of range. This is a 100% effect. It has a chance of dispelling Provoke, this is not 100%, and is effected by CHR vs CHR(Enmity+ vs Enmity -).
Dragoon's High Jump has a chance of the above effect. It is also based on CHR.
Thief's Hide will also cause melee to un-engage, but not miss WSes and will not cause spells to fall out of range. It has no effect on Provoke effects.
When Trick Attack is used correctly, it will also give a Provoke effect. This is based on the damage done, CHR, and Enmity+ of the THF.
Last Resort, Sentinel, and Invincible increase Enmity+. Invincible does so greatly.
Perfect Dodge increases Enmity- and does so greatly.
The accuracy of Provoke is enhanced when used on a player who is auto-engaged with or casting a spell at a teammate or Brennen.
Enmity gear now plays a role in Provoke. Enmity+ increases its accuracy and potency. Enmity- decreases its accuracy and potency when it is used against you. They do not counter each other and players can benefit from wearing both. This includes the effects of the BRD songs Adventurer's Dirge and Foe Sirvente.
CHR plays a greater role with the accuracy and potency of Provoke effects.
An Automaton's Provoke effect is fixed. Right now, it has little(or no) chance of working.
Physical damage BPs that do not cause status effects have a decent chance of causing a Provoke effect(which itself can be resisted). Meteorite also has this effect. So do all the merited BPs, but Titan's. None of the highest level Physical BPs have this effect, except for Ifrits. Ifrit's Flaming Strike has a 100% chance using the Provoke effect.
Same is done with some Jug Pet abilities.
Dragoon's Super Jump will cause the target to take off "Auto-Attack". This causes most melee to un-engage and spells to go out of range. Also, if used at the right time(though very hard), it will also cause WSes to be wasted because of being out of range. This is a 100% effect. It has a chance of dispelling Provoke, this is not 100%, and is effected by CHR vs CHR(Enmity+ vs Enmity -).
Dragoon's High Jump has a chance of the above effect. It is also based on CHR.
Thief's Hide will also cause melee to un-engage, but not miss WSes and will not cause spells to fall out of range. It has no effect on Provoke effects.
When Trick Attack is used correctly, it will also give a Provoke effect. This is based on the damage done, CHR, and Enmity+ of the THF.
Last Resort, Sentinel, and Invincible increase Enmity+. Invincible does so greatly.
Perfect Dodge increases Enmity- and does so greatly.
Invisible, Sneak, and Deodorize
For all purposes, characters with the Alertness(RNG) and Stealth(NIN) traits are considered Sneak during PvP matches. They make no sound while moving.
When Invisible and Sneak are used together, players will be untargetable to opponents at certain distances. This amount is based on what type of Invisible is being paired with Sneak.
Spell: Can not be targeted until 30' (also when preparing for battle, after a death)
Hide: Can not be targeted until 30'
Camouflage: Can not be targeted until 20' (or 25' when subbed) (note, does not require the spell sneak thanks to the job trait)
Characters will still appear on radar. When Deodorized, players won't appear on an opponent's radar(if it is able to pick up on foes).
All Invisible effects within a 40' feet radius of a Rook are dispelled.
All Invisible effects within a 30' feet radius of an opponent's Brennen are dispelled.
For all purposes, characters with the Alertness(RNG) and Stealth(NIN) traits are considered Sneak during PvP matches. They make no sound while moving.
When Invisible and Sneak are used together, players will be untargetable to opponents at certain distances. This amount is based on what type of Invisible is being paired with Sneak.
Spell: Can not be targeted until 30' (also when preparing for battle, after a death)
Hide: Can not be targeted until 30'
Camouflage: Can not be targeted until 20' (or 25' when subbed) (note, does not require the spell sneak thanks to the job trait)
Characters will still appear on radar. When Deodorized, players won't appear on an opponent's radar(if it is able to pick up on foes).
All Invisible effects within a 40' feet radius of a Rook are dispelled.
All Invisible effects within a 30' feet radius of an opponent's Brennen are dispelled.
Bonuses bought with Ballista Points
During Official matches, players can pay 25 or 50 points to get the following: (more than one can be taken)
-Refresh: 1/tick(30-40), 2/tick(50-75) [50 points]
-Regen: 2/tick(30-40), 3/tick(50-75) [50 points]
-Assault/Besieged/Salvage gear works. [25 points]
-All Conquest-based gear works, despite the status of the region. [25 points]
In unofficial matches, players gain additional options that can set any of the above for free.
