1. Tieing stat enhancing gear to world PvP will just create an imbalance that makes playing more frustrating than fun.
2. "It would be crazy cool to have gated objectives that would open up timed PvE dungeons, like taking down a number of AT-STs and controlling particular zones leading to a Rancor raid (we’re sure there are many obscure anachronisms with that statement)."
Tieing PvE to PvP has not worked in any previous MMO. What's going to be different here? where's the crazy cool? I'm just saying, AV v1.0 failed. Winterspring was pretty fail. From the articles I read on WoWInsider, the Cat version of Winterspring was also fail.
The Southpark episode with WoW PvP may have been an eageration, but there was some truth to it and those core problems have never been solved. Time = accomplishment with little emphasis on actually winning. Winning = losing for an emense amount of time needed to gear up <> skill.
Some of the best, most fun pvp engagements in WAR initially were in the contested (pvp) public quests. They were mostly small scale and all open world and if Bioware was going to steal a good idea from WAR, that wouldn't be a bad one. As with all the public quests though, they only work well with players so they have to stay accessible and dynamic enough to keep people doing them.
Seeing that Bioware took over the mess of WAR from Mythic we are talking highly likely that they have taken the best PvP gamplay aspects, polished them, and then put them into SW:TOR universe. I think world PvP will be on an epic enough scale to tempt most players in.
This gives no information whatsoever and the little it does mention puts me off this game more. The makers of Warhammer online? Come on! That game was utter pants, the developers of that game should have taken a career change.
to be honest, i've never understood how you can have an mmo WITHOUT open world pvp.
i think in many ways i'd prefer having an open world pvp system with consequences. these days with looting systems getting more complex and able to distinguish however many took part in a kill and apply rewards accordingly, i see no reason why a similar system can't be applied to world pvp to encourage players to pvp among their level bracket with penalties for killing the same player too many times within a certain time.
i mean, let's face it - how many of us die when "grinding"? after a few levels (if at all), it's not often. we die in mmos only when in dungeons (and then many cry at dying and leave the group anyway) and in pvp battlegrounds.
grinding takes, what, 90% of your levelling time? surely it's more fun to fight something which gets your adrenaline flowing rather than fighting something which you can fight with one hand propping your chin up and watching tv at the same time?
to be honest, i've never understood how you can have an mmo WITHOUT open world pvp.
i think in many ways i'd prefer having an open world pvp system with consequences. these days with looting systems getting more complex and able to distinguish however many took part in a kill and apply rewards accordingly, i see no reason why a similar system can't be applied to world pvp to encourage players to pvp among their level bracket with penalties for killing the same player too many times within a certain time.
i mean, let's face it - how many of us die when "grinding"? after a few levels (if at all), it's not often. we die in mmos only when in dungeons (and then many cry at dying and leave the group anyway) and in pvp battlegrounds.
grinding takes, what, 90% of your levelling time? surely it's more fun to fight something which gets your adrenaline flowing rather than fighting something which you can fight with one hand propping your chin up and watching tv at the same time?
To each his own.
I enjoy challenge, but I hate dying. If I were the best pvp player in the world, I figure my success to death ratio would be no better than 75%. To die 1 encounter out of 4 is NOT the kind of game I want to play.
It's just a matter of perspective: I am the hero of the story! I am on an important, glorious quest, and I'm not to be challenged by mere minions. In fact, I'd like to go through the whole game and see how little I can die, while still being challenged.
For a lot of people, I think dying in a video game as become as commonplace that they've become blase about it. I come from old school pen and paper D&d, where dying was very very rare and nearly permanent.
So, if dying makes it more fun for you, great. But for me, it certainly crushes my immersion and diminishes my fun.
There will be pvp servers - enjoy. Gear will amount to roughly 10% difference.
Balance?!?! In Star Wars? Shouldn't a Jedi or Sith mop the floor with a Smuggler, BH, etc in solo combat? Of course they should .
Same as SWG - know your role and accept your role. If you must "pwn" to be happy roll a force user.
Does the name Coleman Trebor ring a bell? He was a Jedi Master who got THREE SHOT by Jango Fett. Now I admit that Jango Fett could be considered one of the top 10% of people in the galaxy; but, how many people are 'Jedi Masters' as well. Even the mighty Anakin Skywalker didn't make that rank before his fall.
And let's move onto Jango's death to one Mace Windu. Mace Windu was considered one of best swordsmen the Jedi Order had ever seen. He created Vaapad and he's one of the few Jedi to never never fall to the Dark side who learned this 'edgy' form. In short, Mace Windu is unique.
And now let's talk about the situation: Jango Fett was very used to having the mobility of his jetpack available for fighting. His jet pack was busted and had it functioned, he would have likely gotten away. Nevermind, he had just gotten trampled a reek.
