I think this game is working to provide something for both PvP'ers and PvE'ers which is pretty much largely where this game is different to the WoW clones out there. Not too much has been said about PvP or the point to it, other than the arena's which people have spoken about. I don't really understand your question though? what you want to know is, is this going to be a hardcore PvP game? If that is the case then no.
I want to know if it has a fun engaging pvp system,does that make it simpler. Unfortunetly it seems that some of you are divided on the subject.
Both TCoS and AoC will hopefully be going into open beta before release although with so many AoC applicants I'm not sure. So you can test them both, report some bugs and find out which one you like better. I've been following both games for a while now and I'm really excited about both of them for different reasons. I like PvE and PvP in equal amounts and imo there is plenty on offer of both in both games.
The pvp in TCoS won't be as structured as AoCs Border Kingdoms but the combat system is just screaming "PVP!" where as in AoC you'll still have all the rolls and hits/misses going on in the background for each sword swing, in TCoS it is completely skill based and if you sword hits the opponent he has no dodge/block chances except for his own keyboard/mouse skill. I can imagine there will be some good PvP guilds that will have large scale battles against each other not long after release.
If both games turn out to be as good as promised then I'll have no choice but to play them both. No idea how I'll get the time but I'll figure something out...
i should hope people realize that PVP formats in MMOs develop over time and you wont get a super duper developed in depth pvp system at a games initial release. Since lots of folks play WOW, i'll use that as an example. You can track the pvp developments in a long line of WoW patches over the life of the game. World pvp events and tower capturing came after the standard 3 zones(WSG,AB and AV). Then the arena matches and more outdoor pvp towers came with the expansion. Siege weapons will be coming etc. The Spellborn team has revelaed so much in their dev journals about so many aspects of the game, and much of their plaing for release will be ready. Also, they allude to what sorts of content they are reserving for post release patches. I am sure they have many things on their tables for future content and only give us the tip of the iceburg. and i agree with the previous posts - and would much rather have a stable system than big hype and empty promises full of technical problems and limitations.
But hasn't WoW been out for 4 years? (correct me if I am wrong.) I really don't think that is a reasonable time,then again that is why I am not playing WoW. I sure do hope it wouldn't take them that long to implement good pvp.
Yes, and WoW is not even 3 years old in Europe where it released in february 2005.
I must agree with one of the above posters about the next mega super hit MMO, there is a good chance that one will be a very soloable pve only game. However I do believe that there is a huge pvp market as well. Just look at all the fps-games. The game that get the right mix of fps-like gameplay and MMO-play together will also get a nice hit on their hands.
For me, primarily a pve player and roleplayer, I get less and less excited about Spellborn all the time, but I'm sure it will be a good game for those they are making it for (which seems to be primarily pvpers).
OBK1, Why do you get dissapointed as RPer? I was going to start RP in LOTRO, which looked like the perfect game for it, but if failed in my eyes. Then I see this game, on which you dont need certain armor but just the cool looks, isnt that nice for RP?
This isnt a attempt to defend or something, I just want to know as a starting RPer if this is a nice game to really start with it.
I'm sorry, but FPS + MMO does not = 'next gen game' to me. Not IMHO. I don't want to see a glorified version of BattleField 2/2142 (that tracks stats and provides unlocks and ranks).
I have different expectations for an FPS game than I do for an MMORPG. I play both of them for different reasons.
And really, so far, there hasn't been a solid (my opinion) FPS + MMO game on the market. Maybe this will be the first one? But FPS games do their job well. MMO's do their job well. I know the logic is "if both game markets are booming, let's be the one's to bridge the gap". They want to tap into the market that they don't believe has been tapped into yet: the fps console group. I get it. But really, they will lose players like myself who like to 'keep them seperated'.
OBK1, Why do you get dissapointed as RPer? I was going to start RP in LOTRO, which looked like the perfect game for it, but if failed in my eyes. Then I see this game, on which you dont need certain armor but just the cool looks, isnt that nice for RP?
This isnt a attempt to defend or something, I just want to know as a starting RPer if this is a nice game to really start with it.
