Besides there are non pvp servers, where pvp is restricted to the border kingdoms, so if u dont like it dont do it instead of crying nerfs.
How dare you bring common sense and logic into this thread. Shame on you for thinking those that dont like pvp will play on a non-pvp server. Its much more fun to whine about players that dont exist yet crying nerf on a game that doesnt exist yet.
Besides there are non pvp servers, where pvp is restricted to the border kingdoms, so if u dont like it dont do it instead of crying nerfs.
How dare you bring common sense and logic into this thread. Shame on you for thinking those that dont like pvp will play on a non-pvp server. Its much more fun to whine about players that dont exist yet crying nerf on a game that doesnt exist yet.
LMAO...
I don't remember any nerf to any game that was done to balance PvE. I can assure you that AoC will be nerfed to balance classes once the game goes live. Every single MMO that has come along has done this. One fact remains clear, they won't have two sets of code. Every time they balance the game for PvP, the PvE aspect of the game will also be affected.
Fear not fanbois, we are not trolls, let's take off your tin foil hat and learn what VAPORWARE is:
"Vaporware is a term used to describe a software or hardware product that is announced by a developer well in advance of release, but which then fails to emerge after having well exceeded the period of development time that was initially claimed or would normally be expected for the development cycle of a similar product."
Besides there are non pvp servers, where pvp is restricted to the border kingdoms, so if u dont like it dont do it instead of crying nerfs.
How dare you bring common sense and logic into this thread. Shame on you for thinking those that dont like pvp will play on a non-pvp server. Its much more fun to whine about players that dont exist yet crying nerf on a game that doesnt exist yet.
LMAO...
I don't remember any nerf to any game that was done to balance PvE. I can assure you that AoC will be nerfed to balance classes once the game goes live. Every single MMO that has come along has done this. One fact remains clear, they won't have two sets of code. Every time they balance the game for PvP, the PvE aspect of the game will also be affected.
Quoted for truth. Any change made to one impacts the other that is a simple fact, and it is a challenge for developers. Take WoW and Warlocks for an example. In the early days all they were was a soul stone. Wipe recovery, that was it. Now they have been made to be able to contribute during high end raid content and beneath it. The end result an over powered PVP class that most everyone who doesn't play one hates.
Just one example but one I think makes your point very well.
Im happy there will be steep penalties for PvP death. It finally makes people work hard or work with a team to be successful at the battleground.
I dont think it will hurt PvP at all. you will still be required to defend your keep or tower. It may slow down solo-ganks and suicide runs... fine with me.
_____________________________ *This thread contains enough compressed stupidity to erase all science as far back as the middle ages.
Honestly now, what steep pentalties are u people talking about????? Loosing your title? or a small ammount of money? u call that steep or major?
That's nothing honestly.......
And just so u dont wonder, steep is full player looting or loosing exp u would need a couple of days to get back ( L2)
There are pvp levels that grant skills and feats. When you die, you lose them. When you kill you gain them. Theres skill loss from death with the pvp feats.
You can also burn someones city to the ground (pvp battlekeeps, pvp towers, other smaller forts)
Burning people's cities is not a death penalty. Its politics
That is true, its not a death penalty, but it is somewhat hardcore imo when you can burn something to the ground that another group of players spent time and effort to create.
To me it is a deeper and more in depth system like the gcw bases in swg, except people will care about these and they actually have some worth and usefulness.
I don't really care if they are harsh. I care whether they make any sense.
Are they brainless punishments that only differ in how bad you feel when you die or would changing the severity actually change how you can affect the game?
An EQ1 style xp penalty is a brainless penalty that is crap for PvP. An attrition based penalty like EvE works pretty well for PvP. The death penalty of GW works pretty well too, but I don't know how a non-match play PvP paradigm can really keep that up except by time limits such as in LOTRO. However I rather dislike timed debuffs even if they work to some degree. The reason GW's penalty is nice is it sort of represents morale and is more success based than time based and adds sort of momentum mechanics that is rather interesting.
