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What Gaming Should Be

As an avid lifelong gamer, I try to describe what has worked well and poorly in games I've played, and in any given gaming scenario, to define how it could best be handled as a result.

Author: reillan

A Perfect PvP MMO

Posted by reillan Wednesday April 22 2009 at 11:43AM
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I hate all current PvP games.  So, here's some ideas I had for a great one:

#1: Full loot ... ish

You have the ability to loot your opponent, but this only takes unbound items from them. 

 

#2: Item binding.

Bound items are merely items that cannot be taken during combat.  These are the items you're wearing and any crafting items you're carrying.  If you equip a new item, the old one becomes unbound, and thus lootable and tradable.

 

#3: Additional loot and XP from PvP

Enemies count as PvE mobs for loot tables - meaning, you can not only loot your opponent regularly, but you get additional items for that looting.  Perhaps this could be done in a bound form for certain things (ie, take the scalps of your defeated enemies, turn them in for a quest), or an unbound form for item drops.

 

#4: Combat is wide-open

Whoever deals the final point of damage to something gets the XP (for their entire group) for that kill.  Items are dropped on the ground and you simply have to run over them to pick them all up (this means someone else could grab them, and you'll just have to kill him).

 

#5: You can accidentally kill people in your own group

And your group loses XP if you do so.

 

#6: Respawn points are laid out frequently

So you can get right back into the action.

 

#7: No death penalty

So you can get right back into the action.

 

#8: Fast transport around the world

Because it sucks having to waste time walking 40 miles just to talk to someone and then walk back.

 

#9: When you're talking to an NPC, or fighting a named boss for a quest, you cannot be hurt by outside forces.

Because these are important activities that take time, time that might be inhibited by the respawn rate of PCs.

 

#10: No instancing

Because it sucks, and because people camp the exits, and this sucks, too.

 

#11: At least one grenade-launcher-style weapon

To take care of the people who will eventually camp anyway.

snapp69 writes:

Have you ever played Planetside? If not I suggest you go check it out.

Wed Apr 22 2009 12:05PM Report
craynlon writes:

heres a few random toughts on some points:

#1-4 full lootish/ itembinds...
im completely ok with it but i think the system itselve should have a very realistic go to how it handles inventory.
- unless you have a donkey/ wagon... you shouldnt be able 2 carry 4 spears/ 3 armorsets....
- stripping someone naked and taking his armor should take time and of course make you vulnerable while you loot the dead on the battlefield
#5 i like, friendly fire improves realism
#6-7 is a bit mixed for me. im all for returning fast to the action but if you want to have stuff like sieges or other tactical battles where the defenders have to hold strategical points, bringing the attacker back to the fight immideatly is just constant chaotic battle and pretty unrealistic

the rest i more or less agree

Thu Apr 23 2009 2:09AM Report
Nihilist writes:

/agree with Planetside, its basically exactly what you describe except there is zero PVE.

 

 

Thu Apr 23 2009 4:42AM Report
Peukje writes:

helbreathusa 

Its old and looks ugly but the pvp is awsome.

If you kill someone then 2 items from his bag or gear will be dropped.

Last one hitting some1 will get a enemy kill point.

These can be traded for armour that cannot be dropped.

Thu Apr 23 2009 6:13AM Report
fansede writes:

 Here are some of my comments:

1) Full Loot Risk : reward - The gear you get is dependent on the gear you wear. You go into a battle naked and don't expect to find anything of value expect mundane quality. In other words your higher quality gear will add to the chance of you finding higher quality gear on your fallen opponent. 

2) Level / Skill point modifier to loot - to prevent high levels from farming low level ones. So a mega veteran has no incentive to hunt /kill newer players, but low level players might get a rare drop off a high level player (just like a Boss mob)

3) Item degradation 

4) rest seems ok for a harcore game

 

Thu Apr 23 2009 11:08AM Report
reillan writes:

craynlon,

I agree regarding the spawn points & Sieges.  I guess in my original writeup I hadn't considered how those might be handled in PvP.  I would prefer to have those as slightly removed from the regular PvP, perhaps as a (shudder) scenario or simply removed in space - ie, in specific map locations.  Maybe in these areas, your spawn points are very specific, so that you spawn back at your back lines and have to rush into the siege again.  But doing that on every bloody map like Warhammer does is a big mistake.

Thu Apr 23 2009 1:33PM Report
Zarobien writes:

This system is like First person shooter with looting system...

How about:

#1 Charecters are fully lootable.
- Epic ring, family herloom sword. Winner takes it all.
#2 You get new equipment on respawn but they will cost you.
- Or mayby your faction doesnt have anything  but club to give...
#3 No PvE loot tables for players. Realistic loot tables for Mobs
- What you see is what you get. No new mounts from footman.
#4 Theres no such thing as xp. You get skill points to finishers from killblows and to melee skills from bashing heads. Loot drops to ground and it's free for grabs.
- Your charecter knees down to loot, others get a free killblow change on you.
#5 Yes, friendly fire happens. But death of mate is penalty enuff.
#6-7 You may click yes to resurect in nearest temple of your religion. Run back is the penalty. If temple is conquered you may not resurect there.
#8 Just portals between main cities. And no talk to him quests because they are very very gay.
- Or mayby on storylines to those who want them (socialites).
#9 No way. You want to kill something big. Secure the area.
#10 or instance doors are npc guarded.
#11 Catabults, Rams, Trepuchets, Hot Oil etc... Tools for camping and smoking out campers.
- Catabult needs 3 guys to use tought. And those arent cheap.

Just few fast ideas...

Fri Apr 24 2009 6:44AM Report

MMORPG.com writes:
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