Woefully Inept
Karazhan Raider
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One of these days Zehn is bound to have a really shitty idea but until then...it"s only gay of the balls touch rangoth.
I like PVP to be incorporated INTO the world. Much like Tallon and Vallon Zek did, with the factions having open PVP across the world and battling for resources and control of non-instanced zones. Given that it was open world combat PVE and PVP blended together, if your faction was controlling a dungeon then they were also getting those loots from that dungeon and your faction was not and thus you might be losing ground on the gear front, but that is your factions own fault and you are simply losing the game, suck it up.rangoth said:The entire idea behind pvp(and why I like games like Dota/HoN so much) is that it"s ALWAYS starting on even ground. But because I only play wow 6 hours a week means I will win 1/60 games against a dude who plays 50+ is fucking stupid. It always fucking has been stupid. For shit"s sake listen to what he is saying.
I think that is a stupid concept and mentality.Tropics said:I like PVP to be incorporated INTO the world. Much like Tallon and Vallon Zek did, with the factions having open PVP across the world and battling for resources and control of non-instanced zones. Given that it was open world combat PVE and PVP blended together, if your faction was controlling a dungeon then they were also getting those loots from that dungeon and your faction was not and thus you might be losing ground on the gear front, but that is your factions own fault and you are simply losing the game, suck it up.
Control of a zone does not mean you are going to be left with nothing to do. I take it you did not play a server like Tallon Zek in EQ. If you had you would know that while you might not have "easy" access to Lower Guk because the dark elves controlled it you did have access to Mistmore or Unrest because your side controlled the zone. In Kunark the darkies controlled Sebilis for the most part while the light side of thing (the other 3 factions combined in an alliance) controlled Karnor"s castle. That meant if a group of lights wanted to fight in Sebilis they had to fight their way in and get the control of the zone from the darkies, and often exactly that happend. This PVP meant WAY more in my mind and got alot more of my interest then some meaningless castle siege that gives the winning side +5% to experience gains for the next 6 hours or allows the looting of some goofy shards that can buy PVP gear.rangoth said:That being said, I am ok with, and in fact even FOR, open world meaningful PvP. Objectives, castles, dungeons, whatever....but there should not be a gear thing involved. Make the reward something else.
Actually it"s a pretty good idea and the Zek servers (I played only on sullon really) worked very well because of everything he said. Could I, a newbie with banded armor and a runic carver, take out an entire legion of the goods? Nope, but the evil faction could and almost on a nightly basis there was a big conflict over a territory. If we lost, that meant I had to skedaddle over to some unpopulated and less than optimal leveling zone. It made pvp meaningful, and the meaning was not in the gear to me at least.rangoth said:I think that is a stupid concept and mentality.
So what do you do when the other half of the population that can"t do shit leave the game and you have no one left to curb stomp? Fucking stupid.
I have no problem getting my teeth kicked in during PvP...I would only give myself a B- or so at PvP, I am NOT good at it. But if I loose I want it to be because the other guy is better, not because he has double my stats from gear.
The only reason you want that kind of game is because you can play all day in whatever uber PvP guild you are part of and own the server.
That being said, I am ok with, and in fact even FOR, open world meaningful PvP. Objectives, castles, dungeons, whatever....but there should not be a gear thing involved. Make the reward something else.
you must not take everything said about the "territories" to be too literal. there were many zones that were mostly accessed by one group, but that didn"t mean it was impossible.Twobit Whore said:Sorry bud, but you are living in the past if you think any game that allows one group of people to essentially dictate dev-created content and effectively limit and/or cut-off large sections of the game from another group based solely on what particular race you happened to roll on what particular server will succeed in the current Western market. This is simply not what mainstream games are going to do. Accessibility sells.
Back in the day DAOC and SWG, maybe even planetside to a certain extent, were promising or delivering better pvp combat than EQ. No matter how you slice it, EQ is really a PVE game. The Zek cluster was definitely an interesting experiment, and it was pretty fun when you had more than a hundred people playing.Hell, it didn"t even succeed back in your glory day. The first servers in EQ to get consolidated were the 4 PvP servers. And this was pre-WoW explosion.
EVE does this, it works really really well in that game and created a HUGE thread that spanned a entire huge war that took place in that game and lead to the downfall of the largest guild in existence.Twobit Whore said:Sorry bud, but you are living in the past if you think any game that allows one group of people to essentially dictate dev-created content and effectively limit and/or cut-off large sections of the game from another group based solely on what particular race you happened to roll on what particular server will succeed in the current Western market. This is simply not what mainstream games are going to do. Accessibility sells.
Hell, it didn"t even succeed back in your glory day. The first servers in EQ to get consolidated were the 4 PvP servers. And this was pre-WoW explosion.
Yeah by no means was anyone truly cut off from the content, it was just tougher to do it as a opposing faction.vynde said:you must not take everything said about the "territories" to be too literal. there were many zones that were mostly accessed by one group, but that didn"t mean it was impossible.