I realize Jedi are supposed to be special and rare; but, that's what makes them 'heroes'. Every other player is a 'hero' in their own right and thus on par with the Jedi heroes.
to be honest, i've never understood how you can have an mmo WITHOUT open world pvp.
i think in many ways i'd prefer having an open world pvp system with consequences. these days with looting systems getting more complex and able to distinguish however many took part in a kill and apply rewards accordingly, i see no reason why a similar system can't be applied to world pvp to encourage players to pvp among their level bracket with penalties for killing the same player too many times within a certain time.
i mean, let's face it - how many of us die when "grinding"? after a few levels (if at all), it's not often. we die in mmos only when in dungeons (and then many cry at dying and leave the group anyway) and in pvp battlegrounds.
grinding takes, what, 90% of your levelling time? surely it's more fun to fight something which gets your adrenaline flowing rather than fighting something which you can fight with one hand propping your chin up and watching tv at the same time?
I agree. World pvp adds a lot more excitement to questing. I never had an issue with "if it is red, it is dead" philosophy either. I also do not mind starter area protection either. But after the first couple of worlds, open world pvp needs to be an option.
Comments
1. Tieing stat enhancing gear to world PvP will just create an imbalance that makes playing more frustrating than fun.
2. "It would be crazy cool to have gated objectives that would open up timed PvE dungeons, like taking down a number of AT-STs and controlling particular zones leading to a Rancor raid (we’re sure there are many obscure anachronisms with that statement)."
Tieing PvE to PvP has not worked in any previous MMO. What's going to be different here? where's the crazy cool? I'm just saying, AV v1.0 failed. Winterspring was pretty fail. From the articles I read on WoWInsider, the Cat version of Winterspring was also fail.
The Southpark episode with WoW PvP may have been an eageration, but there was some truth to it and those core problems have never been solved. Time = accomplishment with little emphasis on actually winning. Winning = losing for an emense amount of time needed to gear up <> skill.
If you don't worry about it, it's not a problem.
Seeing that Bioware took over the mess of WAR from Mythic we are talking highly likely that they have taken the best PvP gamplay aspects, polished them, and then put them into SW:TOR universe. I think world PvP will be on an epic enough scale to tempt most players in.
This gives no information whatsoever and the little it does mention puts me off this game more. The makers of Warhammer online? Come on! That game was utter pants, the developers of that game should have taken a career change.
I feel like open world pvp is important while leveling in contestant zones but when i reach end game i focus more on arenas/bgs.
Anyways world pvp means alot, the ganking, guild fights, group fights with friends is what makes me love pvp.
to be honest, i've never understood how you can have an mmo WITHOUT open world pvp.
i think in many ways i'd prefer having an open world pvp system with consequences. these days with looting systems getting more complex and able to distinguish however many took part in a kill and apply rewards accordingly, i see no reason why a similar system can't be applied to world pvp to encourage players to pvp among their level bracket with penalties for killing the same player too many times within a certain time.
i mean, let's face it - how many of us die when "grinding"? after a few levels (if at all), it's not often. we die in mmos only when in dungeons (and then many cry at dying and leave the group anyway) and in pvp battlegrounds.
grinding takes, what, 90% of your levelling time? surely it's more fun to fight something which gets your adrenaline flowing rather than fighting something which you can fight with one hand propping your chin up and watching tv at the same time?
100% a comment from someone that is not good in pvp and constantly loses...
Incognito
www.incognito-gaming.us
"You're either with us or against us"
To each his own.
I enjoy challenge, but I hate dying. If I were the best pvp player in the world, I figure my success to death ratio would be no better than 75%. To die 1 encounter out of 4 is NOT the kind of game I want to play.
It's just a matter of perspective: I am the hero of the story! I am on an important, glorious quest, and I'm not to be challenged by mere minions. In fact, I'd like to go through the whole game and see how little I can die, while still being challenged.
For a lot of people, I think dying in a video game as become as commonplace that they've become blase about it. I come from old school pen and paper D&d, where dying was very very rare and nearly permanent.
So, if dying makes it more fun for you, great. But for me, it certainly crushes my immersion and diminishes my fun.
Does the name Coleman Trebor ring a bell? He was a Jedi Master who got THREE SHOT by Jango Fett. Now I admit that Jango Fett could be considered one of the top 10% of people in the galaxy; but, how many people are 'Jedi Masters' as well. Even the mighty Anakin Skywalker didn't make that rank before his fall.
And let's move onto Jango's death to one Mace Windu. Mace Windu was considered one of best swordsmen the Jedi Order had ever seen. He created Vaapad and he's one of the few Jedi to never never fall to the Dark side who learned this 'edgy' form. In short, Mace Windu is unique.
And now let's talk about the situation: Jango Fett was very used to having the mobility of his jetpack available for fighting. His jet pack was busted and had it functioned, he would have likely gotten away. Nevermind, he had just gotten trampled a reek.
I realize Jedi are supposed to be special and rare; but, that's what makes them 'heroes'. Every other player is a 'hero' in their own right and thus on par with the Jedi heroes.
Quit sucking on the midi-chlorians.
I agree. World pvp adds a lot more excitement to questing. I never had an issue with "if it is red, it is dead" philosophy either. I also do not mind starter area protection either. But after the first couple of worlds, open world pvp needs to be an option.