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Discussion in 'Development' started by Aetheism, Oct 23, 2018.
Just wondering what people want
If this was a pvp enabled server, they would have to revise a lot of things and thus the server will take longer in order to release Alpha, Beta, etc. And I very much disagree with this turning into pvp as the community can get very toxic at times and out of hand. While on top of this- players become bored and the lack of content or things into the pvp will also be noticeable very quickly. It will also be very hard for new players to get out without being destroyed by some max level mage
Just split it up into 2 sets of servers like practically every other normal MMORPG; PVE and PVP servers which people can choose from. I probably don't have to explain how the PVE server works. PVP would work by having cities & other settlements be safe zones. The rest of the world is considered wilderness and is where PVP would be enabled. A simple problem asks for a simple solution, right? People can play whatever they like, though if you ask me, it's safe to say most will prefer the PVE. But for those who like the chance of being attacked at any time (if it makes the game more interesting for you), then PVP willl be your option. You please both groups of people and you solve having the risk of what @TheJayZ mentioned that it turns into a toxic, competitive community, which is not what an MMORPG should be.
There are a multitude of systems that could be put in place to let everyone coexist in a single environment, but I think any specifics on either side of the argument should be given until there is actual playtesting, as everything you mentioned has been speculation
I would prefer PvP to not be a thing at the start. However I wouldn't mind a PvP world where there are safezones like Dienns said and if you exit the Safezones, towns for example, people can kill you and take your items/gold.
However, making it so you have to enter dangerous player vs player areas just for more rewarding content is dumb and you will lose players cause of it. Not everyone likes PvP, however if it was separate from the original servers. Then I would have no problem voting yes for it.
PvP definetely would harm the community at first because that would cause some issues between players, thus leading to a toxic environment.
or you can add area where pvp is enabled, and when a player kill someone he/she will become red player.
and if red player is killed by someone who has guardian mode, they will be jailed
SAO style you mean?
yeah like that, there are many rpg game with that system
Instead of enabling pvp through the whole server, why not create an arena where players who are interested in pvping can just hop in and pvp. Or implement a duel system where players can duel each other. But honeslty, I prefer a pvp enabled server because there is only so much you can do on a pve server unless this server constantly adds in fresh new content.
I agree with you. PvP enabled on every server. We just need to find a good way to do so or find something that is a good alternative.
I would still suggest to split things between PVP and PVE and have 2 types of servers for it, one where PVP is enabled throughout the entire world, and one where it isn't. At least, that's what I would personally suggest. What is your thought on that? You'll always have 2 groups of people, one that likes PVP, and one that hates it. With enough players, splitting them up shouldn't be too big of a deal.
There should by all means be enough content that shouldn't require PVP. If there isn't enough content, we as content creators should look into adding more stuff or at least keeping the content fresh.
I personally am not a fan of splitting servers, segregating the population and making the community feel less tight knit. I would just allow ccertian regions to have pvp enabled, and possibly some castles or something that players can try to capture for whatever reason, and PVP arenas.
would items carry over from each server is split?
would one server have an advantage in how fast you can lvl up and gain resources?
Would the pvp server be fully 100% pvp and no safe zones? if theres 50 people trying to do the same quest things could get out of hand fast, people camping quest spots and killing low level players.
Having pvp could allow you to create some very interesting quests too - such as capturing and holding a point for x amount of time (these would be basically koth but have them events, not 24/7 as someone would just afk it if no one else was around), protect a cart while its going to its destination, bring and item somewhere and deliver it, all sorts of cool quests. However PVP quests would need to be high cost high reward (some of them anyways to prevent abuse), such as the cart. you cannot just accept a quest to bring a cart somewhere and allow your friend to continually capture/kill it, the quest can cost a lot to activate and provide only a 75% compensation to the killer if the cart is stopped, but if it reaches the destination the player who activated the quest gets some cool armor or something.
@Tijik interesting suggestion. Definitely some cool aspects in there. To answers the 2 questions;
Yes. There shouldn't be any PVP specific items so I see no reason to not carry over stuff.
No. Whether PVP results in any gained EXP is a point of discussion, but it would undoubtly not be more efficient than PVE'ing and doing normal quests. So no, there shouldn't be any advantages.
It is very rare in any MMO setting for PvP to result in advantages for PvE (more exp/resources/etc), largely stemming from the notion that bonuses for PvPing don't really make sense in the grand scheme of things.
If any bonus is to be gained from PvP, I would say it should be items/gear, or perhaps currency, but it is difficult to say whether any of those will be feasible until after Alpha and things have played out more.
What about making an area where pvp is allowed? All the materials that are possible to gather there are only usefull to improve your character pvp wise, this area could be split into 2 or even 3 "risk sectors", where each sector has better and higher amount of materials based on risk:
1st sector could have no risk, players can kill each other but they lose no items;
2nd sector players drop a few of their items when killed(think of this has runescape wilderness);
3rd sector players risk all their items and a small percentage of some items being completly destroyed(note the item destruction is to aid in dynamic economy, the player that died already lost their items so it doesn't affect him, and the player that killed got almost all the items the other guy had so he is definetly happy).
All types of pvp can co-exist here, be it a new guild gearing up by ambushing new players, special events like capture the flag or even "world" bosses, etc...
It also doesn't force the pve guilds to do pvp content to have the best gear, as a matter of fact it is even better for the pve guilds, such that the items they farm/sell will have a higher demand due to 3rd sector destroying items.
I'm actually very fond of an idea like this.
I like how you tied runescape into it to bring a better visualization.
White Portal, Wilderness, Red Portal
This idea would be the easiest to implement and I think most people would appreciate it too. Some might complain that high-reward regions are pvp-zones but this can be solved by making similar regions PvE but then, of course, those would be more crowded making people still lean towards the pvp-zones hopefully. It's all about balancing!