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Re: Terrified about what patch 2 holds in store for us.
Posted: Mon Nov 29, 2004 6:19 am
by xcomvic
This will be my last post here..
PvP in a game like this is good if you have the races going at it with each other... Make it so that no matter WHERE you are... if you see a RIVAL race/guild you may 100% totally, freely engage in PvP, WITHOUT consent. Kami (and friendly guilds/races) vs Karavans(and friendly guild/races) would be very nice.
Re: Terrified about what patch 2 holds in store for us.
Posted: Mon Nov 29, 2004 7:45 am
by neofuzz
Faction rivalry in this game has been expected since day 1. It's half the game that's still missing, and that many of us have eagerly awaited implementation. If I enter a Kami vs Karavan zone, if there be some kind of reward/incentive to emerge the victor of any conflict with rival factions within such a zone, then YES I'll probably drop by there every now and then to play around a bit, poke some evil Karavan followers and the like. If I can get rewarded by the Zorai for dealing with the AntiKami, Black Circle and Masters of the Goo who oppose my race and threaten to overtake entire regions in Zorai lands, then I'll be there too. Race/Tribe Fame should hopefully play some part in upcoming pvp changes. Though I've not yet been in a position to test such on the ATS as the lowly character I have there is quite unable to do much of anything except poke yubo's.
Ofcourse just because there IS open pvp in an area doesn't mean that everyone there has to kill eachother constantly, nor one group repeatedly gank anyone who enters the zone as I've seen in many other games. It comes down to the community and how they deal with their newfound freedoms, as to how things will pan out with some new pvp areas.
Re: Terrified about what patch 2 holds in store for us.
Posted: Mon Nov 29, 2004 8:17 am
by pcheez
Giant PvP areas, that are absolutely barren ? now where is the fun in that?
What i loved about the quests in WoW was that at a measly level 20, i had to go to the horde continent (I was an alliance ) to get my new pet. While running through horde infested lands, i got ganked,griefed,zerged, /moo ed etc, but i sucked it up, and finally did the quest. A great sense of accomplishment is what i felt, having overcome all those pains in the ass who seemed to enjoy jumping on my corpse. It felt much better than if i had to overcome only some AI mobs.
If PvP was to be restricted to certain PvE free areas, the stupid slaughtering will get old fast, unless those PvP areas had specific quests that could only be done there, in constant danger of death, and gave substantially better rewards than PvP free areas did. (since there is no phat lewt, maybe a really nice boost in fame, or new titles etc...)
The arguement might arise that this will give PvPers an edge over non PvPers. But then again, if u are playing against programmed mobs, u dont really need an extra edge. Relax, they dont get any tougher.
Now for the point of this reply..... is fear fixed yet ?
Re: Terrified about what patch 2 holds in store for us.
Posted: Mon Nov 29, 2004 8:28 am
by xcomvic
pcheez wrote:
Now for the point of this reply..... is fear fixed yet ?
whats wrong with fear? i gear HARD KIPEE all the time? is their something i am missing?
Re: Terrified about what patch 2 holds in store for us.
Posted: Mon Nov 29, 2004 10:34 am
by iphdrunk
xcomvic wrote:whats wrong with fear? i gear HARD KIPEE all the time? is their something i am missing?
as the game stands right now, all deffensive afflictions used in PvP completely block the other player from acting. Although this may be seen as part of the mage duel strategy, the fact is that resistance to these spells seem broken, making a lvl 150 mage easily blocked by a lvl 10 mage using fear 1.
On top of that, all affliction spells have some inertia, which means that players are still affected for a few seconds after the link is broken. It is perfectly possible to spam fear/nuke/fear/nuke/fear/nuke to kill an opponent without him even acting. If you also add "enchantments", being instacast, a mage-mage duel is such that the first that clicks the "use item" button is the first that wins the duel.
Things can be improved if resistance to spells is reviewed and enchantments are not allowed.
Finally, this is a hot debate. I have no intention of starting a long thread discussing the pros and cons, I just gave my PoV.
Best regards,
Anissa
Re: Terrified about what patch 2 holds in store for us.
Posted: Mon Nov 29, 2004 1:10 pm
by pcheez
Fear utterly paralyzes in PvP, the feared player is completely and utterly unable to act. and fear 1 (lvl 50) landed on a lvl 170 meleer every time.
PvE fear is fine.
Re: Terrified about what patch 2 holds in store for us.
