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I've been searching through the official site to gather information about Darkfall and it looks good so far but i dont see with good eyes that FFA PvP, i know its more realistic, but i think games are not made to be realistic, but to be games =P i mean, you are travelling around and find another adventurer, you think "oh, good, im gonna ask him for directions" but suddenly he kills you ... i know this could happen, but it may kill the interaction with other players aspect, i've played DAoC in a full PvP server, and there it was like, you see someone coming from the distance, you ask him "friend or enemy?" (that if you are not a hardcore pvp'er), no response means dead guy, and if you dont have time to ask also dead guy, or you're dead of course =P
This only leaves you with your guildies as allies and for that you must join a guild even before joining the game =P Dunno, i dont actually like that idea =/ PS: please, dont come up with those "bah, you're a carebear, this game is for l33ts" answers =P |
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9/19/06 5:40:38 PM#2
Basically FFA PVP is part of the sandbox aspect (your free to play as you want -within the games rules-)
=They wont be changing the FFA aspect of the game for anyone= There is going to be all sorts of play styles being shown, from the PKs to the Neutrals to the Antis |
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9/19/06 5:49:08 PM#3
Yes it does change how you play. You cant just go roaming around wherever you want. You know that feeling you get when your adventuring alone and come accross a forest full of of mobs that will wipe you out if you make a wrong move? Well multiply that by 10 because every player character has the same potential. Areas of calm and relative safety form in ffa pvp around strongholds of powerfull guilds. And you will also find pockts of calm in NPC controled lands. You still need to keep your head up for roaming killers but you can build your character and learn the basics without too much dying. You should be able to find a guild suited to your playing by finding the people you can trust ingame and joinng aguild with them. But yea its all about that rush of not knowing whats going to happen. Once your hooked on it there is no other way to play |
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9/19/06 8:40:10 PM#4
Bah, you're carebear, this game is for l33ts! Seriously tho, this is the only true open pvp game comin out that i know of atm. This MMO Market needs a hardcore pvp game, not another Warcraft. |
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9/20/06 2:55:52 AM#5
Nilart, it will not be like on Andred in DAOC. The difference is the alignment system. You should be fairly safe in areas held by your own race. If you kill people of your own race your alignment will fall, and you will soon become an outcast who can't trade in your own race cities. If you kill even more then you can't even get anywhere near your own race lands, since guards will kill you and other players will hunt you down, trying to kill you to boost your own alignment.
Khael[SUN] |
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9/20/06 6:28:29 AM#6
And following on from Khaelsan's point,if people do decide to start PK'ing their own race; they'll be doing it more after they have established themselves. Considering everyone will need to get gold,skill training and decent items,they'll need a place to store their goods; i.e the starter town/capital town/other NPC town to begin with. They wouldn't want to cut themselves off from being able to access said resources early on; until they're ready, to live in a player run town or an outcast town,and that could take a while,especially if they need to gather their own resources to MAKE their own player-run town/housing. Also,I don't think everyone will be a brutal PK'er; you'll get anti-PKs as well. A very dynamic world it will be,but with (relaitvely) 'safe' spots like capital cities and NPC towns; it isn't all going to be PK PK PK PK PK PK PK PK PK chaos. Well,not after the first day anyway. |
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9/20/06 7:48:15 AM#7
ooh come on... ARGHHHHHHHHHHHHHHHH |
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9/20/06 9:08:41 AM#8
I'll be PKing everything in sight, that's just how I roleplay... I try not to stray away too far from whom I am in this real life of mine.
I CREATED MYSELF! SW:TOR|War40K:DMO|GW2 |
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9/20/06 6:54:51 PM#9
Personally I like guild pvp, youcan murder or be murdered of course but there should be a penalty similar to old school UO where you took a 20% stat loss if you were killed, also it took 40 hours of game time to work off each murder. |
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9/28/06 8:54:28 AM#10
That's a horrible idea. That permanent stat loss penalty and 40 hour game time per murder KILLED the game for all lot of PVPers. Keep in mind that some people actually have a life, and don't have the time to rebuild all of those stats back, nor 40 hours of time to kill per killl. |
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9/28/06 12:15:06 PM#11
Full loot is sufficient imo... But I'm in favor of perma death though.
