pvp ideas, issues, concerns, questions (Merged Thread)
Posted: Sat Dec 04, 2004 1:18 am
Please note that this is not a discussion of wanting PvP. It won't last. It never does, but I digress. This is meant to point out geographical and ecological features Nevrax has implemented on Atys concerning what form of play optimizes the environment Nevrax, intentionally or not, has created. Everthing is based on the game 'as it stands'. Nevrax has it's own plans, so this is purely theoretical.
My first impression:
When I think of Atys' environment I think of Africa 2000 BC, More like it would be today had magic been involved. Like Author Robert Asprin pointed out in his comical yet wise Myth series, 'Magic and Technology both exist in all demensions. Both are tools and depending on their use they hold a universal balance. High magical civilizations are lower in technology because they have less use for it. The same applies to Civilizations with advanced technology.'
This isn't a direct quote but it explains his concept.
Magic hasn't just evolved for homins, it has also evolved for the creatures of Atys making them smarter, stronger, and able to shoot lightnig ohnolookoutARGH!!! So we've had to advance our weapons and armor to 'heavier' levels. Full suits of armor are typically associated with combat vs. other bipedal, intelligent and organized societies. In Atys, this was nessicary to survive before decension amongst our kin ever occured.
I know my history, and yes, I understand their were great homin civilizations before the kitin invasion. But I'm talking about large bodocs and those dastardly gingos. Eventually there were reasons for the homins to split apart, and I'm sure opposing views occured and people got mad at each other. This caused wars and we did end up using our weapons and armor against each other. One might say we perfected them even more because of this...but we're still largley hunters, not warriors.
Moving on from general impression, I will now state why I believe Atys to be suited as one large territorial PvP environment.
Geographical:
Unlike many other heavily PvE orientated games, there are no linear dungeon crawls in Ryzom. The vast majority of creatures live in large open areas and, given the level of adventurer, approached from nearly any angle.
The only true 'dungeon' crawls are ones that involve homins traveling from one side of certain dangerous zones to another. Usually these are one time efforts. Once a person has the spawn point, it's faster to die and harvest off a single death, than run the gambit.
Though routes to harvest areas and hunting areas change, the result is generally the same. You find a spot, and camp it to get what you need. Harvesting is a little more diverse. You get the same xp for different mats and get to craft nearly anything once you know the nodes. Largely XP hunters when it comes to combat personell, and the camping spots tend to be much longer, or repetitive.
This brings me back to my African 2000BC impression. Tribes often found a good spot to hunt, and did so. Of course the land isn't as big as Africa, so we have mob spawns to make up what would naturally occur over incredibly large areas.
Tight valleys that are of great strategic vantage seldom contain aggresive, or even 'boss' mobiles. They seem to be left strictly for the players. Odd ruins are strewn about west of min cho through winding corridors where no monsters higher than a scampering mektoub roam. A large area, but no significance in PvE. It's a prime place for some caves and dungeons if Nevrax decides to add them. I'm of the mind set that any content, PvE or PvP are greatly appreciated. As it stands though. I see only PvP in this particular region.
Unlike many PvE orientated games, Ryzom has very high player run 'hub' content that seems to be in the works. I'm talking about the strongholds and keeps. There are many of these considering the low population of Atys. Once they are implemented, I do believe that even the last guilds to pick them up will have a few choices to make.
Because these outposts are not very far from each other, there is potential for constant attrition as guilds battle for better territory. Outposts can also be abandoned once a guild decides to move on or has ousted another guild for control of some territory. Very primitive, very tribal.
In more advanced civilizations we would see settlements spanning larger areas. In FFXI you will see this, and it provides (from what I hear) a great PvE environment where there are plenty of dungeons and side quests. Ryzom doesn't have that, so by minimizing settlement distance, Nevrax provides more player on player attrition.
A few of these outposts are also in noob areas. With no quick mobs and Q50 mats this may not seem an advantage. However, should faction based and guild based PvP take place, controlling the paths to cities would cost your rivals millions in Dapper over time. Assuming Dapper is worth anything at later levels, this could be worth something. You also have prime access to new recruits, and gaining fame with 'simpler' missions.
Possesion of territory would also skew the accessibility of assorted materials. Controling a material would mean that other people who want that material might not give you access unless you do. This promotes trade...or war. Either are player to player interaction.
