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8/31/11 11:35:19 AM#21
Dark age of camelot RvR nuff said |
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8/31/11 11:44:57 AM#22
Originally posted by Skuall The secret world sounds even better. |
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8/31/11 12:00:21 PM#23
Originally posted by Greenzor yeah, the way you can combo your 7 active skills with your passive skills and yours teammates 7 active skills to get bonus effects looks nice, and a 1v1v1 territorial war open 24/7 does not fall behind, I hope they can deliver.
EDIT: I just finished reading this: http://massively.joystiq.com/2011/08/31/pax-2011-funcom-discusses-tsws-pvp-arg-and-more/#continued "The team took this time to point out a new feature that had been added to the game's engine: dynamic lights. This feature allows players to create lights to help illuminate their surroundings, whether in the form of a headlamp or placeable emergency flares. This new utility proved useful in the sparsely lit building in which the mission was set, but dynamic lights aren't all rays of sunshine. Using a headlamp or flare will also attract enemies, which can spell trouble for the player. Of course, this can also be used to the player's advantage by placing a light in a location where he wants creatures to go. These lights will also be available in PvP, where players will have more to worry about than just a mob's aggro range. In these situations, players will have to determine whether it's more important to see their way around or avoid being seen by other players." OMG! |
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9/01/11 12:42:12 AM#24
TSW PvP indeed sounds good and 3 factions is one of the reasons I believe it might actually work.
Then again, Failcom doesn't have a very impressive track record of delivering, so I'll hold my judgement until this game is actually live. |
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9/01/11 1:17:07 AM#25
Of course, if you really wanted PvP to reflect real world warfare, you would have to reduce it to two elements: gear and skill. Level wouldn't even come into to play. Not mention that there would be no healers, permadeath, and combat fatigue. You'd be lucky if you survived a single battle. Which is why the best PvP follows the middle path between fun and realism. The Buddha knew a lot about PvP. |
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9/01/11 1:23:30 AM#26
Fantastic post! Nametags = Fail Level Con = Fail /agree qui bono |
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9/01/11 1:31:06 AM#27
Now for the 5 things players do that ruin PvP servers
1. People who become emotionally involved and rage when they die. (ALL GAMES) 2. Avoid PvP at all costs and spend your time in instances (Rift) 3. Guard Towers outside of the newbie zones. (Darkfall) 4. Alliances of guilds with a majority of the server having a cease fire leaving it 80% vs 20% who didn't want to join the alliance. (ALL GAMES) 5. Many will spend ALL their time griefing players 30+ levels lower and pose no challenge instead of involving themselves in end game PvP against their own levels. This has 2 effects, it could cost players who can't handle getting camped by people with unlimited time in comparison and also disrupt competitive end game pvp by the players not being present. "Sometimes people say stuff they don''t mean, but more often then that they don''t say things they do mean" |
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9/01/11 1:37:55 AM#28
Originally posted by Greenzor DAoC has years of proven success, in its days TSW is still in develipment. It may sound better but we cannot really compare. We can only wish. So do I wish. |
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9/01/11 4:38:44 AM#29
I liked the way LOTRO had "pve" players going into the pvp zone to dungeon, and having to watch their backs from the camping monster players. It was a nice idea anyway. For the element of surprise, if the map is big enough, and the war is long enough, you can get that element back. I think these days you have to have the battlegrounds, so players can jump in and get a taste. Nothing like real warfare, but most of the hot games seem to have a 'real war' mode as well, so we will see what they are like. Nametags and conning are good points. |
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