During Official matches, players can pay 25 or 50 points to get the following: (more than one can be taken)
-Refresh: 1/tick(30-40), 2/tick(50-75) [50 points]
-Regen: 2/tick(30-40), 3/tick(50-75) [50 points]
-Assault/Besieged/Salvage gear works. [25 points]
-All Conquest-based gear works, despite the status of the region. [25 points]
In unofficial matches, players gain additional options that can set any of the above for free.
Dropping Petras
The item "Petra Eater" can no longer be quarried with this change.
When 1 or more Petra are obtained, players gain the "Drop" command on their menu. They can also use /drop. When doing so, they asked to confirm their choice(yes/no), and then they drop all their current petras.
The item "Petra Eater" can no longer be quarried with this change.
When 1 or more Petra are obtained, players gain the "Drop" command on their menu. They can also use /drop. When doing so, they asked to confirm their choice(yes/no), and then they drop all their current petras.
Quarry Items
What items you can quarry up and at what rarity they are at is greatly depended on the situation of a player and the match. This is kind of the case, especially with things like Echo Drops and Silence, but it needs to be taken to a whole new level.
First off, the following are removed:
-Elemental Bar Ointment.
-Eye Drops (Pointless with Catholicon, +1, and Remedies)
-Petra Eaters (as noted above)
Next, the following are added: (Don't mind the names, they are just placeholders) The first four are only available 60+ cap.
-Stunner: Stuns target for 2-3 seconds. Ignores(but does not take) Shadows.
-Stopper: AoE Stuns for 2-3 seconds and stuns uses for same amount of time. Ignores(but does not take) Shadows.
-Silencer: Gives a very potent silence effect on target for 10 seconds. It can not be cured by magic or items. Ignores(but does not take) Shadows.
-Amnesiac: Gives Amnesia(no WSes or JAs) for 15 seconds. It can not be cured. Ignores(but does not take) Shadows.
-Pet Food Beta Biscuit. Cap 30 to 50.
-Pet Food Delta Biscuit. Cap 60 to 75.
-Reraiser. Cap 30 and up.
They first four are rare to pick up, much like the two/three Incense.
Now to the point, what items you dig up are highly situational.
One example: Celestial Incense blocks Ranged Attacks. You'll never dig up a single one if no one in the match has a ranged weapon equipped. The more ranged weapons they are equipped and the more RNGs(and /RNGs) they are, the greater the chance to pick one of these up.
Another example: While you are low on MP, MP recovery items will be almost 100%. If you can't cast spells(that require MP) you will never dig up an item that recovers MP. If there is a lack of Refreshers on your side, your chances of picking up a Drink(Melon Juice for example) will increase.
If you are fighting RDMs and BLUs, your chance to pick up Lethe Water increases. If you have a lot of mages on your team, your chance to pick up Mana Powder increases. You won't get pet items if you don't have pets and your chance to get pet items increase if you do have a pet. Ect, ect, I think you get the point.
Here is one last big: Getting Petras remains importance over other items, but after 4-5 petras, your chances to get anymore will decrease as you get more and more.
What items you can quarry up and at what rarity they are at is greatly depended on the situation of a player and the match. This is kind of the case, especially with things like Echo Drops and Silence, but it needs to be taken to a whole new level.
First off, the following are removed:
-Elemental Bar Ointment.
-Eye Drops (Pointless with Catholicon, +1, and Remedies)
-Petra Eaters (as noted above)
Next, the following are added: (Don't mind the names, they are just placeholders) The first four are only available 60+ cap.
-Stunner: Stuns target for 2-3 seconds. Ignores(but does not take) Shadows.
-Stopper: AoE Stuns for 2-3 seconds and stuns uses for same amount of time. Ignores(but does not take) Shadows.
-Silencer: Gives a very potent silence effect on target for 10 seconds. It can not be cured by magic or items. Ignores(but does not take) Shadows.
-Amnesiac: Gives Amnesia(no WSes or JAs) for 15 seconds. It can not be cured. Ignores(but does not take) Shadows.
-Pet Food Beta Biscuit. Cap 30 to 50.
-Pet Food Delta Biscuit. Cap 60 to 75.
-Reraiser. Cap 30 and up.
They first four are rare to pick up, much like the two/three Incense.
Now to the point, what items you dig up are highly situational.
One example: Celestial Incense blocks Ranged Attacks. You'll never dig up a single one if no one in the match has a ranged weapon equipped. The more ranged weapons they are equipped and the more RNGs(and /RNGs) they are, the greater the chance to pick one of these up.
