Moving Battlezones / PvP Issue Solution ?
Posted: Thu Sep 29, 2005 3:34 pm
Thought this deserved its own thread as it was getting lost in the rehash of other ideas:
Here is the premise:
1. IRL, battle zones are not stagnant. Opposing sides don't draw lines on a map and say we will only kill each other between these two lines.
2. In game, a limited PvP area can "get old". Best terrain positions are well known, mob patrol routes get well known and soon it becomes "same old thing".
3. The big argument against PvP is that it doesn't allow peeps not intrested in PvP into these areas.
The solution:
Let Battle-zones move
1. Like RL, battle zones move, presenting new challenges to the people involved. New terrain, new mob behavior, new tribes and other npc's too interact with......more varied and intresting gameplay. Different tactics would need to be used for jungle fighting, desert fighting, fighting near water in Tryker. More of the "challenge" that PvP peeps say they want.
Right now too much of PvP is:
a) Find a spot where you know peeps want to go
b) Hide behind something or just out of range (or on mount) and wait for them to show up.
c) Blast them when they unaware, unprepared and in no position to defend themselves.
2. Moving battle zones can bring PvP to more players. To move around in PR, you generally want a good number of levels under your belt to participate. If battles were to break out in northern matis, south of thesos, more people could get in on the fun.
3. While the PvP'ers are off engaging in the latest breakout of hostilities, diggers have access to those areas they dream about.
4. Limit the areas to one of the white lined areas in each land, obviously, the ones near faction borders plus the existing PR zones. I like the idea of 7 zones, 3 PR and 1 in each land....kinda fits nicely into a weekly rotation
5. The element of a diplomatic mission comprised of a nuetral guild sneaking thru the battle zone to have discussiosn with the other side enters the game.
6. Guilds could choose an outpost to defend in one of the white lined areas without having the need to defend it every day or non combatants could choose one in the other areas.
7. Code wise it should be very similar to weather....taking one feature and applying it over a wide area.
8. Interface wise, some ideas are:
a) Map could show areas of hostility with a red shaded "overlay" on map. Overlay would be present solid during times of hostilities, and fade in and out or blink when hostilities are about to start
b) Town criers and TP npc's could announce "Hostilities are expcted to break out today in [insert location] today as the cease fire ends at 15h"
c) Welcome message in sysinfo would make announcement.
9. More variables could be introduced where peeps would have to work into their spells that (in PvP ONLY) native spells have less effect in different lands.
10. The timing of the battle zone swith must be done to allow seasonal access, and by that I mean digging season and weather wise to all areas.
I can't see how the above proposal:
a) infringes on any ones "right" to kill other peeps even if they don't want to be killed.
b) reduces the enjoyment of non PvP'ers as they will now be able to explore and harvest all areas of the game without being forced into a style of gameplay with whcih they do not want to participate.
Here is the premise:
1. IRL, battle zones are not stagnant. Opposing sides don't draw lines on a map and say we will only kill each other between these two lines.
2. In game, a limited PvP area can "get old". Best terrain positions are well known, mob patrol routes get well known and soon it becomes "same old thing".
3. The big argument against PvP is that it doesn't allow peeps not intrested in PvP into these areas.
The solution:
Let Battle-zones move
1. Like RL, battle zones move, presenting new challenges to the people involved. New terrain, new mob behavior, new tribes and other npc's too interact with......more varied and intresting gameplay. Different tactics would need to be used for jungle fighting, desert fighting, fighting near water in Tryker. More of the "challenge" that PvP peeps say they want.
Right now too much of PvP is:
a) Find a spot where you know peeps want to go
b) Hide behind something or just out of range (or on mount) and wait for them to show up.
c) Blast them when they unaware, unprepared and in no position to defend themselves.
2. Moving battle zones can bring PvP to more players. To move around in PR, you generally want a good number of levels under your belt to participate. If battles were to break out in northern matis, south of thesos, more people could get in on the fun.
3. While the PvP'ers are off engaging in the latest breakout of hostilities, diggers have access to those areas they dream about.
4. Limit the areas to one of the white lined areas in each land, obviously, the ones near faction borders plus the existing PR zones. I like the idea of 7 zones, 3 PR and 1 in each land....kinda fits nicely into a weekly rotation
5. The element of a diplomatic mission comprised of a nuetral guild sneaking thru the battle zone to have discussiosn with the other side enters the game.
6. Guilds could choose an outpost to defend in one of the white lined areas without having the need to defend it every day or non combatants could choose one in the other areas.
7. Code wise it should be very similar to weather....taking one feature and applying it over a wide area.
8. Interface wise, some ideas are:
a) Map could show areas of hostility with a red shaded "overlay" on map. Overlay would be present solid during times of hostilities, and fade in and out or blink when hostilities are about to start
b) Town criers and TP npc's could announce "Hostilities are expcted to break out today in [insert location] today as the cease fire ends at 15h"
c) Welcome message in sysinfo would make announcement.
9. More variables could be introduced where peeps would have to work into their spells that (in PvP ONLY) native spells have less effect in different lands.
10. The timing of the battle zone swith must be done to allow seasonal access, and by that I mean digging season and weather wise to all areas.
I can't see how the above proposal:
a) infringes on any ones "right" to kill other peeps even if they don't want to be killed.
b) reduces the enjoyment of non PvP'ers as they will now be able to explore and harvest all areas of the game without being forced into a style of gameplay with whcih they do not want to participate.