PvP system flaws

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PowerWyrm
Balrog
Posts: 1574
Joined: Sun 27.11.2005, 15:57

PvP system flaws

Post by PowerWyrm » Thu 30.10.2008, 17:16

Here are some problems I found while testing PvP with the current MAngband code (trunk):
- PVP_HOSTILITY = 3: hostility should be totally disabled (what's the point of becoming hostile if it does nothing?)
- PVP_HOSTILITY = 2 or 3: stealing should be disabled (since you can't claim back what's been stolen)
- PVP_HOSTILITY = 2: the player screen is confusing (players are displayed in red even when one of them is not hostile), players should be displayed in a different color (yellow maybe) if one is hostile, and in red only if both are hostile
- PVP_HOSTILITY = 1: player 1 becomes hostile, player 1 still cannot harm player 2 with spells (melee works)... sounds like a bug
- PVP_HOSTILITY = 0 or 1: player 1 becomes hostile, player 2 doesn't retaliate unless setting hostile manually... here hostility should instantly make both players hostile (same with making peace)
- PVP_HOSTILITY = -1: the player screen is confusing again (players should be displayed in red unless in same party, since everybody is hostile by default)
- hostility vs party: impossible to handle properly (just create a character named "Party", put him safely in a house, then nobody will be ever able to hostile the party named "Party"), hard to manage connected/non connected players... this should be simply removed
- hostility should go away when a player disconnects: I don't think the linked list of hostile players is saved in the character savefile, so the result is a one-way hostility when the player comes back... and problems

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Flambard
King Vampire
Posts: 259
Joined: Wed 20.06.2007, 10:49

Re: PvP system flaws

Post by Flambard » Sun 23.11.2008, 17:17

hi :) that was an excellent report! if you want to discuss any of the rejected parts in detail, please do so.
PowerWyrm wrote: - PVP_HOSTILITY = 3: hostility should be totally disabled (what's the point of becoming hostile if it does nothing?)
fixed
PowerWyrm wrote: - PVP_HOSTILITY = 2 or 3: stealing should be disabled (since you can't claim back what's been stolen)
pending - stealing is kinda moot now
PowerWyrm wrote: - PVP_HOSTILITY = 2: the player screen is confusing (players are displayed in red even when one of them is not hostile), players should be displayed in a different color (yellow maybe) if one is hostile, and in red only if both are hostile
worksforme
PowerWyrm wrote: - PVP_HOSTILITY = 1: player 1 becomes hostile, player 1 still cannot harm player 2 with spells (melee works)... sounds like a bug
fixed
PowerWyrm wrote: - PVP_HOSTILITY = 0 or 1: player 1 becomes hostile, player 2 doesn't retaliate unless setting hostile manually... here hostility should instantly make both players hostile (same with making peace)
fixed
PowerWyrm wrote: - PVP_HOSTILITY = -1: the player screen is confusing again (players should be displayed in red unless in same party, since everybody is hostile by default)
fixed
PowerWyrm wrote: - hostility vs party: impossible to handle properly (just create a character named "Party", put him safely in a house, then nobody will be ever able to hostile the party named "Party"), hard to manage connected/non connected players... this should be simply removed
fixed
PowerWyrm wrote: - hostility should go away when a player disconnects: I don't think the linked list of hostile players is saved in the character savefile, so the result is a one-way hostility when the player comes back... and problems
worksforme


yelm
Balrog
Posts: 2509
Joined: Mon 29.09.2025, 11:04

Re: PvP system flaws

Post by yelm » Sat 01.11.2025, 20:31

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