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The High Price of PVP

Jon Wood Posted:
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In his most recent post, MMORPG.com spotlighted blogger Inktomi writes about "the high cost of PvP," meaning that he takes a look at the benefits of engaging in PvP when there's something valuable on the line.

Ultima Online, Darkfall, EVE Online and the upcoming pvp-base MMO: Mortal Online that is about to enter closed beta testing. What do these games have in common? They all have severe penalties for PvP losses. Free for all looting is slowly creeping back into the MMO scene that had been phased out in recent years, it was the main attraction for Darkfall Online. World of Warcraft pvp penalties were a joke and so is Warhammer’s, but the rewards were very high which made pvp attractive. When I played FFXI PvP is almost non-existent and most other games had either sanctioned pvp or open pk with no real downside.

I like the risk you take when you venture where you’re not supposed to be and there is a possibility of being wtfpwned by the opposing faction. It adds excitement and a sense of accomplishment to the game. Darkfall seems to be taking it to the extreme case and the new Mortal Online might follow suit. Regardless of what you read about Darkfall, love it or hate it; it brought back the risk that Ultima Online had when it was popular. You might be able to switch to your skivvies in time if you get ganked, why would you want to lose equipment or items to someone who just lives to kill people. That’s the price you pay when you decide to reside on a pvp server or a pvp focused game.

Read The High Price of PVP


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Jon Wood