PvP honor system – The rank system

So now lets delve, because this will be the main endgame and the most important thing happening to the game.

“Designing a game which allows players not to HAVE to play regularly. A possibility, not an obligation.”

I guess we can agree on that point. But if we even do a step backwards you can see that even DAoC isn’t THAT catass. In DAoC you achieve ranks the more you play. But even if you aren’t a PURE CATASS you can still try and, with the time, you will be able to achieve something decent.

Eventually you’ll gain something.

– There are 14 ranks.
– These ranks are based on the amount of honor points.
– The honor points are piled up, they do not get wiped, they do not decay with the time.
The ranks above the sixth are capped.

What this means? This means that, for example, rank 8 isn’t equal to 560.000 points. There isn’t a fixed limit. It’s capped by players. The more points the players achieve, the more points the ranks require.

A casual player (or a normal player that isn’t able to keep up, maybe because he is sick for a week) will NEVER EVER match a skyrocketing treadmill. You can gain +1 each day and the next rank will be set at 10. The day after you gain another +1. Whohoo, you are a 2. But the next rank insn’t anymore at 10. You aren’t 8 points away from it. No, it’s at 20. Tomorrow will be at 30. You’ll be at 3.

It’s pure insanity.

Just so you notice, the famous PvP epic mount is at rank 11.

When you kill other players in your level range, you will receive an honorable kill. All your honorable kills for a week are then calculated to give you an honor score for that week, which then translates into an honor ranking.

We will not reset players’ points each week, so players don’t start at zero and on equal footing each time we recalculate honor scores.

The ranks above the sixth will be populated by fewer and fewer players. The highest rank of 14, for example, will only be occupied by the top 0.1 percent of players (one in every one-thousand characters).

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