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Cabe2323
Novice Member
Joined: 8/03/06
The nine most terrifying words are: I''m from the government and I''m here to help. -Reagan |
11/05/07 10:29:18 AM#41
RvR is the only type that I enjoy. FFA rule-sets and full loot rule-sets allow for too much greifing. It makes the game pretty much pointless and appeals to the fringe social outcasts of the gaming populous. Currently playing: Looking Foward too: |
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11/05/07 12:01:28 PM#42
Good to know that some Pro FFA w/Looting do want full game worlds with exploration, character building, etc. Taking that into consideration, makes more sense how companies go wrong with the PvP design of their game. They try to make the same game cater to both crowds, so they put the big environment and rich character building, but then throw in FFA PvP at the end. The FFA Looting crowd is upset because they need to spend tons of time building their characters and doing endgame PvE to get the gear to be competitive in PvP. The Consensual PvP crowd is upset because they want to be able to explore the game world and experience other non-PvP parts of the game without being forced into a PvP situation at any given time. Since I'm in the latter camp, that's why SWG was great for me. I could go Overt and fight people when I wanted, and there were usually other people I could find who were doing the same thing. If I just wanted to go kill MOBs or explore the massive game world without fighting anybody, I could do that too with no worries. The only flaw was as I said, no content for the PvP, so eventually people stopped wanting to participate and you couldn't choose to go Overt and fight because nobody else would go Overt as they had to incentive to do so.
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11/05/07 12:19:24 PM#43
Yes, a third faction might have made it more interesting. Maybe at least had the neutral faction have its own faction type reward system without necessarily committing its members to being PvP attackable. I have to disagree about the politics though. There was a lot of politics involved on the Server I played on. There were alliances amongst the guilds on the same faction. You were not forced to defend your own faction 100% of the time. As an Imperial, there were some Imperial player cities that I refused to help defend. Conversely, there were some rebels that I had respect for and some that I did not. The type of tactics I used against those I respected greatly differed from the tactics I used on those I vehemently hated. There was a very deep player community. People who proved to be smacktards were blacklisted from shops and could not get the good gear to PvP with. People who proved to be good helpful individuals had all the best crafters on the server volunteering to build them custom equipment and share rare looted items and rare resources. With the unattackable spies from within, I think you run into that with every game. At least in SWG you could communicate to everybody and the added transparency made it much easier to know who was a spy. Even then, I never felt that the spies changed much in any battle. Even when they did, it's nothing like the faction traitors you have in other games, especially ones that disallow cross faction communication. Nothing aggravates me more than the, "I'm so cool cause I'm on the other side's vent getting you killed. You can't talk to them, but I can." That crap didn't exist in SWG because everybody could talk to everybody anyways. There wasn't anything special about relaying information to the enemy because anybody could do it. Because it wasn't so Taboo, you had fewer people doing it. |
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11/05/07 1:55:49 PM#44
Well since I'm not a PvP fan I would say none at all, but if I were to pick a system I would say consenual only since even WoW's system promotes assinine behavior. There should be consequences to this type of activity instead of the game expecting the players themselves to police the griefers. What I mean by that is if you decide you want to go on a PK spree of low levels then be prepared to be barred from every settlement in the game, guards of all factions attacking you on sight for the game impossed bounty on your head. Not being able to sell or trade items with tradesmen in towns, you would have to go to unsavory locations to base out of where your goods bring less cash and even mundane items cost an arm and a leg. Games these days don't place consequences on nefarious behavior and some by design seem to promote it to a greater degree. I'm not so naive as to think that games without any PvP are better than those with it, but if a company wants my subscription fees then they had better provide me a product I'm willing to pay to play, and a game that forces me to PvP won't be getting my cash.
OH! and no class should have the capability to stealth to complete invisibility at least not be able to renenter it once its broken for a sneak attack. I just find this to be the refuge of cowardly behavior. I might allow that you can use this type of ability to preform recon work or to move through an area unseen due to superior use of camoflage but it doesn't meet the common sense test to be able to skulk around in the middle of an open area and remain unseen. |
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Shannia
Novice Member
Joined: 11/06/05
"World of WarCraft is held alive solely by the mediocrity of competing products." RendRegen |
11/05/07 2:03:43 PM#45
LOL, fair enough. Any game then that is FFA PvP with just bag looting and no equipped item looting is fine with me. I don't like gank fests from people out ganking for the sole purpose full corpse looting looking for ultra rare items that took me months to earn.
Fear not fanbois, we are not trolls, let's take off your tin foil hat and learn what VAPORWARE is: http://en.wikipedia.org/wiki/Vaporware "Vaporware is a term used to describe a software or hardware product that is announced by a developer well in advance of release, but which then fails to emerge after having well exceeded the period of development time that was initially claimed or would normally be expected for the development cycle of a similar product." |
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11/06/07 3:25:50 AM#46
Originally posted by Czzarre you know what we need a Victory condition here friend I'm sorry but what you describe isn't really PVP. That's senseless PVP without an objective Guild vs Guild fighting over a resource node would be a good start towards good PVP with firm Victory condition it doesnt have to be looting but there needs to be LOSS like you cant rez without a teammate or something. Because fighting all night long like immortal gods might be fun for you but I've tired of that years ago. |
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11/06/07 3:30:08 AM#47
open - RvR with semi full looting (No losing of equiped items) I also like War there system. Where PvP get more room every tier, till it is open-PvP at tier 4. |
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11/06/07 3:53:43 AM#48
Weirdly enough I am a care bear and don't get involved in PvP but I prefer the game I'm in to have FFA PvP with full looting. Ok so I'm going to get ganked once in a while and loose stuff I've been putting time and effort into getting but the risk of this happening adds to my enjoyment of the game. I support Belgiums efforts to get noticed ... at all. |
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A lot of great info so far. I think this thread sheds a lot of light on the PvP scene for me. All of the ideas you guys have come up with are great. I know somewhere, somehow there has to be a middle ground between PvP and PvE. I don't feel they should be separate games. The community in the game, no matter what your play style, should be able to contribute to one another and enjoy the game. Finding this common ground will not be an easy task. I think all of your comments help to find or design a top notch game for everyone to enjoy. I'm trying to think outside the box. |
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