Ecological:
Largely in PvE orientated games there is more structure to the enemy. Encampments where you fight to get to the goal. A few boss mobs run around with their weaker counterparts, but they function much akin to the typical RAID engine herd. That being said, your typical creatures all act as if in wild life. nearly all of them are just dumb, herbivores or carnivores. There aren't gobbie villages and anything that can be associated with them to progress a story line. Sure there are camps...and if you attack one guy the rest pull like you rang a dinner bell, and you're serving messab soup.
Mobile structure really seems to come through with Ryzom's events. Though I am at work during most, I seem to notice a 2 week pattern. I will be sure to space my work so I am at home for the next event. From what I hear, it's absolutely exciting. It seems so complex that it must requires people to work behind the scenes so we may enjoy. So obviously this is where they are focusing a lot of resources. Would they be doing this every 2 weeks if they felt pressure for more online story content? I can't say...
With the addition of content all this may change, but aside from events, mobile interaction (beautiful as it is) is rather limited.
Divinity, Technology, and PAGANS!!!:
just something I thought I'd like to touch lightly upon. Religion, takes a roll with the Karavan and their Jena. They also have technology. Kami are pure nature spirits. I see in my head, Monotheistic religious authority vs Pagan's who largely worshipped earth spirits. I think the content will have more to do with propaganda and getting us to do things for the kami or the karavan and kind of create a story line as we go...Nevrax gave us the beginning and the end. Our politics, skills and abilities are what get us through the middle. I don't think that they're sure who's going to win either problably different on each server.
PvP and Patterns.
No limitations are placed on where a person can travel without pvp unless you have some extreme faction disconent. But neutrals can start out and get every little thing they want. PvP would reduce this and create more nuclear communities that may not be so open or trusting of new people. For instance: I'm in a faction based, vs Karavan, I'm expecting Tryker and Matis armor plans to kill. I'm not going to run towards a bunch of twigs because I will assume they are my team. Therefore, I will covet my equipment plans until I am somehow sure that a person is my friend. Some people who can craft other race's plans have an advantage yes, but few have very very high quality stuff. In a few months I expect to see a whole lot of it. If PvP is implemented, the right people will have the right plans and we'll be making content ourselves! (remember: as the game stands now!)
Conclusion:
Just by looking around I think that the game is suited for a PvP environment as it stands. Yes I do want PvP, but even if I didn't, I couldn't deny that the structure of Atys calls for a majority of content to come from the players themselves. And this by doing the only tools they've given us to work with. Digging, Killing, and Fashion shows.
My first impression:
When I think of Atys' environment I think of Africa 2000 BC, More like it would be today had magic been involved. Like Author Robert Asprin pointed out in his comical yet wise Myth series, 'Magic and Technology both exist in all demensions. Both are tools and depending on their use they hold a universal balance. High magical civilizations are lower in technology because they have less use for it. The same applies to Civilizations with advanced technology.'
This isn't a direct quote but it explains his concept.
Magic hasn't just evolved for homins, it has also evolved for the creatures of Atys making them smarter, stronger, and able to shoot lightnig ohnolookoutARGH!!! So we've had to advance our weapons and armor to 'heavier' levels. Full suits of armor are typically associated with combat vs. other bipedal, intelligent and organized societies. In Atys, this was nessicary to survive before decension amongst our kin ever occured.
I know my history, and yes, I understand their were great homin civilizations before the kitin invasion. But I'm talking about large bodocs and those dastardly gingos. Eventually there were reasons for the homins to split apart, and I'm sure opposing views occured and people got mad at each other. This caused wars and we did end up using our weapons and armor against each other. One might say we perfected them even more because of this...but we're still largley hunters, not warriors.
Moving on from general impression, I will now state why I believe Atys to be suited as one large territorial PvP environment.
Geographical:
Unlike many other heavily PvE orientated games, there are no linear dungeon crawls in Ryzom. The vast majority of creatures live in large open areas and, given the level of adventurer, approached from nearly any angle.
The only true 'dungeon' crawls are ones that involve homins traveling from one side of certain dangerous zones to another. Usually these are one time efforts. Once a person has the spawn point, it's faster to die and harvest off a single death, than run the gambit.
Though routes to harvest areas and hunting areas change, the result is generally the same. You find a spot, and camp it to get what you need. Harvesting is a little more diverse. You get the same xp for different mats and get to craft nearly anything once you know the nodes. Largely XP hunters when it comes to combat personell, and the camping spots tend to be much longer, or repetitive.
