Take a look at the distribution of servers among PVE and PVP, and you will know that the majority of the PAYING customers prefer PVE with controlled pvp. Open PVP is not the favourite in terms of numbers. They maybe fanatic but they are fewer in number. Cost of making a software or game is high, to recoup the costs, developers would need a larger client base to feed them with monthly fees. Adding PVE would be their best shot in attracting the larger client base. Opening a couple PVP server for the blood-lust PVPers, even with perman death or full looting upon kills, but the way to survival for the developer lies in the wallet of the majority: the PVE players. To the OP, if DF turn away all PVEers, they might (or might not) go broke fast, or run so low in revenue that they cannot refine the game or maintain the PVP servers. Maybe you should be grateful for the existence of the PVE community who help shared the cost of the game development. Oh one last thing, realism is total bs as a justification of PVP. Open PVP is not realist, try go shoot everyone on sight outside your home. Looting a man you killed is not realist, its called robbery and murder.
I dont think you know what you're talking bout to be honest. I've played games where if the PVP was good they vastly outnumbered the PVE option. Try playing games thats not watered down for mainstream then come back and post your thoughts and no im not going to give out hints either.
use google
edit- I will give you one hint. Levels suck for PVP period. The key google up MMOs that dont have Level grindfests then compare server pops
On Asheron's Call forums someone was saying Darktide was least populated server back in the day (I wasnt there was playing FPS). Okay, but look at what server is still kickin' now? Darktide I've always said PVPers create fun for each other. We understand what player run is all about (well those of us thats been playing PVP games in other genres at least). Surely developers can significantly reduce their costs by simply focusing on crafting and PVP. Seriously, the PVE'ers all they gonna do is exhaust all the quests, scream for more quests and raids and more powerful gear so they can click one button and burry those wit skill. If you dont cater to that they will simply depart back to EQ2/WoW/LOTRO anyway which are games that will always keep adding more powerful gear sure some stay, but those will be the rare few that understands what a sandbox is all bout perhaps its better they only put in a bare minimum of quests? just enough to entertain PVPers during downtimes. And crafting of course. Crafters are self directed I like them
I have to respond to this you have totally mis-understood the concept of darkfall, it is rolling the genre back to a point where it was good and moving forward. PvP and PvE are not relevant to the discussions regarding Darkfall here, this is a skill based world with serious penalties associated with actions. The sooner people stop bleating either or and look at the bigger picture here they may realise that this could be a winner.
Balancing should not be an issue due to the skillbase, no raids as this is a game killer, open ended gameplay, lots of refinement and time to multi class your charachter but not too much time required for new starters to specialise and compete. Degrading items and reduced dependency these also opens up opportunity to spin back to community concepts.
I am led to believe that this wont be an insta kill game so unless someone is stupid and doesn't understand the conncept of live to fight another day then all playstyles will be catered for.
um if its rolling the genre backward to UO then I must argue in early UO I dont recall any quests. I ran outside and kill some mobs and skilled up. I didnt need any quests to get things done
that is what im talking bout here. go re-read my original post or go ask someone to teach you bout old UO
edit- oh nice the poll is a lot more accurate now heh
This is a pointless post and the trap people fall into is PvE versus PvP it's an irrelevance when talking about darkfall and what they are trying to acheive. So in that resp[ect this thread falls down.
I played UO from the start... so I have no need to talk to anyone, quests have always existed they just arent hand holding excercises like they are these days .... You don'yt need a big yellow questionmark or arrow or over elaborate radar. The concept of people making their own fun in game, and thats all in game players works well without the lameness.
With that element removed fun and creativity from the players is allowed to shine and content challenges and fun are self creating so removing the black/white PvE/PvP stereotyping which did not used to exist would help a long way to putting games back on track.
A well implimented skill based system with penalties associated with actions will lend itself to common content reduced development costs due to mulriple categories having to be developed simultaneously.
interesting but pointless...
________________________________________________________ Sorcery must persist, the future is the Citadel
Comments
I dont think you know what you're talking bout to be honest. I've played games where if the PVP was good they vastly outnumbered the PVE option. Try playing games thats not watered down for mainstream then come back and post your thoughts and no im not going to give out hints either.
use google
edit- I will give you one hint. Levels suck for PVP period. The key google up MMOs that dont have Level grindfests then compare server pops
I have to respond to this you have totally mis-understood the concept of darkfall, it is rolling the genre back to a point where it was good and moving forward. PvP and PvE are not relevant to the discussions regarding Darkfall here, this is a skill based world with serious penalties associated with actions. The sooner people stop bleating either or and look at the bigger picture here they may realise that this could be a winner.
Balancing should not be an issue due to the skillbase, no raids as this is a game killer, open ended gameplay, lots of refinement and time to multi class your charachter but not too much time required for new starters to specialise and compete. Degrading items and reduced dependency these also opens up opportunity to spin back to community concepts.
I am led to believe that this wont be an insta kill game so unless someone is stupid and doesn't understand the conncept of live to fight another day then all playstyles will be catered for.
um if its rolling the genre backward to UO then I must argue in early UO I dont recall any quests. I ran outside and kill some mobs and skilled up. I didnt need any quests to get things done
that is what im talking bout here. go re-read my original post or go ask someone to teach you bout old UO
edit- oh nice the poll is a lot more accurate now heh
This is a pointless post and the trap people fall into is PvE versus PvP it's an irrelevance when talking about darkfall and what they are trying to acheive. So in that resp[ect this thread falls down.I played UO from the start... so I have no need to talk to anyone, quests have always existed they just arent hand holding excercises like they are these days .... You don'yt need a big yellow questionmark or arrow or over elaborate radar. The concept of people making their own fun in game, and thats all in game players works well without the lameness.
With that element removed fun and creativity from the players is allowed to shine and content challenges and fun are self creating so removing the black/white PvE/PvP stereotyping which did not used to exist would help a long way to putting games back on track.
A well implimented skill based system with penalties associated with actions will lend itself to common content reduced development costs due to mulriple categories having to be developed simultaneously.
interesting but pointless...
________________________________________________________
Sorcery must persist, the future is the Citadel