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7/27/09 5:03:47 PM#21
Originally posted by ZarroTsu Monsters don't pay the developing company $15/month. That's why. Nobody likes to lose their stuff, virtual or otherwise. It may not bother you, but it does other people. Game companies, who are trying to make money, realize that. Some players, who just want somebody to gank, don't understand that. *shrug* "Many nights, my friend... Many nights I've put a blade to your throat while you were sleeping. Glad I never killed you, Steve. You're alright..." |
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7/27/09 5:12:13 PM#22
I think Earthrise is coming up with a good model for the risk vs reward scenario. Most items will be able to be insured, so you won't be naked on ganking, but not all items are able to be insured via faction content and other factors.
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7/27/09 5:55:50 PM#23
I love PvP...PvP is the primary reason for me to choose to play a game anymore. However, I want my PvP when and how I choose it. I like BGs/Scnearios and PvP "areas" (a Core WAR server is very close to an ideal setup for me). I will choose to accept whatever level of risk vs. reward a game offers if I choose to play the game and I am all for increasing the risk vs. reward as long as it is properly balanced. That said, I haven't played (and won't play) Darkfall (just to make an example), but I think I've read that is a far less "equipment-centric" game than most other popular titles on the market at the moment...maybe somebody who has played it can elaborate. My point here is that it seems like most people are equating "full-looting" with the loss of items from a more "equipment-centric" game and I don't think it is necessarily a fair comparison. Of course there is a "loss" but if that loss is designed to be relatively easily overcome then the loss is really quite similar to "rez sickness," "exp debt," or "exp loss" (curse you, EQ!) or whatever method other games choose to employ. The "risk" may be just as low as any of these others, it is simply different. "Ignorance begets confidence more often than does knowledge." - Charles Darwin |
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