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#42 (permalink) | |
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Join Date: Apr 2008
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You cannot have a world that functions if it is just a bunch of assholes running around killing each other over and over again, but we all play for the thrill of killing the other guy, so how do you make pvp happen? 1 It is ridiculous for one player to have 100 times the health and damage of another. While leveling is the yardstick by how you measure your charactors development, it is stupid to make a level 50 person invulnerable from the level 10 person. It didn't happen in real life and it shouldn't happen in a game. Somehow there needs to be a mechanic for equalizing higher and lower level players, forcing the choice of "should I gank this guy or not"? 2 Like I said before, random serial killing did not happen. There was a purpose to killing someone, say in the process of stealing. Therefore make it worthwhile to attack someone by being able to gain something from them. I think MMOs actually have it backwards, the higher level toons should be more worried than the lower ones, since the higher levels have better armor and weapons and gold that the lowbies want. Killing should have a purpose, the purpose might be as simple as wanting the area to hunt in, but there should be a risk to every encounter regardless of the difference in charactor levels. |
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#43 (permalink) | |
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Junior Member
Join Date: Apr 2008
Posts: 33
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You entitled to your opinion and im entitled to mine. What instanced PvP offers is controlled environment, which is suitable for competitive type of PvP (leveled playing field). This emphases individual player skill and finesse in teamwork. World battles, especially the ones involving sieging bases/cities are more immerse and random, and majority of the time the outcome is decided by numbers and other random variables. You may prefer only one of the kind of PvP, but i like both. Having more options of how to play will only make game more diverse and more interesting to play in the long run. |
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#44 (permalink) |
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Join Date: Apr 2008
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The biggest issue being hinted at here is this : purpose driven PvP and not terribly mindless and inconsequential action.
What would be really ideal is that over the course of a character's development, significant moments in PvP can be remembered and looked back on as important turning points. |
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#45 (permalink) | |
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Join Date: Apr 2008
Location: Sophia-Antipolis Guild: Aegis Imperium
Age: 26
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#46 (permalink) | |
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Join Date: Apr 2008
Posts: 22
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Really, I think you almost have to have a faction vs. faction and/or guild vs. guild system. Any kills within that system would be legal and this should give most players all the PvP they need. |
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#48 (permalink) |
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Guild Wars went a LONG way with PvP. It was not meaningful PvP, but your mind and reactions were mandatory to win. Gear meant nothing, or, as little as possible without moving gear effectively, the limitless amounts of builds meant that you truly would win, with you as a skiller player won earnestly. Fury, well.. If anyone knows about that game, then I need say no more.
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#49 (permalink) | |
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Join Date: Apr 2008
Posts: 137
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I ask because "crime" is not always crime, and in some people's cases it is never regarded as such. To steal, for instance, from another group of players would be perfectly acceptable if they are your enemies. You aren't going to be "evil" for trying to compete in an assertive way in a video game all about competition, are you? Everyone should be free to choose their own path, and be at the mercy of other players who judge them... rather than letting an intangible force keep track of their actions and impose penalties on them. Players merely need to be given the tools to set laws for the lands they conquer, instruct NPC guards to carry them out, and have at least some rudimentary method of managing it all with the in-game interface. Yes, if you act in a way that offends people in one area of the world you should have to face the music and be punished for it, but if that same behavior is acceptable to another group of players then you should be free to join them without some invisible monkey on your back because of some silly majority consensus on morality. Let players have the freedom and the tools to enforce laws that are as strict or as loose as they feel is necessary in their locality, don't make everyone abide by the same metaphysical limitations of one demographic's playing preference. I say the whole system of orthodox alignment tracking in MMORPGs is obsolete, last-generation technology that just carries over to new games because of convention. You want to shed these silly global rules during "declared" PvP encounters for consensual Guild vs. Guild or "realm vs. realm" events already. Doesn't it seem a little convoluted to enforce these arbitrary rules the rest of the time when players could simply police themselves if given the tools to do so? The penalty for PvP is death, and the loss of all your items, if you lose. I don't think you should force every player to be penalized simply for picking a style of play that you don't like. |
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#50 (permalink) |
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Join Date: Apr 2008
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This says it all. PvP in MMOs has become a joke. Try walking into a professional FPS tourney and saying, "well, I suck at FPSes, but I'm good at PvP in MMOs." You'll get laughed out of the building. We need an MMO where twitch-based gaming and strategy mix. Mortal Online has the opportunity to do just that.
