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#41 (permalink) | |
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Junior Member
Join Date: Jul 2008
Posts: 34
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#43 (permalink) |
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Newbie
Join Date: Jul 2008
Posts: 1
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I don't know if I really like the idea of being able to loot someone completely or even at all upon death. I mean think of it this way, I'm a casual gamer and if I don't have the same skill as someone else who just wants to sit in a newbie zone and prawn all day, I'm just going to keep dieing. Does it make for a more realistic game? Of course, but I think that the number of people that would leave the game due to changes they don't like would be less severe than the constant tick of people getting upset that they lost all their items because they died once. It's just like perma-death. If you make that much progress and you keep on losing after making that kinda progress you aren't gonna want to play the game that much. And I see that as the downfall of any game. But that's my opinion.
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#44 (permalink) | |
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Newbie
Join Date: Jul 2008
Posts: 5
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Possible side effects a.Become blind during a fight b.Slip while fighting c.Memory loss(spell bars fade away) d.Party suffers of same effect randomly |
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#45 (permalink) | |
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Newbie
Join Date: Jul 2008
Location: UK
Age: 26
Posts: 3
Rep Power: 0
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If its not full loot I can say that this game would be more friendlier to casual gamers that just want to pick up and play and yet after sometime spent on skilling up a character and having fun can go back to work and return knowing they still have a good game and laugh playing against others in the pvp . What my other concern is if its full loot then will that mean those involved only get to loot, or can everyone loot even for example player A take on B and C , Player A kills player C and well the body is there to be looted but he still needs to fight this other guy. Somehow some random guy Player D comes in , does that mean he can fully loot the dead Player C? That wouldnt be fair or Player D decides to watch them fight and then once one is dead and the winner is weakened . Player D kills the winner A or B and snatches the full loot in the end ? Now that wouldnt be exactly good if Full loot was implemented. |
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#46 (permalink) | |
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Member
Join Date: Apr 2008
Location: Olivehurst, California
Age: 20
Posts: 301
Rep Power: 1
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#47 (permalink) | ||
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Member
Join Date: Apr 2008
Location: Olivehurst, California
Age: 20
Posts: 301
Rep Power: 1
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#48 (permalink) |
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Newbie
Join Date: Jul 2008
Posts: 4
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The only fair I am looking for is class balance.
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"Never try, you either do it or don't waste my time" - Phil Monsterod VonHugenstien Malaena Blackblade Chasey Lain, Baileys, GoldenGod Cyrin, Malani, Ciryn many, many more..... Fearless Leader : Live Action Role Play Brotherhood of Immortals Mad Mercs http://www.gameslave.net |
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#49 (permalink) |
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Member
Join Date: Apr 2008
Location: Toronto, Ontario
Age: 19
Posts: 937
Rep Power: 3
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There have been already massive threads about full-loot with +9999 Crits for full loot. The first thing you have to realize is that gear in full loot becomes less important. Because you can loose equipment at any moment; the cheap mass produced crafter armor suddenly becomes a viable option, since it is cheap and can be easily replaced. Factor in the promised "Skill" based combat and the disadvantage of inferior gear dissapears slightly.
Since the mass produced crafter armor is in demand, crafters are in demand; you actually want to make goods to trade; instead of grinding something totally un-needed; much like in WoW. This puts a demand on raw materials, which means miners and explorers now have a clear role they can fill naturally. As a result on the exodus from cities and into the wilderness looking for raw materials players band together into guilds, clans and villages, which try to protect their respective resource, this pushes players into conflict with each other, and creates a rich political landscape based of something concrete. Which in turn colors every player's experience. For casual players this creates monolithic organizations that are a source of both protection and immediate danger; creating a fast game play with a rich environment avalbale to them if they wish to get involved. |
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#53 (permalink) |
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Junior Member
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What about veteran players killing newbies for easy cash? I think there should be a "lvl" restriction to full looting, meaning a player with maxed out primary skills won't get any loot from complete newbie. If not implemented, this will result in serious trouble when it comes to getting new players to join in.
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#54 (permalink) | |
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Member
Join Date: Jul 2008
Location: Örebro
Posts: 100
Rep Power: 1
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Games that if stolen from, would add a LOT to MO's melee system IMO: |
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#55 (permalink) |
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Junior Member
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Well, if a new player continues to walk around with all his stuff strapped on his back instead of putting it in the bank, he's practically begging to get robbed, isn't it?
