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14

I like RuneScape's method (at least, the old method back when the wilderness was PvP). Most of the game world is only PvE, but up north there is a huge desolate area called the Wilderness; it's PvP. When you first cross the clearly-marked border into the wilderness, you see an icon in the corner of your screen and it reads "Level: 1". So you're in level 1 ...


13

We had this problem with some online CCGs that I worked on. Best solution I've seen: 1) Players MUST connect to the server, not to each other directly, and you should NEVER pass IP addresses of opponents in the data you stream to the players. This prevents denial-of-service attacks where a player forces their opponent offline for the win. 2) Dropped ...


12

Popular MMORPG RuneScape uses a 1 minute timer. When you disconnect, your character remains in the world for a full minute, vulnerable to attacks and what not.


7

I can see a bunch of possibilities (most of them should be mentioned by now, I guess). You can use any of them, but they work best in some kind of combination: Make character level / age / equipment have no meaning in respect to the PvP side. This turn your game into a player skill based MMO. An example of this would be Guild Wars - or any online FPS, ...


6

I had to tackle this problem once in an online racing game where players who were losing would often turn off their consoles to avoid the loss appearing on their records. However it applies very well for any PvP situation. My solution went like this: At the beginning of the match, once all the players have joined and play is about to begin, calculate what ...


5

Network Architecture is difficult. The problem is your never going to get "Instantaneous" clicks on both sides. There will be some lag, and most games get around this by accepting it and building the architecture around it. For example, most first person shooters use prediction. They keep the entire game state and logic on both ends, but the server sends ...


4

I think the only way to pull this off would be a matter of the structure of your game. Theres' two ways to make cheating less desirable: punishment or reward. So if you don't want adverse punishment think of ways to reward the player who didn't drop. Instead of the reward from PvP being the loot of the conquered's body (which makes dropping a very bad ...


4

There are a lot of solutions to this, and it's up to you as the designer to choose one (or more) that are right for your game. Making PvP strictly "opt-in" solves the problem directly. Giving temporary "newbie protection" is a lesser version. You can put restrictions on who can fight in PvP -- for example, only allowing players to affect those within 2 ...


4

Server restarts are always a very bad thing, that does not really solve the problem and also makes the game a much worst game in any case. That's lazy design. "Noob protection" and any other kind of arbitrary limitation are also a very annoying and useless thing: again that's not really solving the problem (as you have already noticed). If your game is so ...


3

I find the most interesting method of player vs. player protection to be one that somewhat models itself after reality. IRL, it is the threat of inevitable and pervasive society reprisal that keeps violent elements of society calm. In game, it's great fun to have a system where npcs around the pcs react to unsanctioned violence by attacking the aggressor. ...


3

Lineage II does it like this: You can't exit the game client during a fight - any fight starts, no matter if you attacked, got attacked or healed a team mate who's fighting and you are in "fighting stance", which lasts for 15 seconds after the last such action was made. If you disconnect anyway or your game crashes, your character stays in the game for ...


3

The one who disconnected will die once he gets stabbed enough, and the other one will be credited for the kill. Anything more lenient will be exploited. Generally there's a 1- to 5-minute timer before your body leaves the world.


2

There is no way to determine what caused the disconnection (did the power go off? did I rage throw my machine against a wall?), so you can only assume that the user is trying (or would try) to cheat and make them vulnerable for X minutes.


2

The way this is handled by EVE Online is as follows: Ship starts to engage warp 15 seconds after disconnect. If it is warp scrambled the ship will not warp away. (Your character's ship will start to "run away" after 15 seconds, unless it is "trapped" by another player) PVP timer (time until player "runs away" while engaged in PvP combat) is set to 3 ...


2

I think one way to deal with this is to make it so it does not take very long to reach a competitive level in PvP. In Ultima Online, players had a "skill cap" of 700 at the start, and a 225 stat cap (if I remember correctly). It did not take too long to reach the skill/stat cap if you were active enough. In other games like Darkfall Online, there are no ...


1

How about the attacking player gets to be able to say where on the body he is going to attack and the defending player gets to be able to say where he is going to block or dodge the attack. It has been done before, it is somewhat oldschool, but i think it is still a fun function.


1

Regular Restarts is absolutely not the answer. If you have regular restarts, everybody is going to quit. Thats the exact OPPOSITE of the point of an MMORPG, which is all about character development and time investment. And if you're talking about a more traditional competative online PvP system, then what do you mean restarts? Are you talking about an RPG ...


1

Eve Online actually has several different solutions, all intermixed nicely. First off, while your character gets "more powerful", it's not really getting all that much more powerful over time. The first few weeks of training (which, keep in mind, happens offline) give you access to most of the basic cheap powerful ships. You can pump months into some ...


1

In MUDs it was common to physically disallow PvP between characters who aren't of a similar level. +/- 5 levels was a common range (in games which normally had 50 or 60 levels). A more subtle approach is to not block this behaviour but punish it. Your reputation could drop if you prey on weaker players, bounties could be put on your head, etc.


1

If you have a way of modeling the players usual patterns in battle you could send them into an AI mode until they reconnect or the battle is over whichever comes first. But don't give them any rewards (exp, items, etc.) for the battle unless they return in X amount of time.



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