Posted: Mon Nov 29, 2004 1:35 pm
by trosky
I dont see a problem there. I dont mind being killed by a player in an PvP area. I also dont mind having quest to do there because i know ill be going there. I find quite "special" the way people are talking about PKers in an Arena as beign "bad" players, whats the goal of having a PvP arena ? its just a game. Ive played some open PvP games before, i got tired of newbie killers but this is not what we are talking about. We are talking about an arena, you get a warning before entering. The way some of you are talking, it seems they dont want PvP, only GvG. They could just avoid those area, theres plenty of quest to do else where.
I didnt test the Arena, maybe theres some improvement to do... but seriously I cant understand why some are saying PvP only brings the worst in people. Its only a game, ever played Street Fighter with a friend ?
The only "bad" thing i could see about those arena is if you are forced to pass through one to travel, but personnaly i wouldnt care.
Anyway you can say those arena could be designed in another way, you might be right but theres nothing bad with PvP or PKers.
I got to agree a real Arena, more like DaoC, would be better then turning a previously existing area into an arena.
Re: Terrified about what patch 2 holds in store for us.
Posted: Mon Nov 29, 2004 3:59 pm
by zumwalt
The real question will be forced PvP or choice PvP.
We can debate here until were blue in the face, but until they implament it, we really can't have a solid oppinion on how good or bad it is.
They technically can not implament a PvP zone since they can't even code raid groups.
Think about it, a group of 90 people are working together, since only 9 can be in any given group, that is 10 groups of 9 people.
So each group uses area effect spells, do to the fact you need to take down X big mob in PvP area, so, thinking of this a little deeper you can see the following.
In a PvP area moving karavans will be impossible, if you have to bomb heal, you will only get your group, not everyone else, like you do in PvE area's.
In a PvP area, your AoE damage spells will not only hit your enemy, but it will also hit your enemy's enemy, which is your friend.
So it would go from hard to impossible.
Honesly, they have more pressing coding concerns than trying to do PvP area's at the moment.
Things such as Raid Groups, Guild Quests, Content, More animations, etc.
PvP should be at the bottom of there list, they have an arena.
Re: Terrified about what patch 2 holds in store for us.
Posted: Mon Nov 29, 2004 7:38 pm
by lyrah68
I meant mobs that were "special" meaning better materials than foragable. And PLAYER corpses lootable. Meaning that other players could grief you and take your gear. If there are mobs in the area, count on some of the players using less than honorable tactics...like training mobs into groups and the like.
Plus the mobs in the PVP zones should be in other zones as well, and have the EXACT same material drops AND rates in PVP as in NON pvp. In other words, the ONLY "benefit" should be the xp stated by Cerest. There should NOT be lootable PLAYER corpses, nor should there be special materials OR items dropped for turn in for Equippable gear.
And if missions exist that you HAVE to do to progress in game, and they REQUIRE the killing of other players...I am against that. On the off chance that NON pvpers get the short end of the stick. Maybe if there was on option to kill an NPC of the same faction and same level as the PVP directed...maybe.
I am still an advocate of a seperate server for all this mosh pit stuff. For the most part, as I see it, the game has the goal of clearing the goo, exploring the unknown, and gaining magic skills and technology. It seems to me that this PVP is pretty much a diversion from ALL of the game goals. Which, if you don't CARE about the game advancing at all...go for it.
But I would like to see this game advance a step or two. Which I do NOT see PVP as an advancement, but rather as a DE evolution.
neiana wrote:hrm. Well, Lineage2 and Shadowbane are extremely well known for being PvP.. anybody that EVER played games like that know factually that this will happen and it can happen at any time, for any reason. These people know what they are getting into, and should not have to consent - ever.
Ryzom IS a little different, however it was widely touted as having a PvP ideology somewhere along the lines. Also, the Kami v. Karavan is building up to it very nicely.
I don't think they will, if anything PvP will be mainly focused on Guilds and the Kami v. Karavan... when these things are implemented they won't be providing special mats, I don't think. However, special SKILLS - which thanks to a lot of people eventually whining like children, these skills will more than likely be "in PvP combat only" as far as fight is concerned.
