People all over the place seem to be bringing up is PVP only in certain areas. This however is really seeming to be a bad idea. I think this will make the people who want to go kill someone be concentrated in one area, and if someone who isn't looking for trouble right away will be surrounded by PVPers (not necessarily griefers!) I'm not opposing to the PVP idea, I think open PVP all around will be the best way to do it. Guards killing PKers in towns is fine, a good idea even, because this would still allow PVP in towns while keeping it at a reasonable rate. However, unprovoked PKing (not killing in self defense) should somehow be punished, not necessarily heavily. But if you kill someone, there's punishment, it's always been that way. Maybe if you're a notorious indescriminate PVPer (again, guild battles, duals etc. or other things that are a mutual agreement are things I'm not talking about) maybe you should be arrested and fined. Look at the way morrowind does it, if you're arrested some of your stats drop cause you've been rotting away in jail (can't really make it happen in real time, but the penalty isn't a bad idea). Or maybe they'll throw you're @$$ in a dungeon that you have to fight or figure your way out of...that way there's still play time but you don't gain xp or levels on your way out...all these are just ideas, but I'm sitting in class right now so it's probably not a good idea for me to be typing so much.
Later on all!
pvp ideas, issues, concerns, questions (Merged Thread)
Re: Simple solution to pvp... reap what you sow. (wheee it's long)
Basically I been with this game. When everyone said they were leaving ooh patch 1 sucks etc. Maybe I am your hardcore player who loves getting beat down by devs. I like it I say bring me some more.
I love pvp. Always have always will. I love killing the skilled players. I love killing the weak player. I love getting killed. It shows where your weak and need too work on. I love being able to turn around a surprise attack.
Yes in this day an age if you get caught killing someone. Then you go to jail for a long time. If you get caught. In the old you were considered a bandit and arrested and hung if ever caught or captured.
Alot of murders go unsloved. Its not like watching svu on usa. Where they always seem to catch the bad guy.
Even in the old days if you were a force to be dealt with it would just be a war.
Personally I just like being territorial. If my guild is in this area don't come in it. If we control a specific place. Walk away save yourself the trouble of dp.
Thats what I want to be able to setup/capture outposts Control certain zones. Even when were not on. Setup up guards at outposts. The guards would cost money and be different levels depending. Guard level would be decide how much they cost. Set controls as too who can come to the outpost and who can't. Guild only, Faction only, all members. If we have control of the outpost we have control of the tp near the outpost etc. No one but guild members could buy the ticket there.
P.S. The outpost would control PVP for that zone. So you can set the zone to no pvp if you control the outpost in that zone. Although the outpost is still attackable.
To prevent hit and run attacks you would place something at the outpost and 24 hours from that marker being placed it could be attacked. Gives your opposing guild in control of the outpost time to prepare for the attack. 24 hours is enough. If your guild can't get ready in that time well too bad.
If you want your freedom of no pvp have to defend your zone.
I love pvp. Always have always will. I love killing the skilled players. I love killing the weak player. I love getting killed. It shows where your weak and need too work on. I love being able to turn around a surprise attack.
Yes in this day an age if you get caught killing someone. Then you go to jail for a long time. If you get caught. In the old you were considered a bandit and arrested and hung if ever caught or captured.
Alot of murders go unsloved. Its not like watching svu on usa. Where they always seem to catch the bad guy.
Even in the old days if you were a force to be dealt with it would just be a war.
Personally I just like being territorial. If my guild is in this area don't come in it. If we control a specific place. Walk away save yourself the trouble of dp.
Thats what I want to be able to setup/capture outposts Control certain zones. Even when were not on. Setup up guards at outposts. The guards would cost money and be different levels depending. Guard level would be decide how much they cost. Set controls as too who can come to the outpost and who can't. Guild only, Faction only, all members. If we have control of the outpost we have control of the tp near the outpost etc. No one but guild members could buy the ticket there.
P.S. The outpost would control PVP for that zone. So you can set the zone to no pvp if you control the outpost in that zone. Although the outpost is still attackable.
To prevent hit and run attacks you would place something at the outpost and 24 hours from that marker being placed it could be attacked. Gives your opposing guild in control of the outpost time to prepare for the attack. 24 hours is enough. If your guild can't get ready in that time well too bad.
If you want your freedom of no pvp have to defend your zone.
Last edited by swayzo on Tue Dec 07, 2004 6:18 pm, edited 1 time in total.