Honestly now, what steep pentalties are u people talking about????? Loosing your title? or a small ammount of money? u call that steep or major?
That's nothing honestly.......
And just so u dont wonder, steep is full player looting or loosing exp u would need a couple of days to get back ( L2)
There are pvp levels that grant skills and feats. When you die, you lose them. When you kill you gain them. Theres skill loss from death with the pvp feats.
You can also burn someones city to the ground (pvp battlekeeps, pvp towers, other smaller forts)
The burning is good, although not technically a death penalty it is a sort of success failure mechanic.
I do not like the skill loss and I think its a very bad pyschological design. People do not like to lose capabilities. They are fine with gaining and losing resources but losing abilities will not sit well. At least not when they are solely tied to winning in PvP. This mechanics will have multiple bad consequences.
The way EvE does it is if you lose a, say, covert ops ship you lose the opportunity to fly covert missions until you make enough money to buy another covert ops ship. However you have multiple ways to handle these problems. This preserves the attrition and penalty without instilling a barriered structure. You may have lost some resources but you still have the capability, if someone give you ship your can get right back in and your "progress" has not been set back. Once progress can unpredictably go backwards it is no longer progress its a rollercoaster. Altering that mechanic is a bad idea and therefore you should use other means to accomplish the goal. It is ok to cause significant losses you simply need to careful where that is applied. EvE did mess with skills and still does on death. However they learned this lesson and have put in ways to make sure it doesn't happen. Its simply bad psychology to destroy your progression mechanic.
The AoC implementation will essentially create a pyramid style structure that will anger many and not feel great. The best people will not only be more skilled but be given more power to make their advantages even greater. You will wind up with a rather non-dynamic environment.
The problem is not loss per se, the problem is the pyramidal structure this inevitiably creates. There must be some mechanism for people who kind of suck to get back to whatever level of "ptogression" they were at. If they die more than others and therefore are less efficient PvPers that is fine. Whether that is resource attrition like EvE or debuffs attrition with a possible ability to reverse it through success like GW. Doesn't matter so much as long as something like that exists. But if they die more than others and therefore can never achieve their character progression goals that would be very bad. Perhaps they will never hold multiple keeps because they suck and keep losing resources, but they still need to be allowed character progression.
I think Conan has answered the PVP/PVE question pretty well.
They will have FFA pvp servers in a couple flavors, and PVE servers with open PVP in the borderlands. So you can PVP all you want, or never PVP if you dont want.
But remember this, AOC is a PVP game, they have said this from day one. So if you come in playing on a PVP server and you roll into the borderlands and get smashed you better not complain about it.
I am not a big PVP guy, though i might give it a shot in this game, but if i am on a PVE server i know that if i head out into the borderlands its on.
It looks like Funcom has really tried to give everyone a game to play. There is PVP, there is Raiding, there is grouping and there is Solo play. Be happy.
Seriously burning down player cities takes a game to whole different lvl. It IS politics.
Lets say u have a guild with a keep and are decent at pvp. And u piss my guild off by shit-talking etc, this probably lead my guild to burn u guys down. That will cause retaliation of course and so on and so on.....
The titles is what bothers me. People tend to take them too seriously. Skilled pvpers will probably not give a rat's #$% about them, since skilled pvpers are usually reknown anyway. Its the not so skilled or pvp fanatics that i m afraid will cower away in fear of loosing their title.
Skill gain and loss, as long the skills are not game-breaking, will hopefully promote pvp. Since the reward is also as big as the loss its not a steep penalty as many think. If u die and loose your skill go on a killing spree to get it back. There are more harsh penalties out there.
Finally in no way will this keep sucide runs under control, i dont see why anything should keep suicide runs under control. Suicide runs take more skill and planing than u give credit to, it takes some preparation before u start one. U w8 for the best opportunity to attack, must pick your targets carefully, should know when to keep fighting and when to disengage. And if your grp cannot take down a single person then franckly u deserve to die.
And phaust ganking will never stop, some people take pride into killing lower lvl players, i dunno why but they do. In fact since gankers are usually less skilled i m afraid this tactic will promote ganking. Low-risk and great reward.......