While I agree with part one, I do not see any way they can do this unless they split up some current outlands. The SECOND part of this statement is ridiculously silly. No mobs? What? Excuse me, but under no circumstances do I *EVER* want to see "no mobs" in a region with this as an excuse. PvP should be done in the EXACT same "environment" that PvE is done. I mean, if you had a no-mob region, then the only PvP you'll EVER find is where a guild or two gets together on the forums and plans to meet there. Which would really be a pathetic mistake for such a lore-based game. I mean, if this was the Wild West where we could all meet at high noon and take 10 paces sure... but in Ryzom?
I think this is ridiculous. My personal belief, is that if someone reads the mission and accepts it, he is not "forced" into it. I think that PvP based missions are perfectly acceptable, however, I expect it should work on a GUILD MISSION only. Aside from a simple attack/defend outpost, it could also work in this fashion:
Guild Leader A takes mission: "A guild faithful to the Karavan has been selected to send assassins to kill the leader of <your Kami guild name here>, if you accept this mission you should be wary for the next 24 hours - and kill the woud be assassins."
*IF* the above mission is accepted, THEN a new mission is allowed to guilds with Karavan fame
Guild Leader B takes mission: "Servant of the Karavan, Leader of <insert guild name>, <Kami guild name> has been working against us - and we ask that you shall take steps to remedy the situation, you have 24 hours to seek out <Guild Leader A> and assassinate him."
No fame or points or anything will occur if nobody from Karavan guild sees the Kami Guild Leader, and vice versa - however, there will be lots of time for the two guilds to go at it ANYWHERE without interfering with other players.
*rolls eyes*
Oh mommy Strong Kipee, those homins are so mean! I didn't know they could take my flesh if they killed me!"
AND TAKE RESPONSIBILITY FOR YOUR CONSEQUENCES PEOPLE! (sorry, random I hate teens that won't take care of kids but still want all the fun mini-rant)
- N
Re: Terrified about what patch 2 holds in store for us.
Posted: Mon Nov 29, 2004 8:10 pm
by khayne
lyrah68 wrote:I am still an advocate of a seperate server for all this mosh pit stuff. For the most part, as I see it, the game has the goal of clearing the goo, exploring the unknown, and gaining magic skills and technology. It seems to me that this PVP is pretty much a diversion from ALL of the game goals. Which, if you don't CARE about the game advancing at all...go for it.
I would have to disagree. There is ever growing tension between the karavan and the kami, and this tension will soon involve us players as we must take sides. (Though you may stay neutral if you so desire...) While I agree with your goals as you see it, I feel the kami vs. karavan conflict to be of more importance. From the "More info about PVP on atys" thread cerest posted:
cerest wrote:The team & guild based PvP :
This PvP takes place in the Prime Roots.
Every player who enters the Prime Roots is involved.
The Prime Roots area is transformed into a more dangerous, almost "free fire" playing area.
Later on, guilds will be able to declare war and take control of areas within the Prime Roots using specific advantages.
The faction based PvP:
This PvP takes place in a single region at the time of an event.
Every player who enters this region must choose a side or remain neutral.
This PvP allows players to participate in conflicts generated by the unfolding of the saga.
Later on, the PvP faction will grant certain titles and rewards to players.
The faction based PvP I don't think anyone can argue against conceptually...it is event driven(aka story driven).
The only other NEW PvP is that of the prime roots, and I suspect many people will not like this, some will. However, I do hope and pray that Nevrax makes the PvP zone in the roots OUTSIDE the portal area...as in PAST the kincher guards...I can see it now people just camping inside the portal waiting to jump people as they come through. If, by chance, Nevrax doesn't mess up(surely they're smart enough to think of this) I don't really believe there will be many lone people wandering the roots just to randomly kill people harvesting. There is no point. First of all, you get no XP for killing a player, and as far as I can tell, no loot. Nowhere does it mention looting but since there is none in consentual PvP I assume they would not introduce it here. On top of all this, the kirosta and kinchers in the roots are hungry. 'Nuff said.
Because of these things, I believe that the prime roots free for all concept is SOLELY INTENDED for guild warfare and the highly important task of gaining control of roots areas. Once outposts are formed and guilds gain control of areas, things will change drastically. That is when traveling the roots will truly become dangerous (more dangerous...) for lone wanderers as guilds protect areas from non-allied forces. Traveling between lands will become easier or more difficult depending on where you stand with the people(guilds) controlling areas in the roots.
Overall, I feel the introduction of the PvP stated in cerest's post to be important and influential to the storyline and goals of the game. Feel free to disagree as I know many of you will.