This brings me back to my African 2000BC impression. Tribes often found a good spot to hunt, and did so. Of course the land isn't as big as Africa, so we have mob spawns to make up what would naturally occur over incredibly large areas.
Tight valleys that are of great strategic vantage seldom contain aggresive, or even 'boss' mobiles. They seem to be left strictly for the players. Odd ruins are strewn about west of min cho through winding corridors where no monsters higher than a scampering mektoub roam. A large area, but no significance in PvE. It's a prime place for some caves and dungeons if Nevrax decides to add them. I'm of the mind set that any content, PvE or PvP are greatly appreciated. As it stands though. I see only PvP in this particular region.
Unlike many PvE orientated games, Ryzom has very high player run 'hub' content that seems to be in the works. I'm talking about the strongholds and keeps. There are many of these considering the low population of Atys. Once they are implemented, I do believe that even the last guilds to pick them up will have a few choices to make.
Because these outposts are not very far from each other, there is potential for constant attrition as guilds battle for better territory. Outposts can also be abandoned once a guild decides to move on or has ousted another guild for control of some territory. Very primitive, very tribal.
In more advanced civilizations we would see settlements spanning larger areas. In FFXI you will see this, and it provides (from what I hear) a great PvE environment where there are plenty of dungeons and side quests. Ryzom doesn't have that, so by minimizing settlement distance, Nevrax provides more player on player attrition.
A few of these outposts are also in noob areas. With no quick mobs and Q50 mats this may not seem an advantage. However, should faction based and guild based PvP take place, controlling the paths to cities would cost your rivals millions in Dapper over time. Assuming Dapper is worth anything at later levels, this could be worth something. You also have prime access to new recruits, and gaining fame with 'simpler' missions.
Possesion of territory would also skew the accessibility of assorted materials. Controling a material would mean that other people who want that material might not give you access unless you do. This promotes trade...or war. Either are player to player interaction.
Ecological:
Largely in PvE orientated games there is more structure to the enemy. Encampments where you fight to get to the goal. A few boss mobs run around with their weaker counterparts, but they function much akin to the typical RAID engine herd. That being said, your typical creatures all act as if in wild life. nearly all of them are just dumb, herbivores or carnivores. There aren't gobbie villages and anything that can be associated with them to progress a story line. Sure there are camps...and if you attack one guy the rest pull like you rang a dinner bell, and you're serving messab soup.
Mobile structure really seems to come through with Ryzom's events. Though I am at work during most, I seem to notice a 2 week pattern. I will be sure to space my work so I am at home for the next event. From what I hear, it's absolutely exciting. It seems so complex that it must requires people to work behind the scenes so we may enjoy. So obviously this is where they are focusing a lot of resources. Would they be doing this every 2 weeks if they felt pressure for more online story content? I can't say...
With the addition of content all this may change, but aside from events, mobile interaction (beautiful as it is) is rather limited.
Divinity, Technology, and PAGANS!!!:
just something I thought I'd like to touch lightly upon. Religion, takes a roll with the Karavan and their Jena. They also have technology. Kami are pure nature spirits. I see in my head, Monotheistic religious authority vs Pagan's who largely worshipped earth spirits. I think the content will have more to do with propaganda and getting us to do things for the kami or the karavan and kind of create a story line as we go...Nevrax gave us the beginning and the end. Our politics, skills and abilities are what get us through the middle. I don't think that they're sure who's going to win either problably different on each server.
PvP and Patterns.
No limitations are placed on where a person can travel without pvp unless you have some extreme faction disconent. But neutrals can start out and get every little thing they want. PvP would reduce this and create more nuclear communities that may not be so open or trusting of new people. For instance: I'm in a faction based, vs Karavan, I'm expecting Tryker and Matis armor plans to kill. I'm not going to run towards a bunch of twigs because I will assume they are my team. Therefore, I will covet my equipment plans until I am somehow sure that a person is my friend. Some people who can craft other race's plans have an advantage yes, but few have very very high quality stuff. In a few months I expect to see a whole lot of it. If PvP is implemented, the right people will have the right plans and we'll be making content ourselves! (remember: as the game stands now!)
Conclusion:
Just by looking around I think that the game is suited for a PvP environment as it stands. Yes I do want PvP, but even if I didn't, I couldn't deny that the structure of Atys calls for a majority of content to come from the players themselves. And this by doing the only tools they've given us to work with. Digging, Killing, and Fashion shows.