| 29 posts found | |||
|---|---|---|---|
|
Let's assume that instanced PVP battlegrounds and arenas are off the table. Also assume that PVP must be avoidable for PVE'ers.
That leaves a few options.
Note: "working best" means working best so that PVEers, PVPers and those who like both are satisfied with the design.
|
|||
|
1/29/13 5:34:56 PM#2
Seperate Pve and Pvp realms with appropriate ruleset. PvP realm with 3 way faction pvp. PvP can occur anywhere except for a handful of safe zones (cities). Then add in instanced battlegrounds or TDM. |
|||
Originally posted by Maephisto
I don't know the term TDM. DOH... team death match. Sorry, brain fart.
|
|||
|
1/29/13 5:39:01 PM#4
separate not only realms, but also make separate effects for each spell/skill/weapon in pvp and pve, so that balancing one side doesnt affect the other.
|
|||
|
1/29/13 5:41:55 PM#5
I would like to see areas where there is no PvP but random PvE death events, rockfalls, overpowered lion ambush etc. give people the thrill of PvP and spare us the cries of "Gank"
"i don't waste my time building relationship in games" - nariusseldon |
|||
|
1/29/13 5:43:36 PM#6
The Repopulation is sort of sandboxy, but it does 3-factions with another rogue faction or some sort that are related to the NPCs and quests/aka missions you do. I think that's a fairly good solution. But as said, it's sort of sandboxy, although it does have themepark elements from the little I have seen? Either way it's a reasonable method!
|
|||
|
1/29/13 5:52:47 PM#7
Flagged PvP ala SWG. As long as PVE and PVP are protected from each other, I'm all for open world.
|
|||
|
1/29/13 6:10:13 PM#8
I realize I'm out on the extreme end of the PvP-aversion bell curve, but ideally I'd like the PvP to be in a completely seperate game from the one I'm playing. The only thing that PvP adds to my game is news: it's drama and it is entertaining to read about the tides of war. But I've never encountered a game where I felt that having PvPers on my server made the game a more enjoyable experience. |
|||
|
1/29/13 6:18:32 PM#9
Originally posted by maplestone A nemesis appears......... just kidding..... |
|||
|
1/29/13 7:34:06 PM#10
Why do you want to take arenas and battlegrounds off the table?
Never argue with a fool, onlookers may not be able to tell the difference. -Author unknown, attributed to Mark Twain |
|||
|
1/29/13 7:39:56 PM#11
If the game has a ttraced a community with a large percentage of players who are bad at pvp and take dying to the heart, and who would rather not do it instead of L2play, then a pvp server is a must.
DamonVile- Games built for disposable players are now apparently built by disposable employees. |
|||
|
1/30/13 2:11:32 AM#12
Honestly, if you must have PvP, then somewhere separate and well marked so I know never to go there is fine with me. I want to have the option of completely and totally opting out of PvP and never having to deal with it in any way. You want to beat on each other? Knock yourselves out. Just do it away from me.
Played: UO, EQ, WoW, DDO, SWG, AO, CoH, EvE, TR, AoC, GW, GA, Aion, Allods, lots more |
|||
|
1/30/13 2:13:29 AM#13
Originally posted by Ortwig My problem with that is even if you have your PvP flag off, you get asstards coming up to you all the time going "wanna fight?" I don't want that at all. Played: UO, EQ, WoW, DDO, SWG, AO, CoH, EvE, TR, AoC, GW, GA, Aion, Allods, lots more |
|||
Originally posted by Cephus404
The one that gets me are the ones who inspect you to see if you have good gear before asking to duel. That is so tacky.
|
|||
|
ThaneSolus
Novice Member
Joined: 1/05/05
Burn the heretic. Kill the mutant. Purge the unclean. |
1/30/13 6:18:38 AM#15
Best PVP in a themepark were in Lineage II and DAOC.
|
||
|
1/30/13 1:11:35 PM#16
Originally posted by XAPGames Of course, they only want to win so they only fight people they can beat. Played: UO, EQ, WoW, DDO, SWG, AO, CoH, EvE, TR, AoC, GW, GA, Aion, Allods, lots more |
|||
Originally posted by ThaneSolus
I've read about DAOC's system.
How is PVP setup in L2? Not one I know much about.
|
|||
Originally posted by Quirhid
Three reasons: 1. They've become the de facto standard for PVP in themeparks. 2. I'm using no instancing for market positioning. Including instanced BGs would water that down. 3. The software I'm working with is very limited. I have enough that I could setup dynamic instance loading on the fly, but nothing exists to do queing or scheduling.
So I'm looking at alternatives.
|
|||
|
1/30/13 1:25:08 PM#19
Originally posted by RefMinor Zod would also like to see the done. |
|||
|
1/30/13 6:48:27 PM#20
No one thinking outside the box here??? Here's an idea...
PvP Players: Players who tag themselves for war can fight for their nation, can capture and hold control points to make their nation gain territory. They can't attack players from their own nation, can't attack players from a nation they aren't at war with, and can't attack any players/NPCs who aren't tagged for war (Civilians / PvE'ers). If a player's country currently isn't at war, players can go mercenary for another nation that is at war. PvE Players: Aren't ganked by the PvP'ers, Can take advantage of the economy changing based on the war. Crafters can gather materials and craft goods for the war without getting ganked. Some materials dropped by mobs could be important to city defenses and special weapons. The PvP'ers would partly rely on the PvE'ers to keep their nations defenses and economy strong. Nations can buy mobs (strong but don't drop mats) to station in nation territory that attack other nations' PvE'ers but leave their own players alone, PvE'er and crafters will be the ones who want the wars to happen because they will want easy access to more materials and mobs that drop. This would foster mutual reliance between PvP'ers and PvE'ers, and drive the engines of war at the same time. My Projects: Pith Framework (0.5), CactusGUI (0.3) | Planning: Ant Battles |
|||