Thanks in forward
From what I have read it seems to be mostly geared towards pvp, that is why, but I am sure there will be a good rp community. My experience is that you can find fellow rpers in most games.
edit: I also completely hate fps-games, so if this is going fpsish, then I am not even going to try it.../edit
And I will try Spellborn, I always end up at least trying most of these MMORPGs
I agree about LOTRO, I got a lifetime memberships there, but it is just a very dull and boring game. At the moment I very much enjoy Vanguard which is a superior game when it comes to classes and world design. But it still suffers from being somewhat unfinished...
When it comes to armour and looks, well I think it seems somewhat weird that you get treated the same if you wear no armour or, say, plate armour...just weird. If they wanted to balance them out they could have increased mitigation in heavy armour but decrease mobility etc. As I have understood it armour won't mean anything, which is just weird.
If it's FPS, no thanks. I'm sorry, but FPS + MMO does not = 'next gen game' to me. Not IMHO. I don't want to see a glorified version of BattleField 2/2142 (that tracks stats and provides unlocks and ranks). I have different expectations for an FPS game than I do for an MMORPG. I play both of them for different reasons. And really, so far, there hasn't been a solid (my opinion) FPS + MMO game on the market. Maybe this will be the first one? But FPS games do their job well. MMO's do their job well. I know the logic is "if both game markets are booming, let's be the one's to bridge the gap". They want to tap into the market that they don't believe has been tapped into yet: the fps console group. I get it. But really, they will lose players like myself who like to 'keep them seperated'.
Wait no pvp in this game or is it gonna be selective in a way?
There are several free for all pvp zones and there's arena pvp.
Ahh well that's not to bad. Just as long as someone cant exploit that by trying to jump the zone (escape) while your beating the hell out of them.
Not sure how that's going to be handled, but there's going to be content all over the pvp zones (stuff like mines but also quests) so you should be able to find enough people far from the zoning points.
There's another interesting type of PvP that they're working on called shard conquest. From what I understand the idea is that when new shards are unlocked guilds have to gather resources in the middle of the shard and bring these to a drop off point at the place where you landed. People that gather the resources have to pass several chokepoints that the guild would have to protect from both monsters and other players, otherwise they are easilly killed. If you're killed you'll lose the resources that you carry.
The original idea for this was that the high houses in the game would fight for the shard, but according to the devs this didn't work out as well as they planned and thus they changed it to guilds. At this point they also said that this feature was pushed back until after release and they haven't talked about it since, so I don't know what the status of it is.
Also, I don't think that you can really compare the gameplay with fps combat. While there are some similarities (ie the complete lack of dice rolls, so hitting and dodging is completely up to the players, no critical attacks, etc.) it is still firmly rooted in more traditional MMO gameplay. All the fighting is done by using abilities that are comparable to other MMO's (which go from sword slashes to buffs, debuffs, aoe attacks, pets, etc.) and cause cooldowns and global cooldowns like you'd expect in a game like this.
Just some random info from PvP discussions on official forums
Originally posted by Sera As far as level access starts at level 20. The Green Dsitrict is a 30ish zone. So the Devs intended for players to get a fairly early start when pvping. As far as ganking goes you seem to think that only low levels get can ganked. Gankings are not limited by level. You can be ganked at any level if system allows it. On top of that there is more then one way to gank someone. A high level killing a low level is one way. A player killing another player while they are buys fighting a mob is another way. Or killing someone who is low on HP/MP is also considered a gank. The only reason why people think of low level getting killed by high level as the only from of ganking is because it happens all the time. For most of a person's pvp exprience getting killed by those much higher in level then them is all they have to base pvp on. An people such as yourself wonder why pvp is in the shape it is today. If high levels would so a little more honor and stick to fighting people around there level more often people would look at pvp in a better light. Look at DaoC held as one of the best pvp games ever. An they had a system much like ours. There was only two flaws. One was inbalance number to often half the server was only one faction which made it easy to zerg the others. The level range. It just took to long to get into pvp even there devs will tell you that. Thats why with WAR they are make the level range low so that people don't have to wait to long to get into the action.
The mines being FFA. I don't know what reason you came up with for FFA exsisting in this game but its wrong. When pvp was first talked about heck even before it. PvP was limited by faction. So the only people you could fight outside the arena was everyone not in your High House. Shard Conquest at first was build around this. Of course it caused problems. Because it didn't make sense. In Spellborn you could talk with people from other factions you could party with them in pve. You could even guild up with people from different High houses. But when it came time to fighting. Your own guildies could be your enemies.