__________________
Common sense is not so common. -Voltaire Human beings, who are almost unique in having the ability to learn from the experience of others, are also remarkable for their apparent disinclination to do so. - Douglas Adams |
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#56 (permalink) |
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Newbie
Join Date: Jul 2008
Posts: 8
Rep Power: 0
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In my opinion, the only thing that would be better than full loot, is if the items of the killed player has a chance of being destroyed on death. So let's say, out of 10 pieces of kit (armor, weapons, shield etc.), maybe 5-6 pieces becomes lootable for the killing player, the rest is removed from the game. This would decrease the average lifespan of equipment in the game, and give the carebear crafters (god bless their hardworking souls) even more work to do, and more profit to make.
Sandbox MMOs are dependant of harsh game mechanics like decay and total loss at death. It is the reason why they will never have 1 or 10 million subscribers, but it is also the reason why they are the most interesting games, and why people keep playing them year after year without getting fed up. |
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#57 (permalink) | ||
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Member
Join Date: Jul 2008
Location: ATX
Posts: 379
Rep Power: 1
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I envision a visceral bloody corpse fest when I log on for the first time. Unlike many other games in the beginning, I want to spend a good amount of time killing players because that's where the fun resides. The moment you walk outside the city, shit hits the fan. The unknown should be dangerous and full of risk prompting you to find some friends real quick to survive unless you can stealth effectively. Players taking the often traveled road need to pay for their naivety. This will be a game that requires quick situational awareness and those who rest on their laurels rather than adapt will quit because they wrote a check their ass can't cash. |
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#58 (permalink) | |
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Member
Join Date: Apr 2008
Location: Toronto, Ontario
Age: 19
Posts: 937
Rep Power: 3
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#59 (permalink) |
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Member
Join Date: Jul 2008
Age: 38
Posts: 116
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just a ramdom thought for the hard core poeple. Do we want FULL loot when we get killed? Seriously, if you are uber geared due to raids over months of time and someone comes and jumps you wihle finding a grouped mob, should they be able to clean you out to get the gear?
just a thought. I can see people going nuclear over this. |
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#60 (permalink) | |
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Member
Join Date: Apr 2008
Location: Olivehurst, California
Age: 20
Posts: 301
Rep Power: 1
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#62 (permalink) |
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Member
Join Date: Apr 2008
Location: Toronto, Ontario
Age: 19
Posts: 937
Rep Power: 3
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Full loot drives the economy creating a dependancy on cheap crafted armor, creating an actual use for player crafting. To me there should be absolutley no NPC sold items (Or just the very bare basics) the whole server should essentialy start out running with loincloths and sticks. As crafters get more experienced and numerous people will run around in leather; then in plate; and in this way you can tell the age of the server by what "Average" armor is provided. Older servers will have more intricate and complex armors; while new servers will be running around in lioncloths...
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#63 (permalink) | |
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Member
Join Date: Jul 2008
Location: SC, United States Clan: Aegis Imperium Playstyle: PK/PvP
Age: 22
Posts: 1,754
Rep Power: 5
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/thread ________________________________________________ Killer 100.00%, Achiever 46.67%, Explorer 46.67%, Socializer 6.67% |
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#64 (permalink) | |
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Member
Join Date: Jul 2008
Location: SC, United States Clan: Aegis Imperium Playstyle: PK/PvP
Age: 22
Posts: 1,754
Rep Power: 5
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Quote:
either way, it's not that gear doesn't matter (although there is no ultra uber gear), it's just that the best gear won't be that much better than the very good gear, and the very good gear will be relatively easy to come by. maybe a little pricey, but everyone will generally have access to some good gear.
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/thread ________________________________________________ Killer 100.00%, Achiever 46.67%, Explorer 46.67%, Socializer 6.67% |
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#65 (permalink) | |
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Newbie
Join Date: Aug 2008
Posts: 9
Rep Power: 0
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Quote:
So if we won war on full loot and also FFA game was first intended to be a pve game and like alot of other games if its a pve game, and they implement pvp later on many times games like this have failed when core is build around pve. Is this game a core pvp game or pve?, with pvp implemented along the development? |
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