Re: A restrictive slaughter may increase the flow of blood.
Posted: Tue Mar 01, 2005 10:07 pm
----AGAIN----
I am NOT for a pure PVE environment. I am for outposts, research centers, MASS PvP for a reason - NOT REWARD.
Rewards bring in this scenario:
Hey Buddy!! Let's create alt characters, and level them to ~50 in Healing really quick. Then let me kill you 100 times so that we can obtain the rewards. You kill my alt 100 times, afterwards we can just can the alts. Heck, let me kill your alt 1000 times so that I can be uber-rewarded.
It in no way brings more INTEREST in PvP. It's just a way of restricting PvP for those who actually want it. We're half debating the same point. PvP for reasons seems to be the popular desire. Make it outposts, research centers - story line driven - goals and objectives. That will bring interest, as it's not a restriction, it's game content.
I agree that the current system is borked with lvl 200 vs lvl 30. However the open skill system makes balancing this a nightmare. Base it on highest obtained level? Then you can get scenarios of medic vs heavy armor tank. What of a lvl 150 healer who is spamming bomb heals on a lvl 50 fight? Restrict that so that the healer can't heal lower levels, and guild play/trips/etc become impossible. What about lvl 250 harvesters with way lower level alt skills?
One of the things I love about this game is the open skill system. This will make storyline mass pvp interesting. It just makes restricting PvP a PITA. As a player of Anarchy Online for many years, I totally agree and like level locked PvP. However if you look at AO, you will see the majority of PvP characters are low level twinks, logged on just for that occasion. A field full of lvl 27 PvPers, who are screwed when a high level healer shows up because they can't touch him.
As far as PvP in general goes - When game content PvP comes, I will be out there next to my entire race having a blast.
I am NOT for a pure PVE environment. I am for outposts, research centers, MASS PvP for a reason - NOT REWARD.
Rewards bring in this scenario:
Hey Buddy!! Let's create alt characters, and level them to ~50 in Healing really quick. Then let me kill you 100 times so that we can obtain the rewards. You kill my alt 100 times, afterwards we can just can the alts. Heck, let me kill your alt 1000 times so that I can be uber-rewarded.
It in no way brings more INTEREST in PvP. It's just a way of restricting PvP for those who actually want it. We're half debating the same point. PvP for reasons seems to be the popular desire. Make it outposts, research centers - story line driven - goals and objectives. That will bring interest, as it's not a restriction, it's game content.
I agree that the current system is borked with lvl 200 vs lvl 30. However the open skill system makes balancing this a nightmare. Base it on highest obtained level? Then you can get scenarios of medic vs heavy armor tank. What of a lvl 150 healer who is spamming bomb heals on a lvl 50 fight? Restrict that so that the healer can't heal lower levels, and guild play/trips/etc become impossible. What about lvl 250 harvesters with way lower level alt skills?
One of the things I love about this game is the open skill system. This will make storyline mass pvp interesting. It just makes restricting PvP a PITA. As a player of Anarchy Online for many years, I totally agree and like level locked PvP. However if you look at AO, you will see the majority of PvP characters are low level twinks, logged on just for that occasion. A field full of lvl 27 PvPers, who are screwed when a high level healer shows up because they can't touch him.
As far as PvP in general goes - When game content PvP comes, I will be out there next to my entire race having a blast.