So the devs looked at the problem after some brain storming they said lets make the pvp generally FFA. Lore wise it fits in perfectly with Spellborn. The High Houses are allies but like any policital suitation there is fighting between factions or with in the same faction. All of this going on outside the eyes of the general public. That what FFA means in those pvp areas. Take the Green District. Its general "No mans land" for normal enclave citizens. So two people from the same high house can fight and it not get back to the public.
"Don't argue with dick-heads, they will drag you down to their level and then beat you with experience"
Alarming that they seem to think that DAoC was cream of the crop when it comes to PvP games. That games PvP was fun but pointless. Taking over keeps had little value except for bragging rights so the different guilds just played volleyball with the keeps and people PvPed to get PvP points, artificial and not very exciting.
I hope the PvP in this game will be more like AC 1 DT where conflict happens naturally over resources that are valued by the players, not decided by devs. So good leveling spots, good NPC towns and quest givers/mobs were all contested zones making for alot of political intrigues and alliances being forged and broken between guilds. Again "real" political intrigues between players and not something arbitrarily decided by the devs.
Originally posted by Yamota I hope the PvP in this game will be more like AC 1 DT where conflict happens naturally over resources that are valued by the players, not decided by devs. So good leveling spots, good NPC towns and quest givers/mobs were all contested zones making for alot of political intrigues and alliances being forged and broken between guilds. Again "real" political intrigues between players and not something arbitrarily decided by the devs.
All FFA PvP areas in Tcos has a "real" reason to fight. It's rare resources, witch can be obtained only there. Fight or "peace it out" is up to the each player, but chances to find those resources are higher by defeating other players.
"Don't argue with dick-heads, they will drag you down to their level and then beat you with experience"
I hope the PvP in this game will be more like AC 1 DT where conflict happens naturally over resources that are valued by the players, not decided by devs. So good leveling spots, good NPC towns and quest givers/mobs were all contested zones making for alot of political intrigues and alliances being forged and broken between guilds. Again "real" political intrigues between players and not something arbitrarily decided by the devs.
All FFA PvP areas in Tcos has a "real" reason to fight. It's rare resources, witch can be obtained only there. Fight or "peace it out" is up to the each player, but chances to find those resources are higher by defeating other players.
I hope the PvP in this game will be more like AC 1 DT where conflict happens naturally over resources that are valued by the players, not decided by devs. So good leveling spots, good NPC towns and quest givers/mobs were all contested zones making for alot of political intrigues and alliances being forged and broken between guilds. Again "real" political intrigues between players and not something arbitrarily decided by the devs.
All FFA PvP areas in Tcos has a "real" reason to fight. It's rare resources, witch can be obtained only there. Fight or "peace it out" is up to the each player, but chances to find those resources are higher by defeating other players.
And those resources are used for?
To craft items. Yes there is no real craft system, but a away to get the coolest ( and so the best in my opinion :P ) is from ores deep in those mines. Those ores might also be used to "craft" better sigils, which are stats.
If you reply now that this game doenst have crafting nor stats, please look on topics conserning Sigils and Crafting.
I hope the PvP in this game will be more like AC 1 DT where conflict happens naturally over resources that are valued by the players, not decided by devs. So good leveling spots, good NPC towns and quest givers/mobs were all contested zones making for alot of political intrigues and alliances being forged and broken between guilds. Again "real" political intrigues between players and not something arbitrarily decided by the devs.
All FFA PvP areas in Tcos has a "real" reason to fight. It's rare resources, witch can be obtained only there. Fight or "peace it out" is up to the each player, but chances to find those resources are higher by defeating other players.
And those resources are used for?
To craft items. Yes there is no real craft system, but a away to get the coolest ( and so the best in my opinion :P ) is from ores deep in those mines. Those ores might also be used to "craft" better sigils, which are stats.
If you reply now that this game doenst have crafting nor stats, please look on topics conserning Sigils and Crafting.
Happy new year
Well what Im trying to find out if these resources are actually worth fighting for because PvP in MMORPGs have degenerated into some meaningless FPS style PvP with no sense or purpose behind it.
So what stops ppl not to fight there and just collect resources. I smell crap concept here... Would be nice if you have to capture mine in order to pay for your clan castle or something but this is ridiculous.
