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Re: PvP and foragers
Posted: Thu Dec 23, 2004 2:56 pm
by oauitam
grimjim wrote:See, that doesn't sound so bad to me.
Good roleplay to have player bandits, so long as they don't charge too much.
Level x 100 dappers of the people they run into would be a reasonable 'tax' so long as they then got left alone for a whole day.
Could even hire people for protection.
Good roleplay, haha. If you're after roleplay the bandit won't be flipping out a calculator, he'll be screwing you for every dapper he can get.
You can already hire people for protection, if that's what you want. Read some of the threads about foragers complaining that there are too many agressive mobs near their material sites. There's your people needing protection already implemented.
The one thing that Ryzom has over other games at the moment is atmosphere. Almost all of that is due to the great community. Why add in an option for people to piss off others? I already know of one guild that plans on doing it on Arispotle (with the usual, vacuous "we're roleplaying evil" response). Don't add anything to the game that risks fracturing the unity that is the game's big plus point!
Look at DAoC for a way to implement PvP that isn't hated by anyone and liked by almost all. Look at any other current MMORPG for PvP systems that are all disliked by a large proportion of their players.
A careless implementation of PvP will be Nevrax shooting itself in the foot - they won't gain players by introducing PvP but they have a good chance of losing them.
Re: PvP and foragers
Posted: Thu Dec 23, 2004 3:12 pm
by talktalk
Tho not a PvP chr myself I'm all for the PvP zones. I think it adds that "extra" dimension to the game and fully expected it to be so. After all, what is the point of a guild (s) slaving their butts off to get an outpost if not to wish to exercise some control over that area once done. This then stimulates guild co-orperation and alliances etc. Atm, why have an alliance?, what does it serve that straight forward player co-operation doesnt? Pirates, bandits and the like would be fun, placeable bounties, bounty hunters etc would all be good and I'm sure there are some players that would love to play either side. Balance tho is the key and that's up to the GMs, ensuring that resources are available across all zones, safe and PvP.
I look forward to seeing this side of the game grow as well as the other areas so as to attract as many players as possible. After all, the greater the numbers of players, the greater the longevidy of SOR.
Mephisto
High Officer
Shadows of Demntia
Re: PvP and foragers
Posted: Thu Dec 23, 2004 3:26 pm
by ahremark
I share Mephisto's view on this.
The Guild PvP in the prime roots does add a new dimension to the game because guild relations and diplomatics becomes something that really counts.
If a guild don't act civil or declare themselves enemies of another guild, it's no longer done in theory only, because it will have real consequences once they go down to the roots to get the really good resources for equipment.
And, as mentioned, it opens up possibilities for bandit or pirate guilds. Imagine if a bandit guild rebuilds the outposts in the roots and demands ransom or 'toll' (Cash or a share of the harvest) to let harvesters pass through unharmed? Great possibilities
Alliances might be formed to drive the bandits away from the area and lone harvesters will try to sneak by the outposts in the search for tax-free mats.
Re: PvP and foragers
Posted: Thu Dec 23, 2004 3:32 pm
by lenzor
i think its cool that there are wars going on in other places. I'd find it really exciting and good fun instead of the usual grinding. I hope someone kills me in PR so i can come down with the boyo's and get a real battle started
lol
Re: PvP and foragers
Posted: Thu Dec 23, 2004 3:37 pm
by blogie
philu wrote:I worry a little about where this game is going to go.
Up until recently this has been a great community, every one helps everyone else. If you die you can shout on region and, if someone is near, they will dash over and save you. If you need to know something, you can ask and someone will help you.
I worry that with recent changes to the game PLUS the recent Kami VS Karavan events, that Nevrax are determined to force us into conflict. They are determined to pit guild against guild, faction against faction and destroy this friendly community.
Unfortunately it also seems some guilds/players want to help them! So far I am not aware of it happening on Arispotle, but on the US and German servers we have seen examples of guilds trying to take over areas.
I worry that, if griefers proliferate and we DO produce a 'hit list' of players AND guilds, there will come a time when, for example, someone will refuse to rez another player because of their guild/faction! I don't want to see the game go that way.
If Nevrax MUST have PvP, can't it be on another server, with people given the option to transfer to that server? Or on a seperate island or something.
If it MUST be on the main servers/areas, PLEASE Nevrax keep it to a minimum! Don't put too many PvP areas in or they will become no go areas for a lot of us.
Keep the griefers away from this happy community!
I dont worry
knowe wy ?
ryzom has a german server, and na server. Where ar all the kids?
On the american server and on the german server... Knowe the attitude of europeans is the key to a good community
Re: PvP and foragers
Posted: Thu Dec 23, 2004 3:46 pm
by boinged
Guilds do all help each other at the moment and PVP zones may introduce some competition but this could just be a warmup. What's going to happen when outposts are made active?
I may be wrong but isn't it true that one outpost is owned by one guild alone? That's surely going to introduce some friction...
I'm not against PVP and I think this is the tamest form of it I've seen (no XP, equipment or dapper loss, only in specified zones or consensual). It's still too early to say how it will affect the game but it certainly adds that extra dimension which draws certain players.
Re: PvP and foragers
Posted: Fri Dec 24, 2004 7:50 am
by borguk
Was in PR last night foraging and got a tell warning about the Angels of Atys griefing PR foragers, can someone confirm this ?
Re: PvP and foragers
Posted: Fri Dec 24, 2004 8:49 am
by blogie
borguk wrote:Was in PR last night foraging and got a tell warning about the Angels of Atys griefing PR foragers, can someone confirm this ?
Not greafing you ar just warnd that it is there terrytory trespas and you my be kild...
We have the same expiriance (Abys Aye). We cant get mats there and we will have to fight if we want to forage some armor mats.
So 4 the moment we cant get pr mats
Re: PvP and foragers
Posted: Fri Dec 24, 2004 10:32 pm
by petej
LOL AoA only has four ppl that harvest in the roots (solo) , think someone is using a rather large wooden spoon -ie trying to stir up trouble for AoA.
If you get a warning msg be sure its actualy from someone in the guild before assuming so
have a nice day -and peacefull forage
Re: PvP and foragers
Posted: Fri Dec 24, 2004 10:41 pm
by lenzor
which roots was it?