Re: Simple solution to pvp... reap what you sow. (wheee it's long)
I have to say that if PvP is going to be implemented I kind of like the idea swayzo has put forth. Although it would make it quite a problem of having to defend your outpost 24/7. Intersting thought though.
I also like having some consequences too. Maybe it should be dependant on the disparity of levels. If a level 150 attacks a level 30, then there should be heavy consequences, but if he attacks another level 150 should be none.
The PvP in the roots might create a problem for large groups who travel through there or go there for missions. How can you specify that you don't want to attack your friends accidentally? Especially in the chaos that can happen in large scale battle. I for sure don't want to accidentally hit my friends, although I do see its relevence, friendly fire and all.
Just thoughts to ponder on this.
AnimD
Out of Cavern
I also like having some consequences too. Maybe it should be dependant on the disparity of levels. If a level 150 attacks a level 30, then there should be heavy consequences, but if he attacks another level 150 should be none.
The PvP in the roots might create a problem for large groups who travel through there or go there for missions. How can you specify that you don't want to attack your friends accidentally? Especially in the chaos that can happen in large scale battle. I for sure don't want to accidentally hit my friends, although I do see its relevence, friendly fire and all.
Just thoughts to ponder on this.
AnimD
Out of Cavern
Re: Simple solution to pvp... reap what you sow. (wheee it's long)
Tetra, thank you for such an informative view on PvP from your personal views.
I know to some (neo, xcon, for instance), its just another person nagging about there concerns, but think about it this way, you pay your $15 a month to play the game the way you see fit.
By design, this game was ment to have open PvP from day 1, actually, and the last day of open beta was open pvp on all lands, including newbie area, so your friend in your group was your enemy also, could target to kill them but couldn't target to heal them.
The biggest flaw that I *hope* they are working on is the mass damage (AE) spells that will hit your allies.
Pros' and Cons' alike, neither will stop them from putting the PvP into the system, there putting to much coding effort into it to stop now.
The main concern of most is the 'open pvp in pr' with greivers.
I get online during lunch, spend like 20 minutes getting to my harvest spot, spend another 20 harvesting and log off to get back to work.
Do I want to get there and die to a pvp greiver? No.
Will it happen, I know it will.
There is this thing called your enemy list, each greiver can go on this list and you will know who they are on radar I think (red dot maybe)
So if they gave us an unlimited sized friends / enemies lists.
All people we know won't kill us can be friends.
All people we know will kill us can be enemies.
Red dots = enemies
Green dots = friends
Brown dots = unknowns
This will atleast help to understand who is around you when you go somewhere, so you can decide to stay or leave.
I would imagine at this rate, that more than the PR will be pvp area's, just do not know which and when.
Everyone is allowed to voice there concerns in any fassion they see fit provided its within reason, and I think you did a fine job voicing all of your concerns.
I know to some (neo, xcon, for instance), its just another person nagging about there concerns, but think about it this way, you pay your $15 a month to play the game the way you see fit.
By design, this game was ment to have open PvP from day 1, actually, and the last day of open beta was open pvp on all lands, including newbie area, so your friend in your group was your enemy also, could target to kill them but couldn't target to heal them.
The biggest flaw that I *hope* they are working on is the mass damage (AE) spells that will hit your allies.
Pros' and Cons' alike, neither will stop them from putting the PvP into the system, there putting to much coding effort into it to stop now.
The main concern of most is the 'open pvp in pr' with greivers.
I get online during lunch, spend like 20 minutes getting to my harvest spot, spend another 20 harvesting and log off to get back to work.
Do I want to get there and die to a pvp greiver? No.
Will it happen, I know it will.
There is this thing called your enemy list, each greiver can go on this list and you will know who they are on radar I think (red dot maybe)
So if they gave us an unlimited sized friends / enemies lists.
All people we know won't kill us can be friends.
All people we know will kill us can be enemies.
Red dots = enemies
Green dots = friends
Brown dots = unknowns
This will atleast help to understand who is around you when you go somewhere, so you can decide to stay or leave.
I would imagine at this rate, that more than the PR will be pvp area's, just do not know which and when.
Everyone is allowed to voice there concerns in any fassion they see fit provided its within reason, and I think you did a fine job voicing all of your concerns.
Re: pvp ideas (Merged Thread)
All I have to say is if total open PVP ever becomes a reality, I want the ability to train a pack of gingo or ragus to sit by and protect me from anyone who dares to attack me while harvesting.
