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Re: A Possible Solution to the PvP/PvE Clash
Posted: Wed Sep 28, 2005 11:46 am
by uhuhu
I asked, who're you sofiaoak inGame please?
Re: A Possible Solution to the PvP/PvE Clash
Posted: Wed Sep 28, 2005 1:56 pm
by sofiaoak
uhuhu wrote:I asked, who're you sofiaoak inGame please?
I don't see any reason why You would need this information. So, I keep it for my self for now.
Re: A Possible Solution to the PvP/PvE Clash
Posted: Wed Sep 28, 2005 2:00 pm
by art3an
sofiaoak wrote:I don't see any reason why You would need this information. So, I keep it for my self for now.
You better remove that pic of your self, otherwise Audrey will find you

Re: A Possible Solution to the PvP/PvE Clash
Posted: Wed Sep 28, 2005 2:06 pm
by sofiaoak
art3an wrote:You better remove that pic of your self, otherwise Audrey will find you
*hides behind corner*

*peaks, no Audrey*
*runs behind next corner*
Re: A Possible Solution to the PvP/PvE Clash
Posted: Wed Sep 28, 2005 2:23 pm
by uhuhu
lol.. It's just for know with who i am speaking... never mind...
Re: A Possible Solution to the PvP/PvE Clash
Posted: Wed Sep 28, 2005 2:31 pm
by alyssah
I was wondering if those who argue most in favour of NON consenting PvP are the gankers we will have to watch out for in game. I favour consenting PvP and am not looking forward to open PvP. I do see that FvF is a vital game element that cannot be avoided, nor should it be.
Re: A Possible Solution to the PvP/PvE Clash
Posted: Wed Sep 28, 2005 2:35 pm
by khopesh
sofiaoak wrote:So the real question is what does this game actually need to get new players.
1. Advertise. We do it by word of mouth, today. However, no retail spaces I could find in the US has any Ryzom box for the random person to browse and buy.
2. A better and more useful Task system. Perhaps I was spoiled as a World of Warcraft player, but the Task system in this game is difficult to follow, with mostly intangible rewards. There is not much direct impact to completing a mission, so therefore there is nothing to drive a player to continue playing except his community, and the desire to level. This leads to boredom. Boredom leads to cancellations.
3. Interface changes to make the HUD more intuitive. My first 3 days were spent tuning the interface into something I could understand and use. Most players will not spend more than 5 minutes. This is a crippling problem for trial players who are not bound and determined to learn the game.
4. Information. We, as a player base, need to go to Nevrax and ask them what _we_ need to do to help them succeed long term. If they need us to help them plan new, interesting, and unique events, that's something we can do. If they need us to advertise by word of mouth, that too is something we can do. However, if they need something we can't provide them, such as 100k new subscribers in the next 30 days, that means things are out of our hands. We, as people, have the ability to influence the game as much as anything else. We just need to know what we need to do to make THEM succeed enough for US to continue to play.
I'm sure others can add to this list.
Re: A Possible Solution to the PvP/PvE Clash
Posted: Wed Sep 28, 2005 10:07 pm
by jared96
sofiaoak wrote:First I agree most what You sayed jared96. Consentual PvP is only way to have PvP in dual content game. Mostly because it cause a lot less problems in general player base. Open PvP fits very good for games what are design for PvP from starts and when players join to games they know from starts that this is open PvP game.
I agree that what You say, but I also think that if Nevrax continue the direction how they have done stuff so far, does cause players in general to leave. So it's lose and lose situation in both ways. Of cause there is always ways try to get minimal lost.
No argument there.....missions and a working encyclopedia would drive my interest way up. However this topis is limited to the PvP aspect and the solution proposed is one which both sides seem to want to continue to ignore.
Having the current PvP areas open to all for a time removes the objection that peeps who want to be able to explore all araes of the game without being ganked. Battlefields move...let them move in Atys. Elusive Forest could be PvP one day, Trenches the next....everybody is happy as long as, of course, harvesting and mobs reset to provide the same opportunities to all. I have never seen this solution expressed nor commented on before.
Similarly for peeps who want PvP, I still have not seen a reasonable answer to what is wrong with PvPing with peeps of like mind and leaving the rest of the peeps out of it ? If you want PvP for the challenge, what offers more of a challenge?....a prepared RWA (ready, willing and able) opponent or an unarmed harvester ?
Re: A Possible Solution to the PvP/PvE Clash
Posted: Thu Sep 29, 2005 2:18 am
by magick1
khopesh wrote:If they need us to help them plan new, interesting, and unique events, that's something we can do.
That should be done regardless of Nevrax's situation.
If you can get events going, that others care about, please go ahead.
An active event community can, and will, attract players.
Re: A Possible Solution to the PvP/PvE Clash
Posted: Thu Sep 29, 2005 7:47 am
by iwojimmy
I am in favour of the consentual PvP.. duals/pre-arranged combat only, as I beleive the level differences make open slather PvP totally unfair to the weaker combatant, but I did like Jared96's idea of PvP areas moving

this is more of a RP/game content opportunity than a specific PvP fix, it just gives the impression that there is an active political world, not just a couple of static 'competition grounds'.