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#51 (permalink) | |
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Join Date: Apr 2008
Location: Italy
Posts: 493
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#52 (permalink) | |
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Join Date: Apr 2008
Posts: 202
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Open PVP, is a free-for-all system of combat where I can attack anybody, anywhere, for any reason. There may or may not be consequences for doing so. If you are out farming materials, it would be wise to be weary of strangers and keep your form of escape at the ready. If you are low level I offer the same advice. The world of an "open" MMO is a hard place to live. You will be ganked and looted many times, you will lose precious items and valuable resources. When I played UO you have no idea how many times I've Alt-F4'd in anger. Yet there are certain rewards that can be gained. The enviroment promotes strong bond to your fellow players. If you truely detest those player killers, get a guild together to vanquish them. Step up as the player, descide how your world is formed and enforced. Stop relying on the game to provide the story. My gribe, legos started coming with the story built into the box and children no longer needed an imagination. The same happened to MMOs. |
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#53 (permalink) |
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Join Date: Apr 2008
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The trend seems to be to send the PVPers to an isolated zone to PVP for the sake of PVP. Even WOW has done better than that. I hope this game raises the bar for PVP games.
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#54 (permalink) |
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Junior Member
Join Date: Apr 2008
Posts: 68
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EVE excepted, I think MMOs today put in PvP as an afterthought. They call it a "feature" among other features that the game has. "You can PvP here while you're waiting to kill <insert boss name> in this game!", the say. But they don't make PvP important to the game. It's just something else to do. To me, this fits into the "theme park syndrome" of these sorts of games. "Go here, do this, oh lookie now you can go here and do this" and so on. PvP is just another ride you can hop on for a bit and then hop off of. Participation or the lack thereof has no impact on the world as a whole.
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Also known as alfaroverall in forumfall, if you didn't manage to reach that conclusion already. |
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#56 (permalink) |
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Join Date: Apr 2008
Location: Sweden
Posts: 11
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I played EQ2 on a PVP server, that is all factional PVP. I really don't like when there is a preset enemy and the only interaction with them is fighting. It's too 2D to be enjoyed for any extented period of time.
Then the fact that as long as a character were within the attackable level range of a zone, you got as much benefits from killing him/her as someone your own level. This naturally ended up being a lower level gank fest mainly by scouts and mage nukers. That is frustrating. Then there is SWG....which I'm not even gonna go into. It's just too sad. Imo, a game needs to have no rules and be self-policed by its community or it just gets really boring, really fast. |
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#57 (permalink) |
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Join Date: Apr 2008
Location: United States of America
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Games today I think are way too focused on pvp, I mean WoW went from being the no. 1 PVE game to just being focused around arena teams and I see that happening to WAY too many other good PVE games. It was a sad day when they added duels and later faction pvp in EQII and that made me quit, games should stick to their roots and MMO's are about co-operation not destroying others fun. I hope you guys can understand that.
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#58 (permalink) | |
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Join Date: Apr 2008
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#59 (permalink) | |
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Join Date: Apr 2008
Posts: 80
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You basically want a multiplayer game to play with your friends and fight against big bosses, am I right? I mean you don't even have to play a PC MMO you can just play a console game with more controllers and play "cooperatively" with your friends.
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#60 (permalink) | |
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Join Date: Apr 2008
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#61 (permalink) | ||
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Join Date: Apr 2008
Posts: 17
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With regards to the last statement especially. Putting hard coded limits onto a game doesn't make it diverse in the long run, it limits and restricts it. If there's no set way to tell you how/when/where to fight is what's going to make diversity. |
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#62 (permalink) | |
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Join Date: Apr 2008
Posts: 71
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#63 (permalink) | |
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Join Date: Apr 2008
Posts: 71
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#64 (permalink) | |
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Join Date: Apr 2008
Posts: 22
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And then he would be "omg ownage", after that it would be full fledged guild war, KOS, or we would have a new friend :P, dang I miss the good ole days. |
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