Comments
The penalties will be nerfed due to astounding number of nerf cries no doubt.
Major penalties? Like what?
Besides there are non pvp servers, where pvp is restricted to the border kingdoms, so if u dont like it dont do it instead of crying nerfs.
Technically nerfs can only happen after the game launches. Until then, it's called adjusting (hehe) I believe.
In the end Funcom will have to please the majority of their target audience, instead of the whiners on either side of the spectrum.
How dare you bring common sense and logic into this thread. Shame on you for thinking those that dont like pvp will play on a non-pvp server. Its much more fun to whine about players that dont exist yet crying nerf on a game that doesnt exist yet.
Guild Video|Forums|Guild Website+New Video|AoC official FAQ|E3'07 Official Trailer
How dare you bring common sense and logic into this thread. Shame on you for thinking those that dont like pvp will play on a non-pvp server. Its much more fun to whine about players that dont exist yet crying nerf on a game that doesnt exist yet.
LMAO...
I don't remember any nerf to any game that was done to balance PvE. I can assure you that AoC will be nerfed to balance classes once the game goes live. Every single MMO that has come along has done this. One fact remains clear, they won't have two sets of code. Every time they balance the game for PvP, the PvE aspect of the game will also be affected.
Fear not fanbois, we are not trolls, let's take off your tin foil hat and learn what VAPORWARE is:
http://en.wikipedia.org/wiki/Vaporware
"Vaporware is a term used to describe a software or hardware product that is announced by a developer well in advance of release, but which then fails to emerge after having well exceeded the period of development time that was initially claimed or would normally be expected for the development cycle of a similar product."
How dare you bring common sense and logic into this thread. Shame on you for thinking those that dont like pvp will play on a non-pvp server. Its much more fun to whine about players that dont exist yet crying nerf on a game that doesnt exist yet.
LMAO...
I don't remember any nerf to any game that was done to balance PvE. I can assure you that AoC will be nerfed to balance classes once the game goes live. Every single MMO that has come along has done this. One fact remains clear, they won't have two sets of code. Every time they balance the game for PvP, the PvE aspect of the game will also be affected.
Quoted for truth. Any change made to one impacts the other that is a simple fact, and it is a challenge for developers. Take WoW and Warlocks for an example. In the early days all they were was a soul stone. Wipe recovery, that was it. Now they have been made to be able to contribute during high end raid content and beneath it. The end result an over powered PVP class that most everyone who doesn't play one hates.
Just one example but one I think makes your point very well.
Im happy there will be steep penalties for PvP death. It finally makes people work hard or work with a team to be successful at the battleground.
I dont think it will hurt PvP at all. you will still be required to defend your keep or tower. It may slow down solo-ganks and suicide runs... fine with me.
_____________________________
*This thread contains enough compressed stupidity to erase all science as far back as the middle ages.
Honestly now, what steep pentalties are u people talking about????? Loosing your title? or a small ammount of money? u call that steep or major?
That's nothing honestly.......
And just so u dont wonder, steep is full player looting or loosing exp u would need a couple of days to get back ( L2)
You can also burn someones city to the ground (pvp battlekeeps, pvp towers, other smaller forts)
Guild Video|Forums|Guild Website+New Video|AoC official FAQ|E3'07 Official Trailer
Burning people's cities is not a death penalty. Its politics
Wood and Stone have feelings to...
That is true, its not a death penalty, but it is somewhat hardcore imo when you can burn something to the ground that another group of players spent time and effort to create.
To me it is a deeper and more in depth system like the gcw bases in swg, except people will care about these and they actually have some worth and usefulness.
Guild Video|Forums|Guild Website+New Video|AoC official FAQ|E3'07 Official Trailer
I don't really care if they are harsh. I care whether they make any sense.
Are they brainless punishments that only differ in how bad you feel when you die or would changing the severity actually change how you can affect the game?