If players want the best sigils, items, etc they'll have to go to the PvP areas to get the rare resources needed to craft the items. Most players tend to gravitate towards the gameplay that gets them the most reward. In this case the PvP will get you the most reward, however that does not mean that you can not be rewarded through PvE as well.
The PvP areas of the game take up the most space, a player that wants to succeed in the game will end up PvPing so nothing really needs to be done to prevent people from choosing not to PvP because with these kind of mechanics the majority will at least attempt the PvP to get access to the rarer sigils.
I think PvErs will try the PvP in this game anyway, it is skill based so the only way you could possibly be ganked is if you are a worse player than the one attacking you I remeber reading that levels will not give you a huge advantage. And even if you do die you dont lose anything but your PeP rank so theres nothing there to discourage people to PvP.
If they really don't want to PvP they have the option I would assume of buying the rarer mats from other players which in it self would also incourage people to go in to the PvP areas so they can supply PvErs with the rare materials they want. So everyone wins in the end.
I agree with Vipjerry. This concept seems to be some kind of middle ground with those who wants to PvP and those who doesnt want to. Better to create all out FFA PvP servers and PvE servers to cater to both styles of play. The PvE servers could then have this limited PvP feature to make it opional.
ill give you a reason to fight all they have to do is let ppl loot ppl they kill and voila you have perfect reason.
Gear does not give stats, and any Sigils the person holds will be catered to them. So why would we need full loot? I like full loot, I just don't think it is needed in a game where gear is for cosmetic purposes. It is usually added to add risk verses reward to the game.
To make PvP more engaging, but like I said this is added around system where gear does matter to some extent but this game removes all need for gear thus it will probably not get any of the desired effects of full loot to add it in the game.
There are sigils of course but from what I have read they can be used to improve your individual spells, add tracers to weapons make your weapons do slightly more damage. It just does not seem like much of a big deal or gain to loot all of that off of someone or to lose it all yourself to make full loot make any sense.
This is actually one of the things that I am concerned with in TCOS their does not seem to be any risk for anything. Hopefully the combat and pvp is engaging and competitive enough to make the lack of risk not be so apparent. A bit like with an FPS no real risk but the competitveness and combat makes most forget about that thus it does not take away from the enjoyment of the game.
What concerns me this "Sigil" concept sounds just like "enhancements" from City of Heroes. With each expansion, these "enhancements" got more and more powerful
The onyl way to get the most rare and powerful enhancements was raiding. Yes I know Spellborn will have the Crafting thing which is much better then CoX but my point....
Now, I am down for risk vs reward (poker) being centered at a PVP Mine rather then the individual. I am open to it. Problem is what does the "intruder" have to risk? Nothing except PeP. so they can just keep zerging you all day til they get what they want
Victory conditions. PVP needs victory conditions. UO/EVE enforce this via looting. FPS/RTS, etc enforce this via "end game" conditions
Spellborn appears to lack a "victory condition" atm which is critical to good PVP
Now this is another thing that can happen only if done right. The rare mats really are in the FFA Zones. The PVE'ers that hate PVP must bargain with PVPers for the best mats.
But the problem- if they shard/instance the FFA PVP zones that will prevent PKers from being able to control the mines. This means we will be guarding the PVP mines for nothing- cause the PVE'ers can charge into another instance
I suspect this wont happen and best case scenario is ppl will fight over the mines. They will give up after a time and pay the PKers for the mats. The PKers can also bring the mats to the markets if they desire and charge a nice fortune
What concerns me this "Sigil" concept sounds just like "enhancements" from City of Heroes. With each expansion, these "enhancements" got more and more powerful The onyl way to get the most rare and powerful enhancements was raiding. Yes I know Spellborn will have the Crafting thing which is much better then CoX but my point....