Another example: While you are low on MP, MP recovery items will be almost 100%. If you can't cast spells(that require MP) you will never dig up an item that recovers MP. If there is a lack of Refreshers on your side, your chances of picking up a Drink(Melon Juice for example) will increase.
If you are fighting RDMs and BLUs, your chance to pick up Lethe Water increases. If you have a lot of mages on your team, your chance to pick up Mana Powder increases. You won't get pet items if you don't have pets and your chance to get pet items increase if you do have a pet. Ect, ect, I think you get the point.
Here is one last big: Getting Petras remains importance over other items, but after 4-5 petras, your chances to get anymore will decrease as you get more and more.
Warp spells
Teleport, Tractor, and Warp II do not work at all in PvP.
Warp still does.
Teleport, Tractor, and Warp II do not work at all in PvP.
Warp still does.
Party / UI System
During PvP, all non-participating NPCs should be removed from sight and untargetable to the combatants.
F8 should work and target your opponents. /targetnpc will also work. F8 will favor opponents over neutral NPCs(Herald, ect), and /targetnpc the otherway around.
There is a way to avoid some -aga spells: to not team up into a party. This is kind of an exploit in my opinion. Also, people like to seek for (exp) party while they mess around in unofficial matches. To solve this whole problem: every member of your team is considered a party member.
This means you can Refresh, Regen, ect any one of your teammates.
For AoE buffs... you will buff your party members. If under 6, the closest teammates will receive the buff until 6 total players have.
For AoE offensive spells... the closest 17 players from the main target will be hit.
During PvP, all non-participating NPCs should be removed from sight and untargetable to the combatants.
F8 should work and target your opponents. /targetnpc will also work. F8 will favor opponents over neutral NPCs(Herald, ect), and /targetnpc the otherway around.
There is a way to avoid some -aga spells: to not team up into a party. This is kind of an exploit in my opinion. Also, people like to seek for (exp) party while they mess around in unofficial matches. To solve this whole problem: every member of your team is considered a party member.
This means you can Refresh, Regen, ect any one of your teammates.
For AoE buffs... you will buff your party members. If under 6, the closest teammates will receive the buff until 6 total players have.
For AoE offensive spells... the closest 17 players from the main target will be hit.
Postens of Brenner
Posten will never follow a player passed 30' away from a Brennen. A Posten "shares" some hate with the Brennen, making it attack whoever is doing the most damage to it. However, some effort to hurt it or a Provoke will make it focus on another player instead.
Postens will fight each other if they come in contact.
The amount of HP a Posten has and what spells he casts are based on the amount of participants of a Brenner match. In a 6 v 6 for example, they won't be casing Thundaga III and will be much easier to put down(possible without TP).
Players will receive the option to slow down the rate Postens respawn in unofficial matches. It can be as slow 1 respawn every 10 minutes.
Posten will never follow a player passed 30' away from a Brennen. A Posten "shares" some hate with the Brennen, making it attack whoever is doing the most damage to it. However, some effort to hurt it or a Provoke will make it focus on another player instead.
Postens will fight each other if they come in contact.
The amount of HP a Posten has and what spells he casts are based on the amount of participants of a Brenner match. In a 6 v 6 for example, they won't be casing Thundaga III and will be much easier to put down(possible without TP).
Players will receive the option to slow down the rate Postens respawn in unofficial matches. It can be as slow 1 respawn every 10 minutes.
Exp Reward
The exp gain from PvP is increased greatly. The amount increases based on the total amount of players involved. The listed numbers are "totals" gain, so they are divided by three for games like Brenner that are three shorter matches. Just like now, the amount is based on the level of the participant, not the cap.
Losers receive half of the exp reward:
30-39: 600 Exp (200 per round) 6v6 (12) or Under
900 Exp (300 per round) 12v12 (24)
1200 Exp (400 per round) 18v18 (36) or Over
40-49: 900 Exp (300 per round) 6v6 (12) or Under
1350 Exp (450 per round) 12v12 (24)
1800 Exp (600 per round) 18v18 (36) or Over
50-59: 1200 Exp (400 per round) 6v6 (12) or Under
1800 Exp (600 per round) 12v12 (24)
2400 Exp (800 per round) 18v18 (36) or Over
60-69: 3000 Exp (1000 per round) 6v6 (12) or Under
4500 Exp (1500 per round) 12v12 (24)
6000 Exp (2000 per round) 18v18 (36) or Over
70-75: 4200 Exp (1400 per round) 6v6 (12) or Under
6300 Exp (2100 per round) 12v12 (24)
8400 Exp (2800 per round) 18v18 (36) or Over
There are bonus exp to gained based on well one does during a match:
Ballista:
VIP: 5% bonus
2nd/3rd place: 3% bonus
Gave/Cured most damage: 2% bonus
Took most damage: 2% bonus
Caused the loss of most petras (via killing or stealing): 1%
Brenner:
Scored the most flames: 5%
2nd/3rd most: 3% bonus
Gave/Cured most damage: 2% bonus
Took most damage: 2% bonus
Kill most players who were carrying flame at the time: 1% bonus.