An EQ1 style xp penalty is a brainless penalty that is crap for PvP. An attrition based penalty like EvE works pretty well for PvP. The death penalty of GW works pretty well too, but I don't know how a non-match play PvP paradigm can really keep that up except by time limits such as in LOTRO. However I rather dislike timed debuffs even if they work to some degree. The reason GW's penalty is nice is it sort of represents morale and is more success based than time based and adds sort of momentum mechanics that is rather interesting.
You can also burn someones city to the ground (pvp battlekeeps, pvp towers, other smaller forts)
The burning is good, although not technically a death penalty it is a sort of success failure mechanic.I do not like the skill loss and I think its a very bad pyschological design. People do not like to lose capabilities. They are fine with gaining and losing resources but losing abilities will not sit well. At least not when they are solely tied to winning in PvP. This mechanics will have multiple bad consequences.
The way EvE does it is if you lose a, say, covert ops ship you lose the opportunity to fly covert missions until you make enough money to buy another covert ops ship. However you have multiple ways to handle these problems. This preserves the attrition and penalty without instilling a barriered structure. You may have lost some resources but you still have the capability, if someone give you ship your can get right back in and your "progress" has not been set back. Once progress can unpredictably go backwards it is no longer progress its a rollercoaster. Altering that mechanic is a bad idea and therefore you should use other means to accomplish the goal. It is ok to cause significant losses you simply need to careful where that is applied. EvE did mess with skills and still does on death. However they learned this lesson and have put in ways to make sure it doesn't happen. Its simply bad psychology to destroy your progression mechanic.
The AoC implementation will essentially create a pyramid style structure that will anger many and not feel great. The best people will not only be more skilled but be given more power to make their advantages even greater. You will wind up with a rather non-dynamic environment.
The problem is not loss per se, the problem is the pyramidal structure this inevitiably creates. There must be some mechanism for people who kind of suck to get back to whatever level of "ptogression" they were at. If they die more than others and therefore are less efficient PvPers that is fine. Whether that is resource attrition like EvE or debuffs attrition with a possible ability to reverse it through success like GW. Doesn't matter so much as long as something like that exists. But if they die more than others and therefore can never achieve their character progression goals that would be very bad. Perhaps they will never hold multiple keeps because they suck and keep losing resources, but they still need to be allowed character progression.
I think Conan has answered the PVP/PVE question pretty well.
They will have FFA pvp servers in a couple flavors, and PVE servers with open PVP in the borderlands. So you can PVP all you want, or never PVP if you dont want.
But remember this, AOC is a PVP game, they have said this from day one. So if you come in playing on a PVP server and you roll into the borderlands and get smashed you better not complain about it.
I am not a big PVP guy, though i might give it a shot in this game, but if i am on a PVE server i know that if i head out into the borderlands its on.
It looks like Funcom has really tried to give everyone a game to play. There is PVP, there is Raiding, there is grouping and there is Solo play. Be happy.
Seriously burning down player cities takes a game to whole different lvl. It IS politics.
Lets say u have a guild with a keep and are decent at pvp. And u piss my guild off by shit-talking etc, this probably lead my guild to burn u guys down. That will cause retaliation of course and so on and so on.....
The titles is what bothers me. People tend to take them too seriously. Skilled pvpers will probably not give a rat's #$% about them, since skilled pvpers are usually reknown anyway. Its the not so skilled or pvp fanatics that i m afraid will cower away in fear of loosing their title.
Skill gain and loss, as long the skills are not game-breaking, will hopefully promote pvp. Since the reward is also as big as the loss its not a steep penalty as many think. If u die and loose your skill go on a killing spree to get it back. There are more harsh penalties out there.
Finally in no way will this keep sucide runs under control, i dont see why anything should keep suicide runs under control. Suicide runs take more skill and planing than u give credit to, it takes some preparation before u start one. U w8 for the best opportunity to attack, must pick your targets carefully, should know when to keep fighting and when to disengage. And if your grp cannot take down a single person then franckly u deserve to die.
And phaust ganking will never stop, some people take pride into killing lower lvl players, i dunno why but they do. In fact since gankers are usually less skilled i m afraid this tactic will promote ganking. Low-risk and great reward.......