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1/26/13 1:27:11 PM#141
Well depends what server you played on, I played on mordred so plenty of ganking lowbies there. Don't know how the coop servers worked,,presume they had no pvp.
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1/26/13 2:02:36 PM#142
I am looking forward to this game but I would much more prefer real open world PvP. But If PvP has to be zoned, there needs to be way more "contested" zones than safe zones. I like being in danger while PVE questing, it makes questing more interesting. |
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1/27/13 9:02:57 AM#143
Originally posted by Rhoklaw DAoC had a great community and intense rivalry, until i see any other game come anywhere near the competitive play on a faction level in DAoC i'll reserve judgement on how similar they are. GW2 has very similar mechanics but was a pointless, directionless zerg fest. I have to wonder, if DAoC was released for the first time today, would it suffer the same fate? |
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1/27/13 4:10:41 PM#144
Originally posted by azzamasin Haters , don't mind them. I think they should just make a subsection of game called MMOPVP and that way pvpers don't have to worry about the actual role playing game stuff and can gank to their hearts content just like they were 13 again. The idea that pvp is zoned makes me want to at least try this game. I wouldn't even mind if they figured out how to do a Dark Cloud 2 system where pvp actions (not killing a bunch of people, but actually building a community) effected the real world in some type of statistical or item availablity area. PVP takes away the realism of any game. No world has peopel , even of opposite factions, randomly killing folk for no particular reason other than i hate u, u hate me. The only way I"d ever do open world pvp is if you had to join an army for it, and could only particupate in organized battles according to a general. This would provide far more realistic impressino for me and force players to actually understand how real war and opposing factions work. |
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1/27/13 5:13:55 PM#145
Remember when Trion said something similar, how their server tech was so amazing that they could have thousands in the same area at once? I'll believe it when I see it. If they can pull it off they'll be king of the hill for sure.
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1/27/13 6:09:51 PM#146
So is this like STO's servers? WHAT>?????
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1/27/13 10:12:29 PM#147
It will be interesting to see how TESO world pvp turns out when the last 2 big games - GW2 and Planetside 2 had such contrasting results. I really like the faction region lock as I think that really adds to the rivalries and realm pride that was present in DAOC. I also like the idea of capturing specific objectives to 'win' like DAOC relics as opposed to the scoring system in GW2 which in the end wasn't that interesting and just promoted constant server hopping. I know a lot of people hate the idea of instancing, but if it prevents queue times like in GW2 and allows people to play with their friends and guild whenever they want then the cost is worth it. Planetside 2 gives me hope that world pvp can work well. |
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1/27/13 10:20:55 PM#148
server hopping was a problem in DAoC as well.
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Caliburn101
Elite Member
Joined: 3/30/11
"Imagination is more important than knowledge." Albert Einstein |
1/28/13 3:57:22 AM#149
Originally posted by Nitth Indeed it does. A large zerg will run around and at best I would expect (without strong multi-guild leadership and extremely effective coordination) a few to remain behind the zerg defending objectives which need to be held for the zerg to go for the final objective. Logic dictates absolutely that there will be a final objective - the capitol city on the island in the center of Cyrodil. It would be ridiculous to assume those in the zone will sit back on the shore while the 'chosen 200' rush to the center. Culling I would think is the only possible solution, and I hope, with the relevant amount of testing, that it can be programmed to deal with exploitation (large zerg crash-festing to prevent a win) or accidental overload (concentrated fighting over one currently critical location...). Concentrations of numbers WILL happen - and the server and program WILL have to have an effective way of dealing. We are many, many years past the assumption that player self-regulation will deal with the issue for us... ... that's just wishful thinking of the most naive kind I think... |
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1/28/13 4:11:01 AM#150
Originally posted by Tayah the times when people actually bow to their apponent are gone m8....back in the days some people who killed you rezzed you again and where on their way.....THAT was gloryous pvp back then, with respect for the others. But get used to it that since then mmo's are for kids and not just adults anymore.
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1/28/13 4:16:38 AM#151
When they fking learn that factions in "open" pvp leads to unbalance. Their will be always one faction which dominates pvp.
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1/28/13 4:32:33 AM#152
I am not very trusting about these statements. They say stuff like this and then you log in and lag to death.
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1/28/13 4:34:21 AM#153
Originally posted by wilq Well I agree ..but.. 3 factions (realms) has been a winning concept in DaoC , when one faction is dominating in popularity, the other 2 factions go together and help.
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1/28/13 5:01:17 AM#154
Originally posted by thark Probably, but since all 3 factions has a popular race (Nord, Elves and Breton) it should balance out pretty well, I think. |
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1/28/13 5:02:09 AM#155
Originally posted by cyrana So, the advertised "premiere" PVP fantasy game translated by the premiere sandbox open SRPG and next to come to our desktops will run on a heavily instanced megaserver and in its core gameplay will get us killed by invisible people. Jeez....
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1/28/13 5:17:52 AM#156
Again gw2 does culling wrong, seemingly at random. I've not had this problem with other large scale pc games, if you cull players that are outside their attack range or have a blocked line of sight, wars the problem.
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Azrile
Novice Member
Joined: 7/29/08
Any new or returning player to WOW, send me a PM for some help getting started. |
1/28/13 10:32:01 AM#157
Originally posted by GrayGhost79 I am just a passerby with not much interest in propping up this game. But you are wrong. Open world means it is persistent and never-ending. This area will be running 24-7 and will always be accessible. A non-open-world zone is like BGs in WOW.. where you cannot fluidily access tham from the main world, and they have limited duraction and énd´ And you are wrong about UO. UO most certainly had zones.. dungeons were their own zones, trammel-Felucca were different zones, Lost Lands was a different zone, Illshnear.. etc. Even the main map was ´zoned´. People abused that fact all the time during pvp. Is it accessible and persistent from the rest of the world 24-7? Can people enter and leave that zone at will? Yes, then it is open-world by most definitions. You are using a rather obscure definition that isn´t relevant to gameplay at all. And really the only difference between DF, UO and WOW is that WOW named their zones and displays it above your map. UO and DF most certainly have zones, and you can ´feel´ them when you cross them, but nothing shows up on your UI to tell you. If you are an ex-wow player and want to come back. Scroll of Rez gives 7 free days, boost a character to 80 a realm and faction change. Send me PM for an invite. Only 1 per day available |
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1/29/13 2:31:00 AM#158
Originally posted by Rthuth434 Only when they clustered servers... I played DAoC since beta, then I played on Guinevere and only when they started clustering servers (like 3 RPs etc) cross realm and server hopping became a problem. Before that each server was an "island". |
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1/29/13 3:03:41 AM#159
Wow. Theres a whole lot wrong with that statement. |
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1/29/13 3:08:04 AM#160
Originally posted by Toxia propably in another instance *ducks and hides* |
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