Now, I am down for risk vs reward (poker) being centered at a PVP Mine rather then the individual. I am open to it. Problem is what does the "intruder" have to risk? Nothing except PeP. so they can just keep zerging you all day til they get what they want Victory conditions. PVP needs victory conditions. UO/EVE enforce this via looting. FPS/RTS, etc enforce this via "end game" conditions Spellborn appears to lack a "victory condition" atm which is critical to good PVP
Now this is another thing that can happen only if done right. The rare mats really are in the FFA Zones. The PVE'ers that hate PVP must bargain with PVPers for the best mats. But the problem- if they shard/instance the FFA PVP zones that will prevent PKers from being able to control the mines. This means we will be guarding the PVP mines for nothing- cause the PVE'ers can charge into another instance I suspect this wont happen and best case scenario is ppl will fight over the mines. They will give up after a time and pay the PKers for the mats. The PKers can also bring the mats to the markets if they desire and charge a nice fortune If this happens it might be interesting.....
Yeah thats the problem I see with their death and PeP system. It will be a case of die and respawn with no loss, you can also get by with not having PeP its more of a small buff to reward you for not dieing rather than to punish you for dying like other games do.
I think it will depend on the placement of the respawn points on how well their PvP works. As well as how good their combat system is. If it relies on pure player skill I think people will participate in it since it would be highly competitive to see who is better at their class and overall how good they are as a player in general.
But the competitiveness would probably be made reduntent if the respawn area is very close to the battles otherwise it will turn into what city raids were like in WoW before it was killed off. A never ending siege where the victor is always the one with the most players, and the ones that can afford to stay fighting for the longest periods of time.
Comments
I want to know if it has a fun engaging pvp system,does that make it simpler. Unfortunetly it seems that some of you are divided on the subject.
Both TCoS and AoC will hopefully be going into open beta before release although with so many AoC applicants I'm not sure. So you can test them both, report some bugs and find out which one you like better. I've been following both games for a while now and I'm really excited about both of them for different reasons. I like PvE and PvP in equal amounts and imo there is plenty on offer of both in both games.
The pvp in TCoS won't be as structured as AoCs Border Kingdoms but the combat system is just screaming "PVP!" where as in AoC you'll still have all the rolls and hits/misses going on in the background for each sword swing, in TCoS it is completely skill based and if you sword hits the opponent he has no dodge/block chances except for his own keyboard/mouse skill. I can imagine there will be some good PvP guilds that will have large scale battles against each other not long after release.
If both games turn out to be as good as promised then I'll have no choice but to play them both. No idea how I'll get the time but I'll figure something out...
But hasn't WoW been out for 4 years? (correct me if I am wrong.) I really don't think that is a reasonable time,then again that is why I am not playing WoW. I sure do hope it wouldn't take them that long to implement good pvp.
wow is just a month or so over 3 years now.
Yes, and WoW is not even 3 years old in Europe where it released in february 2005.
I must agree with one of the above posters about the next mega super hit MMO, there is a good chance that one will be a very soloable pve only game. However I do believe that there is a huge pvp market as well. Just look at all the fps-games. The game that get the right mix of fps-like gameplay and MMO-play together will also get a nice hit on their hands.
For me, primarily a pve player and roleplayer, I get less and less excited about Spellborn all the time, but I'm sure it will be a good game for those they are making it for (which seems to be primarily pvpers).
OBK1, Why do you get dissapointed as RPer? I was going to start RP in LOTRO, which looked like the perfect game for it, but if failed in my eyes. Then I see this game, on which you dont need certain armor but just the cool looks, isnt that nice for RP?
This isnt a attempt to defend or something, I just want to know as a starting RPer if this is a nice game to really start with it.
Thanks in forward
If it's FPS, no thanks.
I'm sorry, but FPS + MMO does not = 'next gen game' to me. Not IMHO. I don't want to see a glorified version of BattleField 2/2142 (that tracks stats and provides unlocks and ranks).
I have different expectations for an FPS game than I do for an MMORPG. I play both of them for different reasons.
And really, so far, there hasn't been a solid (my opinion) FPS + MMO game on the market. Maybe this will be the first one? But FPS games do their job well. MMO's do their job well. I know the logic is "if both game markets are booming, let's be the one's to bridge the gap". They want to tap into the market that they don't believe has been tapped into yet: the fps console group. I get it. But really, they will lose players like myself who like to 'keep them seperated'.
Wait no pvp in this game or is it gonna be selective in a way?
There are several free for all pvp zones and there's arena pvp.
edit: I also completely hate fps-games, so if this is going fpsish, then I am not even going to try it.../edit
And I will try Spellborn, I always end up at least trying most of these MMORPGs
I agree about LOTRO, I got a lifetime memberships there, but it is just a very dull and boring game. At the moment I very much enjoy Vanguard which is a superior game when it comes to classes and world design. But it still suffers from being somewhat unfinished...