LS Liga will also grant exp bonuses, noted below.
The exp gain from PvP is increased greatly. The amount increases based on the total amount of players involved. The listed numbers are "totals" gain, so they are divided by three for games like Brenner that are three shorter matches. Just like now, the amount is based on the level of the participant, not the cap.
Losers receive half of the exp reward:
30-39: 600 Exp (200 per round) 6v6 (12) or Under
900 Exp (300 per round) 12v12 (24)
1200 Exp (400 per round) 18v18 (36) or Over
40-49: 900 Exp (300 per round) 6v6 (12) or Under
1350 Exp (450 per round) 12v12 (24)
1800 Exp (600 per round) 18v18 (36) or Over
50-59: 1200 Exp (400 per round) 6v6 (12) or Under
1800 Exp (600 per round) 12v12 (24)
2400 Exp (800 per round) 18v18 (36) or Over
60-69: 3000 Exp (1000 per round) 6v6 (12) or Under
4500 Exp (1500 per round) 12v12 (24)
6000 Exp (2000 per round) 18v18 (36) or Over
70-75: 4200 Exp (1400 per round) 6v6 (12) or Under
6300 Exp (2100 per round) 12v12 (24)
8400 Exp (2800 per round) 18v18 (36) or Over
There are bonus exp to gained based on well one does during a match:
Ballista:
VIP: 5% bonus
2nd/3rd place: 3% bonus
Gave/Cured most damage: 2% bonus
Took most damage: 2% bonus
Caused the loss of most petras (via killing or stealing): 1%
Brenner:
Scored the most flames: 5%
2nd/3rd most: 3% bonus
Gave/Cured most damage: 2% bonus
Took most damage: 2% bonus
Kill most players who were carrying flame at the time: 1% bonus.
LS Liga will also grant exp bonuses, noted below.
Auto-Assign
In most PvP matches, it is usually random who is on what team. I believe there is some sort of system in place, but it's not too visibly in place. The goal is to have the teams as equal as possible. It's simply impossible to get it just right... but a computer can try.
There four types of "Jobs", which jobs are split into. There is also hybrids, which most jobs are. These are created when jobs fill more than one type or have a subjob. Each job has strength in type(s). The goal is to have teams have an equal amount of strength in this area. Of course, numbers take priority. So the system will leave itself uneven as long as there are the same amount of people on each side.
How much strength a job has in a type is based on the HP, MP, Job abilities, traits, spells, and even automaton build.
The Four Types:
Damaging- Jobs that focus on dealing damage.
Defending- Jobs that have some defensive capability.
Supporting- Jobs that help other players, with cures and/or buffs.
Enfeebling- Jobs that harm opponents with status effects.
Sub-Job also give strength in types, but only if it assists the main job. For example, how much Supporting strength /WHM gives is based on how strong Supporting already is on a job. A WAR/WHM might gain barely get stronger, BLM/WHM might gain a decent amount of strength, and RDM/WHM wouldn't get much stronger at all. Why? A WAR doesn't have enough MP for their WHM sub to make much use. A BLM however does. A RDM only marginally gets better at support with a WHM sub. /WHM would also increase one's defensive and enfeebling strength a certain amount.
The idea would be to put the same amount of damage, defense, support, and enfeebling in each team. Of course, making two teams perfectly equal is pretty much impossible. There are factors like outside-of-PvP job balance and player/team skill. However, making an effort doesn't hurt.
Another thing to consider, for official Ballista matches, players of the two combating nations will be less likely to be moved than "Temporary" members(players from the other nation). Actually, those players of their nation will only be moved if there is a dire need on the other side of theme, making Ballista matches have a greater chance of being a little unbalanced than Brenner. This is to respect the idea behind Ballista in the first place.
In most PvP matches, it is usually random who is on what team. I believe there is some sort of system in place, but it's not too visibly in place. The goal is to have the teams as equal as possible. It's simply impossible to get it just right... but a computer can try.
