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Re: PvP and foragers

Posted: Sat Dec 25, 2004 3:16 pm
by dam23
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!




errrrr tell you what, you stay in your carebears area, I'll hang in the PvP one ok ?
one doesnt need to be level 200 everything to get some PvP, and its pretty boring to always hunt animals, the guild v. guild sure is gonna change that.
that guild which held FG on the german server, could have been taken down by other guilds...

Re: PvP and foragers

Posted: Mon Dec 27, 2004 7:01 am
by blogie
drizzeth wrote:AoA grieving foragers? Thats so sily, ofcourse we dont!

The only PvP AoA has been involved in is consentual PvP, that is me inviting Xipe to a duel he accepted and that was that.
There hastn been any griefing and wont be either, as far as i know we are all against griefing dont have to think about that obviously, i really wonder who is spreading such rediculous rumours it really is a joke!

I would like the ones spreading these rumours to please stop that and concentrate on more constructive ways of spending their time.

lets not forget....Merry xmass all! :D




Drizz,

You gave thows mats to me and if i known your agenda i would never have accesepted them. By the way i proposd to pay 4 it but you would not accesept.

On the other hand there ar things going on you may not knowe. I ask myself how it can be with 12 members. Some things ar not verry nice m8. Killing a harvester in pr (if you have done that) is part of the game. Training mobs is an other thing.

So i sugest we give it a rest. It whos a in game warning. You made it a out-game mather.


Merry Xmas,

Azal

Re: PvP and foragers

Posted: Mon Dec 27, 2004 11:14 am
by raven58
Well it has started ...I wonder'd how long it would take...Take heed...if players get in their heads that they can control pr's they will try to muscle in and control who can go in and out!..esp with outpost coming online it may not happen today or next month but it will happen unless the goodguys of ryzom stick together to be able to keep pr's free to get the loot thats in these places and just to have a look round...ok ok i know it's a pvp zone but i have seen it happen on another game i play where groups took control of the rich player zone and the best loot!.other didnot get a look in.
I have also seen the word carebear used on this thread,this is another fav word used in the other game i played.
If guilds and players want to keep it free you are going to have to work together..if not YOU HAVE BEEN WARNED!....Its up to us to shape the way pr's are run.

or
Do the dev and GM want this to happen Hummm we will see!

Re: PvP and foragers

Posted: Mon Dec 27, 2004 11:28 am
by blogie
raven58 wrote:Well it has started ...I wonder'd how long it would take...Take heed...if players get in their heads that they can control pr's they will try to muscle in and control who can go in and out!..esp with outpost coming online it may not happen today or next month but it will happen unless the goodguys of ryzom stick together to be able to keep pr's free to get the loot thats in these places and just to have a look round...ok ok i know it's a pvp zone but i have seen it happen on another game i play where groups took control of the rich player zone and the best loot!.other didnot get a look in.
I have also seen the word carebear used on this thread,this is another fav word used in the other game i played.
If guilds and players want to keep it free you are going to have to work together..if not YOU HAVE BEEN WARNED!....Its up to us to shape the way pr's are run.

or
Do the dev and GM want this to happen Hummm we will see!


Yes... I knowe the word carebear verry well. It whos used in AC2 (greaf) PvsP server. There whos a serten guild who loved to kill and portal gnak new ppl. No honor full out pvsp with the casual insult and other stuf. I think the server whos cald darktide and the guilds ar zero, Serpents and other scum who dropt the population to -50 during the day to max150 at night...

In AC2 i whos member of ACLegend nick Black Roze and Duvel



Azal

Re: PvP and foragers

Posted: Mon Dec 27, 2004 12:09 pm
by ilthor
PvP areas, right-click another player and one of the things you will see is "Engage Duel", factions... all that makes me think this is a dimension of the game that is intended by the devs. Some people (the "Carebears") think if they are bothered by it the game will loose players (which might actually happen mind you), other see good fun possibilities in confrontation (the "Griefers") and the establishment of an atmosphere where players have an impact. I've seen what bad PvP can do to a game. At the beggining of AC 2 (Dawnsong server), there was this infamous guild who ganked all players who went through a certain area, right out of portal (mass slaughter most of the times). That created a great animosity in all of the server forums, and some people said they would leave blah blah (the usual stuff that follows war > acusations, insults, etc...).

Some might call this bad, but it was what was intended (except the portal ganking), when there was pvp risk if you wanted to go to a better hunt spots area. Now the reward is different, but hummm i say, why not say it in one phrase?


IF YOU WANT PLAYER IMPACT INGAME YOU CAN'T REDUCE IT TO GIVING LOLLYPOP CANES TO EACH OTHER FOR XMAS!!!

is that obvious?

Hope so, i've played rpgs for the past 16 years (before there was such a thing called the internet), and believe me when I say danger is what makes it fun ffs...

*wonders when will a game have the guts to introduce perma-death*

Re: PvP and foragers

Posted: Mon Dec 27, 2004 1:14 pm
by moonhawk
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.



I have to agree

Best Regards
/Kerafyrm

Re: PvP and foragers

Posted: Mon Dec 27, 2004 2:29 pm
by speke
harti wrote:Don't be so shure. In the Fleeting Gardens on Leanon (German Server) yesterday a Guild lay in an ambush and everybody who passed by had to pay or got killed. The emotions go now high on Leanon.

Cu
Harti


No problem.
Speed button, then invul, then type /say up yours! and run out of the zone :)

But Honestly, I must say. I didn't enounter PvP on our server atm.
The problem with fleeting garden was that some died there and you couldn't heal them, since they where on another team.
That is the only problem I encountered.

And yes, attacking and killing forager/crafter might not be a good idea in case you want crafted items.
They will tell this around and you mind have to start crating yourself or change your name.

Re: PvP and foragers

Posted: Mon Dec 27, 2004 5:48 pm
by dam23
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.


hehehe
actually, the point of being a "bad" guild is that you *don't* listen to rules...
this being said, good luck to push your prices into their heads :p
their area, their price ^^

Edit:
furthermore, this is gonna be the occasion to create guild alliances, to lead roots forage parties and all

Re: PvP and foragers

Posted: Mon Dec 27, 2004 6:00 pm
by blogie
Never sed it whos bad ;) . Thats the nice thing. ppl can fight 4 there terrytory

Just a bit sad to see training :(

Re: PvP and foragers

Posted: Thu Dec 30, 2004 1:14 pm
by rakavich
PvP Normally Kills games if done even remotely badly
Faction vs faction can work.
Guild vs guild can work.

If PvP enabled zones Spread into None PR zones for longer than an event I would leave, not coz i am scared of ganking dieing etc etc but because it kills comunities I could not heal someone from outside of my guild or group or be healed from a non guildee team member. I love the fact that I can help Random people with heals etc

At the Moment Its a Cool game, If you want full PvP go play one of the dying games that has full PvP dont spoil Ryzom...

I dont care about PR I might venture in there from time to time to Help someone or be part of a Anti PK force etc etc but It would not bother me if PR was even removed from the game :)

Consential PvP fine Guild vs guild great Faction vs Faction ( with a non combatant feature) Awesome but Random PvP no thanks...