When it comes to armour and looks, well I think it seems somewhat weird that you get treated the same if you wear no armour or, say, plate armour...just weird. If they wanted to balance them out they could have increased mitigation in heavy armour but decrease mobility etc. As I have understood it armour won't mean anything, which is just weird.
Ahh well that's not to bad. Just as long as someone cant exploit that by trying to jump the zone (escape) while your beating the hell out of them.
It's not FPS.
Ahh well that's not to bad. Just as long as someone cant exploit that by trying to jump the zone (escape) while your beating the hell out of them.
Not sure how that's going to be handled, but there's going to be content all over the pvp zones (stuff like mines but also quests) so you should be able to find enough people far from the zoning points.
There's another interesting type of PvP that they're working on called shard conquest. From what I understand the idea is that when new shards are unlocked guilds have to gather resources in the middle of the shard and bring these to a drop off point at the place where you landed. People that gather the resources have to pass several chokepoints that the guild would have to protect from both monsters and other players, otherwise they are easilly killed. If you're killed you'll lose the resources that you carry.
The original idea for this was that the high houses in the game would fight for the shard, but according to the devs this didn't work out as well as they planned and thus they changed it to guilds. At this point they also said that this feature was pushed back until after release and they haven't talked about it since, so I don't know what the status of it is.
Also, I don't think that you can really compare the gameplay with fps combat. While there are some similarities (ie the complete lack of dice rolls, so hitting and dodging is completely up to the players, no critical attacks, etc.) it is still firmly rooted in more traditional MMO gameplay. All the fighting is done by using abilities that are comparable to other MMO's (which go from sword slashes to buffs, debuffs, aoe attacks, pets, etc.) and cause cooldowns and global cooldowns like you'd expect in a game like this.
Just some random info from PvP discussions on official forums
"Don't argue with dick-heads, they will drag you down to their level and then beat you with experience"
Alarming that they seem to think that DAoC was cream of the crop when it comes to PvP games. That games PvP was fun but pointless. Taking over keeps had little value except for bragging rights so the different guilds just played volleyball with the keeps and people PvPed to get PvP points, artificial and not very exciting.
I hope the PvP in this game will be more like AC 1 DT where conflict happens naturally over resources that are valued by the players, not decided by devs. So good leveling spots, good NPC towns and quest givers/mobs were all contested zones making for alot of political intrigues and alliances being forged and broken between guilds. Again "real" political intrigues between players and not something arbitrarily decided by the devs.
My gaming blog
All FFA PvP areas in Tcos has a "real" reason to fight. It's rare resources, witch can be obtained only there. Fight or "peace it out" is up to the each player, but chances to find those resources are higher by defeating other players.
"Don't argue with dick-heads, they will drag you down to their level and then beat you with experience"
All FFA PvP areas in Tcos has a "real" reason to fight. It's rare resources, witch can be obtained only there. Fight or "peace it out" is up to the each player, but chances to find those resources are higher by defeating other players.
And those resources are used for?
My gaming blog
All FFA PvP areas in Tcos has a "real" reason to fight. It's rare resources, witch can be obtained only there. Fight or "peace it out" is up to the each player, but chances to find those resources are higher by defeating other players.
And those resources are used for?
To craft items. Yes there is no real craft system, but a away to get the coolest ( and so the best in my opinion :P ) is from ores deep in those mines. Those ores might also be used to "craft" better sigils, which are stats.
If you reply now that this game doenst have crafting nor stats, please look on topics conserning Sigils and Crafting.
Happy new year
All FFA PvP areas in Tcos has a "real" reason to fight. It's rare resources, witch can be obtained only there. Fight or "peace it out" is up to the each player, but chances to find those resources are higher by defeating other players.
And those resources are used for?
To craft items. Yes there is no real craft system, but a away to get the coolest ( and so the best in my opinion :P ) is from ores deep in those mines. Those ores might also be used to "craft" better sigils, which are stats.
If you reply now that this game doenst have crafting nor stats, please look on topics conserning Sigils and Crafting.