I CREATED MYSELF! SW:TOR|War40K:DMO|GW2 |
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9/28/06 2:59:57 PM#12
Guild politics will have a big impact on senseless slaughter. If you have a tag and go a gank’n in the wrong place your whole guild is going to suffer for it. It is going to hurt when your town is taken, houses and shops burned and everyone gets kicked off their clanstone to go bind in the wilderness somewhere. That is a big price to pay for any guild and the rpk guilds will be hot targets. Loners will be non factors. They wont count for much and will have a hard time just trying to deal NPC’s out after their hide never mind a country full of victims looking for revenge. |
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9/28/06 3:29:38 PM#13
Stat loss is not the way to go. Most would just macro it away anyway if I recall correctly. To OP: Alignment will help curb the 'mass slaughter' you are concerned about. You will have PKs who don't care about alignment, but I don't think you're gonna see the chaos everyone fears in FFA PvP. The reason that Mordred/Andred pvp was the way that you mentioned is because people played there to PvP. If you can kill everyone, then you have more opportunities to play/PvP. Niccoli |
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9/28/06 6:06:30 PM#14
bah, you're a carebear, this game is for l33ts
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namelessbob
Advanced Member
Joined: 2/26/04
"The internet is a series of tubes." |
9/29/06 8:28:54 AM#15
So long CAREBEARS!
Awsome looking pvp system. When you get smacked up for no reason and are looted dry, ugh I just can't wait. |
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10/02/06 5:05:32 PM#16
i like hardcore pvp, hardcore stat damage, big exp loss i originally hated all of those and thought they were for people with no life, but then i realised i was hoping from shallow non-pvp game to shallow non-pvp game and with that collected time i could have developed a powerful and fun pvp character in a FFA game just find some people you can culturally tolerate, take charge and say "ok guys we stick together or we die, want to become powerful?" they will all agree. Everyone is just too shy and worried about being called a noob to do it, so in a lot of pvp games you have lone characters aimlessly trying to figure things out getting murdered blaming it on lag or"having no life" or something |
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cheesye
Novice Member
Joined: 6/28/06
"If anything was worth doing, it would have been done already." |
10/03/06 2:02:18 AM#17
man...im just tired of waiting...i think i may have to settle for second best if i cant wait any longer : /
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10/05/06 9:14:49 AM#18
FFA PvP, I love it.
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10/22/06 4:58:36 PM#19
Yes, this is an important point to remember. It may be non-stop brutal PvP for the first few days, but eventually the "l33t kiddiez" will figure it out and stop. There's more to this game than just FFA PvP chaos, there's a lot of politics, character-building, and just plain fun that goes on in the background. Cities will be built, guilds will be formed, crafters will be forming trade routes, there will be ships and pirates, and something for everyone. The players who try to kill everything that moves will quickly realize that this is NOT the game they hoped it was...they're only making themselves into a target for the "carebears." This game is FAR more complex than any of the anticipating players (that I've met) have realized. |
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10/23/06 11:54:08 PM#20
FFA PvP creates a great community, contrary to the belief of those who look at it as one big gankfest. In AC, as well as EQ's FFA server (Rallos Zek, now known as simply Zek), the FFA PvP created a lot of in-game politics that you just don't get to see in games with normal PvP. Guilds will ally with eachother, wars will break out. There will be loners who kill everyone they see, and there will be guilds made up of people who kill everyone they see.
It ends up being a risk vs. reward system, where these guilds of random PKers will become well known and they will end up being forced to deal within smaller circles. Then, you'll have the groups who will only attack random-PKers and guilds that they are at war with. (And believe me, random PKers usually become pretty well known. In both AC and EQ, you came to recognize certain people and they would be attacked on sight by pretty much everyone) And you'll get the loners, who only attack if they are attacked. The 'anti-PKer' so to speak.. they aren't against killing someone, but they'd rather play the game as a PvE game, UNTIL someone decides to try to kill them, or unless they come across a previous enemy and decide to attack them. Usually the most common type of player in PvP games. The best part, is that people who spent their entire lives in game killing everyone they came across, will be known for that later on. People -can- shun someone from society simply by refusing to do business with them, group with them, or let them in their guilds. This is the beauty of FFA PvP games. Have someone you don't like? Guess what... you can actually do something about it! |
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