Author Topic: How to force players to attack different targets (PvP, RPG)  (Read 1826 times)

Offline Chris

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How to force players to attack different targets (PvP, RPG)
« on: August 10, 2010, 04:29:15 PM »
There is a list of players (warriors), each has level/exp and other typical RPGish stuff. There are turns, you spend turns to attack players.

How to make players do not attack the same target over and over again? If we make that you get X gold and X exp for winning you could be clicking refresh several times until you run out of turns after finding an optimal target. The traditional solution would be to make some perishable/limited resource like you get constant X experience but steal gold from the target.

Other solutions (make a tactical combat resolution is NOT DESIRED solution)?


Offline Aliss

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Re: How to force players to attack different targets (PvP, RPG)
« Reply #1 on: August 10, 2010, 05:11:37 PM »
I think you could add black list when player is attacked once he not shows anymore in the list.

Offline doublet

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Re: How to force players to attack different targets (PvP, RPG)
« Reply #2 on: August 11, 2010, 02:30:15 AM »
When player has attacked someone, then remove that player from players list (or make row inactive ect). Also you should use "blacklist", mentioned by Aliss, cause if you use url (something like mysite.com/attack?playerid=1) for attack requests, players can still attack desired player. In blacklist you should hold only last attack made by user.

Offline Chris

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Re: How to force players to attack different targets (PvP, RPG)
« Reply #3 on: August 11, 2010, 05:55:59 AM »
OK, maybe not "force" but "encourage". I would prefer to avoid solutions that directly limit players in selection of targets.

Traditional solutions:
- limit of X attacks in last Y hours per target (global - all players), also called threat level, usually done by one variable that in increased when attacked and decreased over time
- limit of X attacks in last Y hours per target (individual - each attacker has a separate attack quota per that target)
- steal resources from target (no resources = time to change target)

Are ther other solutions used in games?

Offline Nox

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Re: How to force players to attack different targets (PvP, RPG)
« Reply #4 on: August 11, 2010, 06:19:03 AM »
- maybe cumulative fame penalty (huge negative after several ones) for attacking the same player in last X hours
(downside is - some players may not value this attribute etc.)
- larger XP bonus for attacking player X for the first time in Y time duration

(not from games, I just made that up so it's untested)
« Last Edit: August 11, 2010, 06:21:13 AM by Nox »
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Offline Chris

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Re: How to force players to attack different targets (PvP, RPG)
« Reply #5 on: August 12, 2010, 10:13:12 AM »
All individual limits (like: fame penalty, X attacks daily, etc) have 2 disadvantages. It is hard to display it (so the player can clearly see what targets are "tasty") and it require an additional "attacked" table with multiple entries per player (not best for performance).

When you see that there are no resources on the target you can quickly discard it and move on to the next one. But to display "fame penalty" is not so obvious/intuitive, especially if we want to make more than one penalty type.

Offline Shrapnel

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Re: How to force players to attack different targets (PvP, RPG)
« Reply #6 on: August 12, 2010, 10:22:27 AM »
How about if you get something from the player you attacked that helps you against another player but not the same player?  Or what about making attacking different players part of a mission of some sort?  Or basically use the game concept to come up with role-playing reasons that a player's character wouldn't want to attack the same player over and over again.
"Never compromise. Not even in the face of Armageddon" -Rorschach, Watchmen (2009)

Offline Chris

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Re: How to force players to attack different targets (PvP, RPG)
« Reply #7 on: August 12, 2010, 10:29:02 AM »
How about if you get something from the player you attacked that helps you against another player but not the same player?  Or what about making attacking different players part of a mission of some sort?  Or basically use the game concept to come up with role-playing reasons that a player's character wouldn't want to attack the same player over and over again.
Sounds interesting. Please, expand it if you can.

Maybe each player has an element attached. When you attack a player you get +1 of such element. You can not store more than 3 elements of one kind. When you collect at least 1 element of each kind you go to some sage and exchange them for some reward/special training.

Offline Nox

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Re: How to force players to attack different targets (PvP, RPG)
« Reply #8 on: August 12, 2010, 10:34:30 AM »
Displaying resources is done in the same way as displaying penalty

If you make the game totally static then it would have blazing performance ;), but then... it won't be possible to play it
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Offline dsheroh

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Re: How to force players to attack different targets (PvP, RPG)
« Reply #9 on: August 12, 2010, 02:39:33 PM »
Give the defender a combat bonus if you attack them repeatedly, with the rationalization that they're ready for your later attacks.  In some genres, it may even be appropriate for this to be a permanent bonus, requiring certain actions for the attacker to remove.  (e.g., In a martial arts theme, they've "learned your moves" and know how to counter them, putting you at a disadvantage until you learn some new techniques.)

Offline Shrapnel

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Re: How to force players to attack different targets (PvP, RPG)
« Reply #10 on: August 13, 2010, 08:30:45 AM »
How about if you get something from the player you attacked that helps you against another player but not the same player?  Or what about making attacking different players part of a mission of some sort?  Or basically use the game concept to come up with role-playing reasons that a player's character wouldn't want to attack the same player over and over again.
Sounds interesting. Please, expand it if you can.

Maybe each player has an element attached. When you attack a player you get +1 of such element. You can not store more than 3 elements of one kind. When you collect at least 1 element of each kind you go to some sage and exchange them for some reward/special training.


It's hard to expand without having specific details about a game and we are talking generally, but how about a rpg with a Highlander type theme (there can be only one!)  You attack a player and when you win, you get a bonus from absorbing some of his essence.  You don't gain more from attacking again because you've learned all he has, so you go on to the next player and get more powerful.  I like your idea too Chris.  I wouldn't give an automatic bonus because a player could get really strong too quickly.  You'd have to spread it out a bit, maybe have him attack 5 - 10 players before getting a +1 or whatever is best for balancing purposes. 
"Never compromise. Not even in the face of Armageddon" -Rorschach, Watchmen (2009)

Offline Chris

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Re: How to force players to attack different targets (PvP, RPG)
« Reply #11 on: August 14, 2010, 04:29:45 AM »
Quote
It's hard to expand without having specific details about a game and we are talking generally
Irrelevant. I would be happy with working idea for any theme :)

Offline Chris

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Re: How to force players to attack different targets (PvP, RPG)
« Reply #12 on: August 28, 2010, 04:50:24 PM »
OK, as for theme you can also go for "pirates" (since I'm the most interested in that one at the moment :D).


Reading the posts above (thanks people for participating) I invented these concepts:

Collections
Each player has randomly set 1 "collectable thing" each day. You are to collect all (or as much as you can) "things" within 3 days (every 3 days your collection is reset and you get a reward). The trick is you can get the "thing" only from players near your score (or maybe from all higher ranked players + only 30 players below you?) so you can not collect it from noobs.

Fame penalty/bonus
Some "fame" variable of defending player. All attackers are affecting this variable. You want to attack someone who is famous (which means hard to attack successfully?). If you do, you steal some of the fame. Now it increases your "fame" as a target, but also it is added to your permanent reputation (how exactly it could work?). A bit like resource from strategy games but usable for RPG as well.

larger XP bonus for attacking player X for the first time in Y time duration
You get -10% to experience for each your attack made vs that player in the last 8 hours (separate log tables per each attack, in theory, if you have lack of targets, you could be getting permanent penalty). Or maybe cap it at -50%?

 


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