In fact all that needed to be done to take over a territory was the thought of "hey let"s take over x instead of y tonight", and just about any decent group could do it, or at least for a few hours. On some parts of the day, it may have been the good races owning a dungeon, and on certain parts could have been the evil side.
So, I wouldn"t really say that people were truly limited or cut off from seeing any content. Just because you may not see to the end of one dungeon one night, doesn"t mean that"s what the game IS and there is no way to change it.
This is why on the 4th day God invented the gimmick server. Zone control is fun but it"s not something to base an entire game around. But creating a special server for zone control for the people that enjoy it as well as the hundreds/thousands that would like to try it out?The PvP loser idea is a cool one, the first 5 or so times you do it. Then it becomes BB fodder as the worst game mechanic ever.
There are, imo, a billion really cool ideas like this, but once you think them through in real world play experience, they become the suck and are nothing more than time sinks..
Agree 100%. I"m sure there is some portion of population that would want this, but it is not huge and it damn well isn"t large enough to sustain long term large growth. After one side gets beat down hard for a long enough period of time they leave and when there is no one left to own, the fun is over.Twobit Whore said:Sorry bud, but you are living in the past if you think any game that allows one group of people to essentially dictate dev-created content and effectively limit and/or cut-off large sections of the game from another group based solely on what particular race you happened to roll on what particular server will succeed in the current Western market. This is simply not what mainstream games are going to do. Accessibility sells.
Hell, it didn"t even succeed back in your glory day. The first servers in EQ to get consolidated were the 4 PvP servers. And this was pre-WoW explosion.
I remember us saying this when our guild would clear all the content with good gear in EQ1.Control of a zone does not mean you are going to be left with nothing to do. I take it you did not play a server like Tallon Zek in EQ.
Zone control is shit if your game isn"t designed for it.Zehn - Vhex said:This is why on the 4th day God invented the gimmick server. Zone control is fun but it"s not something to base an entire game around. But creating a special server for zone control for the people that enjoy it as well as the hundreds/thousands that would like to try it out?
I know what you are saying, the first few times as a player it is new, the 50th time you have done every jailbreak/slaver escape quest 5 times each and they become repetitious and annoying. The alternative is to simply flag someone as non-pvp able for 15 minutes after a PVP death but the problem I see in this is if I am camping South Karana Aviaks and someone kills me then losing a PVP battle is simply a PVP shield for the next 15 minutes of grief free aviak NPC slaying.Ngruk said:The PvP loser idea is a cool one, the first 5 or so times you do it. Then it becomes BB fodder as the worst game mechanic ever.
There are, imo, a billion really cool ideas like this, but once you think them through in real world play experience, they become the suck and are nothing more than time sinks..
Play through your later resolution, really think it through. I would argue there are 30 people in this thread who had their exploits up and running as they read through it.Tropics said:I know what you are saying, the first few times as a player it is new, the 50th time you have done every jailbreak/slaver escape quest 5 times each and they become repetitious and annoying. The alternative is to simply flag someone as non-pvp able for 15 minutes after a PVP death but the problem I see in this is if I am camping South Karana Aviaks and someone kills me then losing a PVP battle is simply a PVP shield for the next 15 minutes of grief free aviak NPC slaying.
I honestly thought of the repetitiveness of the quest and the problem of that, in the 10 minutes I spent to brainstorm a solution to the PVP bind rushing and corpse camping it was all I could come up with. I will at least say I figured the quest would be fairly trivial, in effect it IS a time sink to basically keep that person busy for a while and remove the possibility of the bind rush.
One could come up with other options I am sure, flagging a person as non-PVP for 15 minutes, with the caveat that they cannot attack a NPC mob within 1000 yards of where they were killed without serious repercussions such as the removal of the PVP immunity and a serious PVP debuff that lasts for the remainder of the 15 minutes. The PVP debuff makes you cower in fear each time you are attacked by a PC player, unable to attack. This would stop corpse camping, bind rushing, and pretty much enforce loot and scoot since trying to stick around and hunt would make you a easy target for another death.
The only game with any sort of decently fun zone control was the Notum Wars expansion of AO, but their technical problems made tower wars play like Myst, the MMO. But the idea was a good one.FoghornDeadhorn said:Zone control is shit if your game isn"t designed for it.
I haven"t played serious since 2004, so those are new things I didn"t know, but it sounds like FC kept fucking up the game for PVP. Nice.Kuro said:They made the EXP bonus to the side who won more go way higher than 15%, and it ultimately fucked PVP into the ground permanently, at least on Server 2, since every new player/reroll went Clan for the massive exp penalty, further making it impossible for Omni to dig themselves out of the hole.
Owning land was a good enough reward in and of itself, giving access to towers and really good buffs.
The small EXP bonus, if anything, should have been to the side who was getting trampled, to encourage more new/rerolling players to roll over there in order to keep the PVP somewhat balanced.