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Re: Pvp or no pvp balanced questions
Posted: Thu Dec 02, 2004 5:14 am
by jackmor
tetra wrote:No it wasn't ever the original format, unless possibly if you look back at the early long before beta prebeta stuff which is meaningless.
tetra, tetra, tetra. Open the cover to your box look on the right side second paragragh.
It says "Meet new freinds and form your own guild to compete against other players (PVP) or build strong alliances to face common enemies in mass combat." now that sound like pvp was part of the original format dosn't it.
Re: Pvp or no pvp balanced questions
Posted: Thu Dec 02, 2004 6:12 am
by zzeii
jackmor wrote:tetra, tetra, tetra. Open the cover to your box look on the right side second paragragh.
It says "Meet new freinds and form your own guild to compete against other players (PVP) or build strong alliances to face common enemies in mass combat." now that sound like pvp was part of the original format dosn't it.
Warning:You may be arguing with people who were in beta from the near git go, who have witnessed the games development to its present state.
That being said (does not apply to me), EQ could boast the same thing since they had duels, arenas, and guild vs guild warfare. This was on the 'blue servers' too. And that wasn't open pvp.
That small excerpt was under the 'Guilds and Factions'. Only mention of it on the entire box. Everything else seemed to concentrate on mass combat and flexible character development along with a lush world + dynamic storyline.
You want an example of an 'open pvp' game advertisement, go read the box for shadowbane and it's 'massively merciless' slogan.
Re: Pvp or no pvp balanced questions
Posted: Thu Dec 02, 2004 6:38 am
by lyrah68
I feel that arenas SHOULD be kept, one way or the other, I think they are a good outlet for frustrations or questions of who REALLY has the bigger sword.
I feel that ANY other PVP should be declinable, an off switch maybe, with the DEFAULT set at OFF.
I would like to see a field of war for Guild versus guild or faction vs faction. But I am not sure I would ever participate.
I am STRONGLY against anything that would encourage the ganker/griefer mentality to join this game. As I see it, lootable corpses in ANY form, or punishmentless open PVP are exactly the issues that would draw the flies and their maggots to this game.
IF fully open pvp HAS to happen, let that happen on a seperate server. The "concent" then would be joining THAT server in the first place. But even if a seperate server is used I would STILL keep the arenas on "carebear" servers.
Proud lifelong member of the Carebear Crew
Re: Pvp or no pvp balanced questions
Posted: Thu Dec 02, 2004 1:52 pm
by jackmor
Looting a player after a pvp battle of any kind is about the worse idea Ive ever heard. Especialy in this game. Bullies would like it I bet.
Pvp in this game should be fun even for the losers. Looting would ruin the game.
Now that said what would be the point of battle?
Ill tell you. Fame and territory. Loot, I can get that out of the ground.
Re: Pvp or no pvp balanced questions
Posted: Thu Dec 02, 2004 4:10 pm
by oddie
After reading the posts in this thread i see a lot of good ideas about pvp.
I really hope that the devs read and consider all the threads started on this issue.
I think that jack and zzei in my opinon offer good options for the pvp play.
I like the idea of having pvp as events in tandem with other events.
I think that looting corpses being disallowed as a spoiler for pvp is a very good idea.
As to the area we would have for the pvp, well i am not so sure it should be prime roots, but that does seem in a way to be a logical chioce. Because that is where the hinterlands are, so to speak, cause it is not designated for any specific race. However, as zzei has pointed out many go there just to forage.
Lastly, as i said i don't think we are ready for open pvp in roots or any other area just yet. I would like to see some feedback from the devs about the ideas posted in these threads before they implement any such play.
oh and btw, i like both polls. they both seem to balance each other out.
good job
Re: Pvp or no pvp balanced questions
Posted: Thu Dec 02, 2004 4:14 pm
by carrie
I'm not opposed to open pvp in specific areas. However, I think that the choice of roots is a mistake as it is obviously a prime foraging area. I think that limiting pvp to arena removes the added challenge of being able to sneak about and hide, which I think could be very fun. I also don't think that it should be in area that is the route to another land.
Re: Pvp or no pvp balanced questions
Posted: Thu Dec 02, 2004 6:43 pm
by navra
The OOC guild was originally founded as a non-PvP guild. Recent opinions solicited from the membership (now approx. 100 strong) seem to indicate that we are still opposed to PvP. I realize that Nevrax is not the 'brightest bulb on the Christmas tree' but do they really want to run the risk of losing many of our members in addition to 30 - 70% of their subscribers (as indicated by the polls) by enforcing PvP in the ridiculous manner proposed? Do those who are in favour of the PvP proposal believe Ryzom will survive with such a reduced player base? I am dumbfounded with Nevrax's apparent desire to commit financial suicide!
Re: Pvp or no pvp balanced questions
Posted: Thu Dec 02, 2004 7:36 pm
by zzeii
navra wrote:The OOC guild was originally founded as a non-PvP guild. Recent opinions solicited from the membership (now approx. 100 strong) seem to indicate that we are still opposed to PvP. I realize that Nevrax is not the 'brightest bulb on the Christmas tree' but do they really want to run the risk of losing many of our members in addition to 30 - 70% of their subscribers (as indicated by the polls) by enforcing PvP in the ridiculous manner proposed? Do those who are in favour of the PvP proposal believe Ryzom will survive with such a reduced player base? I am dumbfounded with Nevrax's apparent desire to commit financial suicide!
As cerest had said, nothing is concrete yet, and it is why they are encouraging people to apply for and play on the ATS so we can test it thoroughly. All patch 1 comments aside (so please don't bring it up, it doesn't need said), I'd encourage others to do this. Making a matis lets you start at lvl 151 in everything and with 500k dapper. Then go test some pvp aspects out. Fleeting gardens is faction pvp, prime roots off from KoD is for 'guild pvp'. Then there is the arena.
And then they have polls that you can answer that will help influence their decisions (hopefully). If enough (aka a large portion) of people seem to be VERY against it, then the pure open pvp in pr may not make it into the roots. And they may come up with other ideas (or use some of ours) in the possible implementation of pvp aspects. One can only hope they don't follow through with the pr-pvp with enough negative reaction.
Re: Pvp or no pvp balanced questions
Posted: Fri Dec 03, 2004 1:19 am
by josephm
oddie wrote:we not ready for PvP
period...
wait a while
You mean wait till you level up and can kill people? I don't think so.
Many people can kill me and I want PvP.
Yesterday I challenged a 189+ element with my 61 element. I got half a spell off. I thought it was grand.
Re: Pvp or no pvp balanced questions
Posted: Fri Dec 03, 2004 1:31 am
by zzeii
Three of the biggest problems I see currently with implementing more serious pvp are:
1)Balancing of spells effects vs player's inate level-based resists. As it stands, lvl 1 fear is just as effective at TOTALLY rendering someone impotent as lvl 200 fear, whether that person is using a level 1 skill or level 250. Same goes for every affliction spell out there and nuke.
2)Level of caster vs level of target in pvp. Like the above example, except low level mages can land their low level spells on high level players and get low (if non-existant) resist rates, especially in comparison to said low char trying to land a spell on an equally high level mob.
3)Implementation of resistances on jewelry is not in game (or as far as I've witnessed on the ATS as well).
Without all of these 3 being addressed, pvp will be sorely out of balance in my opinion.