Yes, even if you make it useable every once in a while, it could still be used to escape death.
As for your post sbout the PvP enabled continent, rare item drops should be available everywhere. Your idea sounded as if only PvP players would be able to get very rare items and all other players who wouldn't 'dare the risk' wouldn't get those items. It would mean that PvP players will always have an edge on non-PvP players. Making the game less attractive to non-PvP players.
Besides, you have the Matis arena for PvP urges
Player V Player...
Re: Player V Player...
My only interests in mmorpg's are community and PvP... Ryzom's losing interest fast at this point, and I'm not one to whine for the lack of 'contents' or 'quests' in a mmorpg. I am a strong believer that those things are to be left for single player games.
What would be morrowind without quests? Boring, no people around to talk to... the only thing to do is quests and exploration. Same for NeverWinter Nights solo: without quests the game is nothing. A massively multiplayer game doesnt need such things as contents, it needs community interactions.
PvP is one form of community interraction, PvP is also an important part of roleplaying.
To be really happy with a mmorpg, it would need to have:
- events organized by gm's.
- a roleplay community
- tools for roleplaying (useless stats wise items like clothes, chairs and benches where you can sit, food, anything that can create the illusion of a real world)
- PvP, duels are not enough... what kind of immersion do you get from challenging someone in comparison to playing in a world where you might be ambushed or assassinated ?
UO had most of these right... but the way they handled PvP was a joke, PK's became a problem; and the few solutions they tried were awful. On EQ blue servers, the PK system was bad: if you decided to become a PK, you would lose all the benefits of grouping with people who decided to stay carebear - they could not buff or heal you. The situation was much better on the Team Servers (Vallon and Tallon Zek) and the original Full PvP one (Rallos Zek)... Sullon Zek was mostly a mess for griefers though.
Personally I think games should allow a full PvP system, no one being safe. BUT to avoid the PK problem, allow everyone only 1 kill per week of a specific person / account; with the possibility of a remote proposal of a duel. This idea might not be clear to everyone but imagine a situation where:
You're minding your own business, hunting alone. You know you have to stay on your guards, you're already aware of mobs being quite aggressive, but that players could ambush you;
what would you lose from dying from a player? Oh well, some of your time... but no xp, no money,... what would the killer get? A useless trophy that only serves to prove he's killed his victim.
but that same killer will not be able to kill you again before a week, unless you both aggree on a duel that could be sent remotely... allowing for ambushes. It would be rather hard to grief someone that way, being tied to the account this would require a whole guild's dedication to kill you just to grief you; too much effort for most people anyway and easily traceable.
People who would initiate a fight (flagging themselves as "PK") would lose that death limitation for a while... maybe a couple of hours; allowing angry mobs of people to chase the evil killer
But seriously, full PvE even with events is not enough...
What would be morrowind without quests? Boring, no people around to talk to... the only thing to do is quests and exploration. Same for NeverWinter Nights solo: without quests the game is nothing. A massively multiplayer game doesnt need such things as contents, it needs community interactions.
PvP is one form of community interraction, PvP is also an important part of roleplaying.
To be really happy with a mmorpg, it would need to have:
- events organized by gm's.
- a roleplay community
- tools for roleplaying (useless stats wise items like clothes, chairs and benches where you can sit, food, anything that can create the illusion of a real world)
- PvP, duels are not enough... what kind of immersion do you get from challenging someone in comparison to playing in a world where you might be ambushed or assassinated ?
UO had most of these right... but the way they handled PvP was a joke, PK's became a problem; and the few solutions they tried were awful. On EQ blue servers, the PK system was bad: if you decided to become a PK, you would lose all the benefits of grouping with people who decided to stay carebear - they could not buff or heal you. The situation was much better on the Team Servers (Vallon and Tallon Zek) and the original Full PvP one (Rallos Zek)... Sullon Zek was mostly a mess for griefers though.