Re: Simple solution to pvp... reap what you sow. (wheee it's long)
I'm not saying SoR should be CSI, but, what used to happen if rumour got around of someone killing random people indiscriminately (like you said, bandit) and if that bandit enters a town? Punished, but yes, I'd imagine it's reasonable for people to just run up and kill someone for no reason than the hell of it and then walk into a city like nothing happened..................................... PvP will not be the downfall of this game, but unmanaged it will become a major pain in the back side. I'm not too worried about people killing me for no reason, because of the people I've seen in game. But at some point little kiddies are gonna hear that you can kill people in a game and their damned parents are gonna buy it for them and pay for the next 10 years of pvp from 10 year olds who just wanna kill stuff.
On a side note though, if people swarm to areas where pvp is allowed and the game isn't open pvp, then you might as well forget about access in that area, because those few people will saturate entire regions. Reap what you sow? No, lie in the bed you've made.
On a side note though, if people swarm to areas where pvp is allowed and the game isn't open pvp, then you might as well forget about access in that area, because those few people will saturate entire regions. Reap what you sow? No, lie in the bed you've made.
Re: Simple solution to pvp... reap what you sow. (wheee it's long)
Very good point in general. I'm growing passionate about this, but it's a little bit of both passion, but I agree totally with what you've said.skylt wrote:The unfortunate result of discussions like this is that they tend to gravitate to restatements of the extreme positions of both sides. Good constructive reasoning to resolve the apparent dilemma gets buried in the midst of your derisions of each other. Putting down people and new concepts is detrimental to resolving the issue.
What is needed is an atmosphere of open minded attention to ALL the alternatives - good, bad, and in between. From all the ideas, inspiration may occur that enables someone to reach a new concept in game design that allows encompassing the dilemma, and resolving it.
Hopefully, the reason Nevrax is staying silent on this issue, is that they could be reaching for this new game design concept. To do this means their staying out of the petty bickering and trash talk of both sides.
Though the game is not yet fully implemented, I have seen enough of it, so far, to recognize good design and creativity.
I suggest that those people with ideas to input continue to submit them, and ignore the derisions and trash talk of the extremes. I will have faith that Nevrax will sort through these ideas to pick out the best and build further to reach for the new concept. Hopefully, they will succeed in this effort. Their choice will determine the degree of success of this fine game.
An opinion
Skylt
Re: pvp ideas (Merged Thread)
Well PvP in the Prime Roots won't be a problem (atleast in Trench of Trials). I went there last night on the ATS. There is a RIDICULOUS amount of aggro mobs down there, Tyrancha and Varinx everywhere, You can't even get out of the area of the NW spawn point, to the south about 100m are some kinchers and Kirosta, to the SE there are about a dozen Tyrancha spread out but enough to be in aggro range between all of them, as well as legions of Varinx, well, not much different from the rest of the Trench of Trials. You won't get ganked by anyone there cause they'll be to busy getting swarmed on. :/
Pheid, mektoub poop scooper of Comitatus Praetorian.
Re: Simple solution to pvp... reap what you sow. (wheee it's long)
Derisions of the extreme? Everybody's opinion matters in this because we are the ones paying for the game. 95% of the guild members of OOC are opposed to open PvP. What this truely is, is just a way to try to curtail the harvesting in the roots.skylt wrote: I suggest that those people with ideas to input continue to submit them, and ignore the derisions and trash talk of the extremes. I will have faith that Nevrax will sort through these ideas to pick out the best and build further to reach for the new concept. Hopefully, they will succeed in this effort. Their choice will determine the degree of success of this fine game.
An opinion
Skylt
Three weeks ago an event was held in Pyr about all the races coming together in the Spirit of cooperation in order to fight back the Kitin, but now they wanna throw in open PvP so we can be at each other's throats. The type of PvP that was preached to us all through beta was structured Guild vs Guild fighting and arena/dueling PvP. The few times they had open warfare was just for fun and not a reflection on anything that Nevrax planned to do with the game.
This game doesn't need open PvP in roots to be successful.
Re: Simple solution to pvp... reap what you sow. (wheee it's long)
Left hand, right hand.thanakar wrote:Three weeks ago an event was held in Pyr about all the races coming together in the Spirit of cooperation in order to fight back the Kitin(GM's), but now they wanna throw in open PvP so we can be at each other's throats(Dev's).
Auriga
Retired
Retired