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☠️ [PVP] Mega Thread - EN/BR ☠️

Biggie Knight Lv.30 ·
Feedback/Suggestion

Please post with argumentative ideas what you feel like about Apogea's PVP system and how it would be a better experience for pvp players.

- Skull System?

- Pvp/Pve Worlds?

- Balancing BloodMoon?

- Guild Wars?

- Force PVP?

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Por favor, compartilhe suas ideias e argumentos sobre o sistema PvP de Apogea e como ele poderia melhorar a experiência dos jogadores pvp.

- Sistema de Caveira?

- Mundos PvP/PvE?

- Balanceamento da Lua de Sangue?

- Guerras de Guildas?

- PvP obrigatório?

Replies (8)

Biggie Knight Lv.30 ·

☠️ Skull System – Risk Should Be Strategic, Not Punitive

A skull system works best when it creates meaningful decisions, not fear of playing the game.

The Problem:

- Overly harsh punishment discourages open conflict.

- Players avoid organic PvP and instead grief or abuse loopholes.

- New players get farmed and quit early.

A Better Approach:

✔ Graduated Skull System

- White → Yellow → Red → Black tiers.

Each tier increases risk and reward.

Black skull only triggered by repeated aggression in protected zones.

✔ Context-Based Flagging

- No skull inside declared wars.

- No skull during BloodMoon.

- No skull when attacking other flagged players.

✔ Reward the Risk

Higher drop rate bonuses for red/black skull players.

PvP XP multiplier for risk-takers.

👉 PvP players don’t fear punishment — they fear pointless punishment. The system should encourage calculated aggression.

PhilipWhitesky Mage Lv.25 ·

the current system is good, i dont get your points. Its totally optional so there is no way to grief

Biggie Knight Lv.30 ·

Hey philip, as a pvp player i like the idea that the world should be harsh and there should be roles for every kind of player, the idea that u can play pve 100% of the time bothers me because I want people to be Pks, contest hunts "all of them", anti-pks groups etc. Not a world where griefing is free but that pvp is a tool for everyone.

GK SvntyoneX Knight Lv.30 ·

Didn't know ChatGPT could make an account here

MURICA Knight Lv.32 ·

I've made a few posts in the "Feedback" thread in the discord about PvP specifically.

I come from an OSRS background of PvP and I understand that my opinion is different than the tibia players, but the biggest issue that I can see is that there is no single zones, every inch of the map is multi-combat for PvP, also there is no level discrepancy for who can attack you.

There are other issues that I could list, but with these two things alone, one team could single handedly own the entire map if they wanted to, they could power level beyond the majority of players and dominate any area of the map and prevent and solo players from ever experiencing PvP and gatekeep literally anything they wanted.

This is very discouraging for solo players specifically, but also for pretty much everyone. I genuinely think that most areas(or at least half) should be single zones for PvP, and there definitely should be a level discrepancy so that lvl 60 players cant attack lvl 15 players, Maybe like a 5-10 level differential between the players that can attack you. These two things would be a no brainer in my mind for PvP design, I do not see any benefit in game design with having very high levels being able to attack very low levels, but please correct me if i'm wrong.

Another thing that I didn't like is that if someone attacks you while you're pvp flagged, and you attack back, you get locked out of safe zones for 5 minutes. As The defender; the one being attacked, you should be able to fight back without the penalty of being locked out of a safe zone, I believe that only the person being predatory(the attacker) should suffer the 5 minute penalty, and the defender has the right to defend themselves without suffering the same exact penalty as the attacker.

I read the post above about different skull tiers, and I think it would be an absolutely terrible idea to implement IF my ideas weren't implemented. To have better incentives for different skull tiers WITH everywhere being multi-combat and no level discrepancy, clans would have such a massive advantage, they would surge so far ahead of a solo player, or just any clan that doesn't play as much or is not as determined to basically own the entire map. It's clearly bad design for overall longevity, and just enjoyment of the game.

I thoroughly enjoy pvp, but I mostly enjoy solo pvp, so my opinion might be biased(i'm really not sure if it's biased, as this opinion just seems like a completely integral change). I think that having a lot of areas that are single way combat is a fair balance it the game, and the level discrepancy seems so obvious to me as well, but you guys can let me know what you think, I understand clan members or people part of big communities are going to think otherwise, but I'm trying to think of it in an objective point of view; cater to all groups of players not just one.

St Marky Knight Lv.30 ·

If anything, the game would benefit from separate servers: a PvP server for players who want constant fighting, a PvE server for those who don’t, and a hybrid server like the one you already have, where players can toggle in and out. Forcing PvP onto PvE players is pointless. The sweats out‑level the majority of the playerbase, and ranged/caster classes end up farming melee because of how unbalanced it is—especially when they can attack from platforms melee can’t even reach without hunting for the spot to climb. On top of that, you added areas where you can’t leave while in combat, which just lets ranged/casters kite melee endlessly. Every time PvP was forced, the only people doing the attacking were high-level and ranged/caster players. If you added a level‑range restriction—like only being able to attack players within three levels of your own—they’d complain, because they want to farm the lowest‑level players to stay on top of the pvp leaderboard. Doesn't take skills when a lvl 40 is beating up a lvl 15.

Biggie Knight Lv.30 ·

I see what you saying, my background comes from sandbox oldschool games like Ultima Online, Tibia, Mortal Online, Darkfall Online etc where in all those games you have freedom to choose your path.

There's consequences to be a Pk... its high risk, high reward.

I don't like the idea that PVE players can power level use Ks to bully you and there's no consequences to it. Its not freedom you know?

I like the idea to gather my friends and be able to punish him. Once again the a skull system is not perfect we got to mitigate it so people don't grief and power abuse every single player in the server like it's a arena. ENFORCED PVP with no consequences = empty server... A skull pvp server where you have systems to punish griefers and still give the freedom to organized players = full server and i risk to say it will be more popular than pve servers.

Biggie Knight Lv.30 ·

ST Marky you are right, you touched in a subject where if we have a pvp only server with a skull system that avoids griefing we still need pvp class balance. Idk how ed is going to do that since its hard to balance a trait system where every single one "Knight/Mage/Rougue" can be anything they want.

- New Pvp Status? dmg/mitigation?

- Traits per class?

- Keep the endless buff/nerfs theres endless ways to outperformance a trait

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