There four types of "Jobs", which jobs are split into. There is also hybrids, which most jobs are. These are created when jobs fill more than one type or have a subjob. Each job has strength in type(s). The goal is to have teams have an equal amount of strength in this area. Of course, numbers take priority. So the system will leave itself uneven as long as there are the same amount of people on each side.
How much strength a job has in a type is based on the HP, MP, Job abilities, traits, spells, and even automaton build.
The Four Types:
Damaging- Jobs that focus on dealing damage.
Defending- Jobs that have some defensive capability.
Supporting- Jobs that help other players, with cures and/or buffs.
Enfeebling- Jobs that harm opponents with status effects.
Sub-Job also give strength in types, but only if it assists the main job. For example, how much Supporting strength /WHM gives is based on how strong Supporting already is on a job. A WAR/WHM might gain barely get stronger, BLM/WHM might gain a decent amount of strength, and RDM/WHM wouldn't get much stronger at all. Why? A WAR doesn't have enough MP for their WHM sub to make much use. A BLM however does. A RDM only marginally gets better at support with a WHM sub. /WHM would also increase one's defensive and enfeebling strength a certain amount.
The idea would be to put the same amount of damage, defense, support, and enfeebling in each team. Of course, making two teams perfectly equal is pretty much impossible. There are factors like outside-of-PvP job balance and player/team skill. However, making an effort doesn't hurt.
Another thing to consider, for official Ballista matches, players of the two combating nations will be less likely to be moved than "Temporary" members(players from the other nation). Actually, those players of their nation will only be moved if there is a dire need on the other side of theme, making Ballista matches have a greater chance of being a little unbalanced than Brenner. This is to respect the idea behind Ballista in the first place.
LS Liga
Right now it looks like some type of league. However, no one does it or is ever going to do it as it is now. It needs to have a purpose. Champions of LS Liga should be semi-famous on their server. But first off, PvP would need to be more popular. Despite all of the above, there would need to be something else*. Anyway, let's say it is popular enough. Being champions needs it's perks to be cool.
LS Liga matches require at least 6 v 6 and be at maximum 18 v 18. Exp is awarded just like an official match.
LS Liga matches are open to viewed by any player. Betting between players will be encouraged, but no NPC system will be put in place for it. The beginning and results of a LS Liga match will be announced as a server message that every player on the server will see.
Champions of LS Liga get the following perks:
-Do not have to pay Ballista Points on being teleported to a warp or to buy the new bonuses listed here.
-Can ask a Pursuivant or Herald to teleport to any other Pursuivant you want for free. Basically a free warp to Bastok, San d'Oria, Windurst, or Al Zalbi.
-The Linkpearl(next to their names) of the Champions gets a special model design... it looks like it has a Crown Shape on it.
-During PvP matches, they have the GM's glow/blur, or at least a similar effect.
In addition with above: the highest ranking LSes get exp bonuses in official matches.
First Place: 20% Bonus
Second and Third Place: 10% Bonus
Fourth and Fifth: 5% Bonus
Just for counting: An LS Liga Champion who scored the flames, dissed out the most damage, took the most damage, and killed the most people carrying flames in an uncapped Brenner match of 18v18+ players would receive 10920 exp. That is a whole merit point(and 1/10 of another) ;p. Someone like this would obviously live and breath PvP and have a LS that feels the same way. Someone like this should be able to get merit points for doing what he likes and being good as hell at it.
Right now it looks like some type of league. However, no one does it or is ever going to do it as it is now. It needs to have a purpose. Champions of LS Liga should be semi-famous on their server. But first off, PvP would need to be more popular. Despite all of the above, there would need to be something else*. Anyway, let's say it is popular enough. Being champions needs it's perks to be cool.
LS Liga matches require at least 6 v 6 and be at maximum 18 v 18. Exp is awarded just like an official match.
LS Liga matches are open to viewed by any player. Betting between players will be encouraged, but no NPC system will be put in place for it. The beginning and results of a LS Liga match will be announced as a server message that every player on the server will see.
Champions of LS Liga get the following perks:
-Do not have to pay Ballista Points on being teleported to a warp or to buy the new bonuses listed here.
-Can ask a Pursuivant or Herald to teleport to any other Pursuivant you want for free. Basically a free warp to Bastok, San d'Oria, Windurst, or Al Zalbi.
-The Linkpearl(next to their names) of the Champions gets a special model design... it looks like it has a Crown Shape on it.
-During PvP matches, they have the GM's glow/blur, or at least a similar effect.