Happy new year
Well what Im trying to find out if these resources are actually worth fighting for because PvP in MMORPGs have degenerated into some meaningless FPS style PvP with no sense or purpose behind it.
My gaming blog
So what stops ppl not to fight there and just collect resources. I smell crap concept here...
Would be nice if you have to capture mine in order to pay for your clan castle or something but this is ridiculous.
If players want the best sigils, items, etc they'll have to go to the PvP areas to get the rare resources needed to craft the items. Most players tend to gravitate towards the gameplay that gets them the most reward. In this case the PvP will get you the most reward, however that does not mean that you can not be rewarded through PvE as well.
The PvP areas of the game take up the most space, a player that wants to succeed in the game will end up PvPing so nothing really needs to be done to prevent people from choosing not to PvP because with these kind of mechanics the majority will at least attempt the PvP to get access to the rarer sigils.
I think PvErs will try the PvP in this game anyway, it is skill based so the only way you could possibly be ganked is if you are a worse player than the one attacking you I remeber reading that levels will not give you a huge advantage. And even if you do die you dont lose anything but your PeP rank so theres nothing there to discourage people to PvP.
If they really don't want to PvP they have the option I would assume of buying the rarer mats from other players which in it self would also incourage people to go in to the PvP areas so they can supply PvErs with the rare materials they want. So everyone wins in the end.
I agree with Vipjerry. This concept seems to be some kind of middle ground with those who wants to PvP and those who doesnt want to. Better to create all out FFA PvP servers and PvE servers to cater to both styles of play. The PvE servers could then have this limited PvP feature to make it opional.
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ill give you a reason to fight all they have to do is let ppl loot ppl they kill and voila you have perfect reason.
Gear does not give stats, and any Sigils the person holds will be catered to them. So why would we need full loot? I like full loot, I just don't think it is needed in a game where gear is for cosmetic purposes. It is usually added to add risk verses reward to the game.
To make PvP more engaging, but like I said this is added around system where gear does matter to some extent but this game removes all need for gear thus it will probably not get any of the desired effects of full loot to add it in the game.
There are sigils of course but from what I have read they can be used to improve your individual spells, add tracers to weapons make your weapons do slightly more damage. It just does not seem like much of a big deal or gain to loot all of that off of someone or to lose it all yourself to make full loot make any sense.
This is actually one of the things that I am concerned with in TCOS their does not seem to be any risk for anything. Hopefully the combat and pvp is engaging and competitive enough to make the lack of risk not be so apparent. A bit like with an FPS no real risk but the competitveness and combat makes most forget about that thus it does not take away from the enjoyment of the game.
What concerns me this "Sigil" concept sounds just like "enhancements" from City of Heroes. With each expansion, these "enhancements" got more and more powerful
The onyl way to get the most rare and powerful enhancements was raiding. Yes I know Spellborn will have the Crafting thing which is much better then CoX but my point....
Now, I am down for risk vs reward (poker) being centered at a PVP Mine rather then the individual. I am open to it. Problem is what does the "intruder" have to risk? Nothing except PeP. so they can just keep zerging you all day til they get what they want
Victory conditions. PVP needs victory conditions. UO/EVE enforce this via looting. FPS/RTS, etc enforce this via "end game" conditions
Spellborn appears to lack a "victory condition" atm which is critical to good PVP
Now this is another thing that can happen only if done right. The rare mats really are in the FFA Zones. The PVE'ers that hate PVP must bargain with PVPers for the best mats.
But the problem- if they shard/instance the FFA PVP zones that will prevent PKers from being able to control the mines. This means we will be guarding the PVP mines for nothing- cause the PVE'ers can charge into another instance
I suspect this wont happen and best case scenario is ppl will fight over the mines. They will give up after a time and pay the PKers for the mats. The PKers can also bring the mats to the markets if they desire and charge a nice fortune
If this happens it might be interesting.....
I think it will depend on the placement of the respawn points on how well their PvP works. As well as how good their combat system is. If it relies on pure player skill I think people will participate in it since it would be highly competitive to see who is better at their class and overall how good they are as a player in general.
But the competitiveness would probably be made reduntent if the respawn area is very close to the battles otherwise it will turn into what city raids were like in WoW before it was killed off. A never ending siege where the victor is always the one with the most players, and the ones that can afford to stay fighting for the longest periods of time.