Personally I think games should allow a full PvP system, no one being safe. BUT to avoid the PK problem, allow everyone only 1 kill per week of a specific person / account; with the possibility of a remote proposal of a duel. This idea might not be clear to everyone but imagine a situation where:
You're minding your own business, hunting alone. You know you have to stay on your guards, you're already aware of mobs being quite aggressive, but that players could ambush you;
what would you lose from dying from a player? Oh well, some of your time... but no xp, no money,... what would the killer get? A useless trophy that only serves to prove he's killed his victim.
but that same killer will not be able to kill you again before a week, unless you both aggree on a duel that could be sent remotely... allowing for ambushes. It would be rather hard to grief someone that way, being tied to the account this would require a whole guild's dedication to kill you just to grief you; too much effort for most people anyway and easily traceable.
People who would initiate a fight (flagging themselves as "PK") would lose that death limitation for a while... maybe a couple of hours; allowing angry mobs of people to chase the evil killer
But seriously, full PvE even with events is not enough...
Re: Player V Player...
Hehehe, im not saying that PVPers will only be able to get the rares, im just saying that you will need to take risks to get the rares.vaynen wrote:Yes, even if you make it useable every once in a while, it could still be used to escape death.
As for your post sbout the PvP enabled continent, rare item drops should be available everywhere. Your idea sounded as if only PvP players would be able to get very rare items and all other players who wouldn't 'dare the risk' wouldn't get those items. It would mean that PvP players will always have an edge on non-PvP players. Making the game less attractive to non-PvP players.
Besides, you have the Matis arena for PvP urges
Other regions im sure will get all the rares... but this region, the pvp region, will get them dropped more often, due to the fact that its that much more dangerous than any other place.
And as for mages not having teleport.
You really think a mage (who is very weak physicaly) would not have developed spells to protect themselfs, even get out of 'sticky' situations?
Warriors get the 'speed' option, myself as a wizard focusing on spells... dont get an option to escape any 'predicament'...
Aneu
Re: Player V Player...
Anyway, develop 'shield' spells if not Teleportation... that way mages will actually be able to survive enough to do somthing...
Re: Player V Player...
It is absolutely useless as there is no purpose or benefits of this Arena or killing someone in this Arena.vaynen wrote:Besides, you have the Matis arena for PvP urges
There should be PvP content in any form - wars between guilds for <add purpose> (just for fun will do too), war for territory control maybe, whatever as soon as it is fun.
Re: Player V Player...
Invulnerability my friend, you can get it if you want toaneuvotf wrote:Anyway, develop 'shield' spells if not Teleportation... that way mages will actually be able to survive enough to do somthing...
Re: Player V Player...
This will become something of the game. Maybe you should read some more information on http://www.ryzom.com ....diabest wrote:It is absolutely useless as there is no purpose or benefits of this Arena or killing someone in this Arena.
There should be PvP content in any form - wars between guilds for <add purpose> (just for fun will do too), war for territory control maybe, whatever as soon as it is fun.
There are some outposts in every land, but not many. Once they are enabled guilds will be able to house themselves in those. Of course there can be more guilds than there are outposts, hence the reason for territory disputes. These wars will be available through guild missions, which can be done once your guild has enough fame.
Re: Player V Player...
Indeed, a single spell... Invsisibilty/Shield/Teleportvaynen wrote:Invulnerability my friend, you can get it if you want to
I mean all are good idea's to add for a mage in my opinion
Re: Player V Player...
aneuvotf wrote:Anyway, develop 'shield' spells if not Teleportation... that way mages will actually be able to survive enough to do somthing...
Mages have RANGE and rather heavy damage + short casting times already... what do you want?
Re: Player V Player...
Range? You sure? a mob can get within attack range on me quite easily, i cast root and within 12s their out of it and at my feat...hivewasp wrote:Mages have RANGE and rather heavy damage + short casting times already... what do you want?
I just want a little more defence for a mage... i mean come on... Mages are meant to be intelligent... and whats so intelligent about going into a fight without defence?
Aneu