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WvWvW Player Death, Loot Details

ProfRedProfRed Member UncommonPosts: 3,495

On reddit during the AMA regarding WvWvW some great details have come out.

WvWvW is treated like a PvE area where players can fight each other.  It is their form of open world PvP.  Upon death your armor will be damaged and you will have to repair just like if you died to a PVE mob.

On death players drop items from a loot table just like they were a PVE mob including rare items.  They can also drop tokens that at level 80 you can turn in for gear, not PvP specific gear either.

There is no PvP armor, just armor.

Our goal is for the rate of XP, and loot gain to be similar in WvW and PvE. It will never be exactly the same but it should be close enough that you don't feel disadvantaged by playing one vs the other.

 

This is really rare for a MMO.  I love that players killing you has the same effect as PVE monsters killing you and that players are on a PVE loot table.  There are definitely disadvantages to dying in PVP here, and that is a huge plus to me. 

 

 

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Comments

  • NazgolNazgol Member Posts: 864

    Originally posted by ProfRed

    On reddit during the AMA regarding WvWvW some great details have come out.

    WvWvW is treated like a PvE area where players can fight each other.  It is their form of open world PvP.  Upon death your armor will be damaged and you will have to repair just like if you died to a PVE mob.

    On death players drop items from a loot table just like they were a PVE mob including rare items.  They can also drop tokens that at level 80 you can turn in for gear, not PvP specific gear either.

    There is no PvP armor, just armor.

    Our goal is for the rate of XP, and loot gain to be similar in WvW and PvE. It will never be exactly the same but it should be close enough that you don't feel disadvantaged by playing one vs the other.

     

    This is really rare for a MMO.  I love that players killing you has the same effect as PVE monsters killing you and that players are on a PVE loot table.  There are definitely disadvantages to dying in PVP here, and that is a huge plus to me. 

     

     

     Sounds good, not fond of the repairing armor though, like the rest of it.

    In Bioware we trust!

  • The user and all related content has been deleted.
  • Vore_TechzVore_Techz Member Posts: 122

    Seems like a good idea but it can either be a hit or miss depending on how it plays out.

    (>^_^)> MMO Veteran <(^_^<)
    Currently Playing: Tera Online

  • ProfRedProfRed Member UncommonPosts: 3,495

    To me, any kind of consequence you can associate with dying in PvP is a bonus to having fights and winning fights meaning more to a player.  In these themepark games where there is no consequence dying repeatedly other than a short respawn time it becomes meaningless fast especially when players don't drop anything.

    Instead if you have some awards from killing players like the loot they have, and you have consequences for dying it means more, and it brings out more emotion.  These are key to having robust solid long lasting PvP in a game imo.

  • youngkgyoungkg Member UncommonPosts: 357

    Didnt Warhammer do this already?

  • aesperusaesperus Member UncommonPosts: 5,135

    Originally posted by youngkg

    Didnt Warhammer do this already?

    To an extent, yes. You do know that the team who initially designed Warhammer / DAoC's RvR are now working on WvW for Anet. I expect we'll see a lot of similarities (we kinda already have) between WvW and DAoC's RvR system.

  • hikaru77hikaru77 Member UncommonPosts: 1,123

    Originally posted by ProfRed

    On reddit during the AMA regarding WvWvW some great details have come out.

    WvWvW is treated like a PvE area where players can fight each other.  It is their form of open world PvP.  Upon death your armor will be damaged and you will have to repair just like if you died to a PVE mob.

    On death players drop items from a loot table just like they were a PVE mob including rare items.  They can also drop tokens that at level 80 you can turn in for gear, not PvP specific gear either.

    There is no PvP armor, just armor.

    Our goal is for the rate of XP, and loot gain to be similar in WvW and PvE. It will never be exactly the same but it should be close enough that you don't feel disadvantaged by playing one vs the other.

     

    This is really rare for a MMO.  I love that players killing you has the same effect as PVE monsters killing you and that players are on a PVE loot table.  There are definitely disadvantages to dying in PVP here, and that is a huge plus to me. 

     

     

    Is not rare for a MMO, is exactly like warhammer. At this point RvR in GW2 is like a copy and paste of Warhammer RvR system, with more PvE mobs ine the Area.  But lets just say that gw2 is innovative and revolutionary, lol.  

  • ProfRedProfRed Member UncommonPosts: 3,495

    I never said anything about innovation or revolutionary.  I said it is rare.  It is rare.  Most mainstream MMO's have no death penalty/durability penalty/no loot tables like monsters.