In addition with above: the highest ranking LSes get exp bonuses in official matches.
First Place: 20% Bonus
Second and Third Place: 10% Bonus
Fourth and Fifth: 5% Bonus
Just for counting: An LS Liga Champion who scored the flames, dissed out the most damage, took the most damage, and killed the most people carrying flames in an uncapped Brenner match of 18v18+ players would receive 10920 exp. That is a whole merit point(and 1/10 of another) ;p. Someone like this would obviously live and breath PvP and have a LS that feels the same way. Someone like this should be able to get merit points for doing what he likes and being good as hell at it.
CONFLICT POINTS, an idea
*= FFXI needs something like WoW's Honor/Arena points.
Nothing too big, just a list of weapons and armors you can buy using a special set points (different from Ballista Points), let's call them CONFLICT Points, because that would include of all PvP(present and future).
Maybe these rewards are decent/good outside(imagine a weaker replacement for PCC) of PvP and godly inside it with effects like "CONFLICT: Enmity+20 Enmity-20" and "CONFLICT: Double Attack+5". Maybe some nice Set Bonuses too.
Now I think... anytime we can we should takes items out of the market to help our crafter friends. So perhaps rather than just giving items, it upgrades them.
Like say there are 5 sets of armor, kind of like Salvage, with each job split into them. You got your basic melee and mage themes, ect. Assign 1 "stat-less" armor set to each one, like the Breastplate set(level 40) or the Steel Scale set(forget the level). People simply don't use these armors at all, so SE should make a use for them. Maybe have it also require a cheap material that only crafters can make with it, like some leather or a metal sheet enchanted with anima.
Let's have LS Liga play a big roll here. Let's say that there are HQ versions of those 5 armor sets, which can only be bought while your LS is in the top 8. Also, the top 5 LSes should get bonus CONFLICT points like they do exp points from every official match.
The amount of points it would take to get a full set of armor(or a large amount of accessories) would be a lot. We are taking at least a half-year of work here. Less than a Relic weapon, but more than your average sky armor. Something of a status item.
Now, if one really wanted to get a lot of people into PvP and fast(because a lot of people gave up on it when it was underdeveloped and when you fix everything doesn't mean they'll come back)... make an one-time CONFLICT point award, worth about 20 to 25 uncapped matches of points... that let's you replay the DM or Apoc Nigh Earring CS and let's you trade one earring for another. It's a subtle fix that let's people correct their mistake, without making it too easy. It would get tons of people into PvP and fast.
*= FFXI needs something like WoW's Honor/Arena points.
Nothing too big, just a list of weapons and armors you can buy using a special set points (different from Ballista Points), let's call them CONFLICT Points, because that would include of all PvP(present and future).
Maybe these rewards are decent/good outside(imagine a weaker replacement for PCC) of PvP and godly inside it with effects like "CONFLICT: Enmity+20 Enmity-20" and "CONFLICT: Double Attack+5". Maybe some nice Set Bonuses too.
Now I think... anytime we can we should takes items out of the market to help our crafter friends. So perhaps rather than just giving items, it upgrades them.
Like say there are 5 sets of armor, kind of like Salvage, with each job split into them. You got your basic melee and mage themes, ect. Assign 1 "stat-less" armor set to each one, like the Breastplate set(level 40) or the Steel Scale set(forget the level). People simply don't use these armors at all, so SE should make a use for them. Maybe have it also require a cheap material that only crafters can make with it, like some leather or a metal sheet enchanted with anima.
Let's have LS Liga play a big roll here. Let's say that there are HQ versions of those 5 armor sets, which can only be bought while your LS is in the top 8. Also, the top 5 LSes should get bonus CONFLICT points like they do exp points from every official match.
The amount of points it would take to get a full set of armor(or a large amount of accessories) would be a lot. We are taking at least a half-year of work here. Less than a Relic weapon, but more than your average sky armor. Something of a status item.
Now, if one really wanted to get a lot of people into PvP and fast(because a lot of people gave up on it when it was underdeveloped and when you fix everything doesn't mean they'll come back)... make an one-time CONFLICT point award, worth about 20 to 25 uncapped matches of points... that let's you replay the DM or Apoc Nigh Earring CS and let's you trade one earring for another. It's a subtle fix that let's people correct their mistake, without making it too easy. It would get tons of people into PvP and fast.
Alright, I'm tired and I'm sure it all became gibberish towards the end. Sorry about that.
EDIT 2: Spoiler boxes put into place to make things neater.
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