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Re: pvp ideas, issues, concerns, questions (Merged Thread)
Posted: Wed Dec 08, 2004 5:09 pm
by aldrikoy
xcomvic wrote:Can everyone please state their ingame Character names in the sigs or in a post
Target acquisition, perhaps? Or just looking for stimulating in-game conversations?
Lots of valid points on both sides of the issue. PvP will be part of the game, and I welcome this, with reservations. Something will need to happen to minimize (probably impossible to eliminate) opportunities for griefing, and I hope the devs have been following these arguements and are working on this. I for one will report every instance of griefing-style PK I see or experience and will let the GMs sort out whether it was or wasn't. Consequences to random PK for it's own sake would be great. Imho, PvP should be confined to duels, arenas, guild wars, scenarios that call for it, and possibly other designated areas of conflict, like outposts and such. Not experienced enough yet (in this game) to have an opinion on PR PvP, so I won't offer one. Purely consensual PvP under all circumstances will probably not fit into the storyline, but as much as can be done to insure that PvP is mostly consensual and not inflicted on those that want no part of it would be the most inclusive compromise, and the best thing for a large and varied player base. Purely open PvP, with PK incentives such as player looting, fame and xp gains, etc. would change this game so much as to probably drive off more players than it would bring in. After all, SoR is up against major powerhouse competition. To survive, it needs to be both different and inclusive. So instead of becoming polarized over this issue, I suggest we work towards building suggestions for the devs that are inclusive compromises we can all live and play with. After all, I doubt the brouhaha here is going to change anyone's mindset on the issue.
(Oh, and btw. I'm me, here and there, and in "a galaxy far, far away" to boot, tho the name form is a bit different.)
Re: pvp ideas, issues, concerns, questions (Merged Thread)
Posted: Wed Dec 08, 2004 5:11 pm
by zukor
zumwalt wrote:Over the next few months, EXPECT huge changes from zone to zone that will balance the system to where it is supposed to be.
Like I said, ALL OF US are spoiled at the moment, and will grumble over the change, but the change is to balance out the game to where it is supposed to be.
.
If Nevrax treats it's paying customers like spoiled children because they don't appreciate radical changes in gameplay, they will make my next decision very easy. Currently I love this game and although I've bought WOW and really want to try it, I don't have time for two MMORPG's. If they implement open PvP in all areas, including near towns, I will leave and WOW will get a new customer. I don't enjoy dying (in fact I'm hardcore enough that I would support perm death in certain situations) and am careful to avoid dying in my gameplay. Open PvP would make a mockery of that.
Doctor Z.
Re: pvp ideas, issues, concerns, questions (Merged Thread)
Posted: Wed Dec 08, 2004 5:28 pm
by zumwalt
heh news flash Z, WoW is PvP.
Re: pvp ideas, issues, concerns, questions (Merged Thread)
Posted: Wed Dec 08, 2004 7:33 pm
by zukor
zumwalt wrote:heh news flash Z, WoW is PvP.
Haven't played it, so I don't know, but didn't think it was open PvP similar to ShadowBane. None of the reviews I've seen (and the reviews have been pretty amazing) have mentioned problems with PvP as an issue.
Doctor Z.
Re: pvp ideas, issues, concerns, questions (Merged Thread)
Posted: Wed Dec 08, 2004 7:39 pm
by jdiegel
zukor wrote:Haven't played it, so I don't know, but didn't think it was open PvP similar to ShadowBane. None of the reviews I've seen (and the reviews have been pretty amazing) have mentioned problems with PvP as an issue.
Doctor Z.
WoW has PvP and non PvP servers.
Re: pvp ideas, issues, concerns, questions (Merged Thread)
Posted: Thu Dec 09, 2004 7:06 am
by xcomvic
jdiegel wrote:WoW has PvP and non PvP servers.
yes they do... played it for the past few days along with Ryzom, only thing WoW has over Ryzom this moment are QUESTS... but that's okay, Ryzom blows WoW in graphics and flexibility. I am a diehard Blizzard fan, so that would be the only reason I would play that... but as a stable MMORPGer who has had its fair share of games, Ryzom is one of the more "mature" flexible games I have played.
Re: pvp ideas, issues, concerns, questions (Merged Thread)
Posted: Thu Dec 09, 2004 7:08 am
by xcomvic
aldrikoy wrote:Target acquisition, perhaps? Or just looking for stimulating in-game conversations?
a little of both
Hello Ort.
Re: pvp ideas, issues, concerns, questions (Merged Thread)
Posted: Thu Dec 09, 2004 9:15 am
by lyrah68
OR if they are the MAIN harvester for a guild of crafters...which there are a few of these situations already on our server. If you have a MIXED race guild, the crafters and foragers have a choice, the foragers can port ALL over the planet and know 50 different excellent or supurb mat nodes and the crafters can craft ONLY their race... OR the foragers can park in PR and the crafters can craft their race...which do YOU think the foragers are going to go for???
zzeii wrote:Honestly, That only does someone good if they craft multiple 'civilization' armor. For those that only make 1 style of gear, then pr = Xxxxx mat.
I'd call them special because they are @$%@ing easier to forage than my own god @$%@ mats in lakeland. But that's me. (Yes, I know what's on test, a little #$%king lat at this point imo).
Sorry, getting into q100/q150/q200 mats in lakeland is harder than getting into PR, and it bugs the friggin heck out of me still, since it is just now fixed on ATS and STILL not live yet.
I don't think, since something is a 'universal' mat for different civs, that they should drop its availability to that of Supreme Kitin Larva. That's rare for a reason, it's a super-wondermat. People can PK over that all day if they like, thats fine. It's rare, it's good, its RED.
I'm not saying no to pvp, I'm just voicing my doubts about some suggestions on its implimentation.
Re: pvp ideas, issues, concerns, questions (Merged Thread)
Posted: Thu Dec 09, 2004 1:23 pm
by zumwalt
hopefully they will port all over the world, and the prime roots become a veritable bug playground with lots to do, harvesting being one of the 'bonuses' to the area.
I know that there are those who say this would be bad, but I have had time to churn this over in my head, and I agree with the PR becoming unstable and dangerous, just not overly impossible thats all.
I would like to see a zone level chart, per say, that shows each area on the map with the level range of the creatures (this would co-inside with the level of mats that can be found).
We can speculate there level all we want, but its near to impossible to determine the real level based on the current systems.
I am in disagreement that harvestors should be allowed to easily and uncontested, get generic mats that can craft any racial armor, sure they can be available to get, but make it very challenging.
Re: pvp ideas, issues, concerns, questions (Merged Thread)
Posted: Thu Dec 09, 2004 3:17 pm
by zzeii
lyrah68 wrote:OR if they are the MAIN harvester for a guild of crafters...which there are a few of these situations already on our server. If you have a MIXED race guild, the crafters and foragers have a choice, the foragers can port ALL over the planet and know 50 different excellent or supurb mat nodes and the crafters can craft ONLY their race... OR the foragers can park in PR and the crafters can craft their race...which do YOU think the foragers are going to go for???
What point are you trying to prove here? Just change my 'someone' to some guild' in my post, and you cover your point just as well. My post stemmed from a discussion with zumwalt about reducing the amount of mats you can pull out of the prime roots was a bad idea. Your arguement 'against' what I said is just further proving my point. Reduction in the amount of mats available in the prime roots
as a wholewould be bad. This means reduction in the amount even if you took 3 groups of escort down there for a group of harvesters. Which is what Zumwalt was suggesting, since it would give people something to fight over in the prime roots if/when the pvp hits there.