  • marinridermarinrider Member UncommonPosts: 1,556

    Originally posted by hikaru77

    Originally posted by ProfRed

    On reddit during the AMA regarding WvWvW some great details have come out.

    WvWvW is treated like a PvE area where players can fight each other.  It is their form of open world PvP.  Upon death your armor will be damaged and you will have to repair just like if you died to a PVE mob.

    On death players drop items from a loot table just like they were a PVE mob including rare items.  They can also drop tokens that at level 80 you can turn in for gear, not PvP specific gear either.

    There is no PvP armor, just armor.

    Our goal is for the rate of XP, and loot gain to be similar in WvW and PvE. It will never be exactly the same but it should be close enough that you don't feel disadvantaged by playing one vs the other.

     

    This is really rare for a MMO.  I love that players killing you has the same effect as PVE monsters killing you and that players are on a PVE loot table.  There are definitely disadvantages to dying in PVP here, and that is a huge plus to me. 

     

     

    Is not rare for a MMO, is exactly like warhammer. At this point RvR in GW2 is like a copy and paste of Warhammer RvR system, with more PvE mobs ine the Area.  But lets just say that gw2 is innovative and revolutionary, lol.  

    Do you not understand what the word Rare means?  It is rare if 1/1000 has it (now 2/1000 or whatever).  

  • RusqueRusque Member RarePosts: 2,785

    Originally posted by ProfRed

    I never said anything about innovation or revolutionary.  I said it is rare.  It is rare.  Most mainstream MMO's have no death penalty/durability penalty/no loot tables like monsters.

    I don't see much of a death penalty here. Sounds like the same thing that happens in WoW, you die in pvp, your armor's durability takes a hit. You repair and requeue.  Loot from players has been done, and it can be fun. But because GW2 isn't gear based, then . . . it seems kind of a meh reward.

  • ProfRedProfRed Member UncommonPosts: 3,495

    I guess what interests me the most is that they want WvWvW area to be like a full game.  Everything you can do in PvE for the most part is present there and you can level there from 2-80.  Gathering, crafting, dynamic events, non player mobs, player mobs treated like monsters with loot tables and xp, etc.  It is almost a game within a game.

    I am already thinking about a class that would be fun to have live in these areas for 2-80. 

    They also said that they want this form of progression to match the progression in PvE so both are equally viable.

  • evictonevicton Member Posts: 398

    Originally posted by ProfRed

     

    On death players drop items from a loot table just like they were a PVE mob including rare items.  They can also drop tokens that at level 80 you can turn in for gear, not PvP specific gear either.

     

    Not only is this exactly like warhammer, but what are these 'rare items' and the gear you can buy with tokens? How do these items compare to the max stat gear that is I've heard over and over again are in overabundance when you hit maxlevel. If all they are is reskinns people might not care. If it is better then you have your first signs of gear progression.

    A token system is very wowish, will hard(explorer) mode dungeons also drop tokens maybe to the same gear and if this gear is better then what is available doing anything else you have a gear grind.

  • FusionFusion Member UncommonPosts: 1,398

    Originally posted by aesperus

    Originally posted by youngkg

    Didnt Warhammer do this already?

    To an extent, yes. You do know that the team who initially designed Warhammer / DAoC's RvR are now working on WvW for Anet. I expect we'll see a lot of similarities (we kinda already have) between WvW and DAoC's RvR system.

    They're also on biowares / EA team doing SWTOR world pvp and ilum... how great those turned out to be..

    http://neocron-game.com/ - now totally F2P no cash-shops or micro transactions at all.
  • sgelsgel Member EpicPosts: 2,197

    Originally posted by Fusion

    Originally posted by aesperus


    Originally posted by youngkg

    Didnt Warhammer do this already?

    To an extent, yes. You do know that the team who initially designed Warhammer / DAoC's RvR are now working on WvW for Anet. I expect we'll see a lot of similarities (we kinda already have) between WvW and DAoC's RvR system.

    They're also on biowares / EA team doing SWTOR world pvp and ilum... how great those turned out to be..

    Obviously the more talented chose the right company ;)

    ..Cake..

  • ammoniteammonite Member Posts: 113

    Originally posted by hikaru77

    Originally posted by ProfRed

    This is really rare for a MMO.  I love that players killing you has the same effect as PVE monsters killing you and that players are on a PVE loot table.  There are definitely disadvantages to dying in PVP here, and that is a huge plus to me. 

    Is not rare for a MMO, is exactly like warhammer. At this point RvR in GW2 is like a copy and paste of Warhammer RvR system, with more PvE mobs ine the Area.  But lets just say that gw2 is innovative and revolutionary, lol.  

           It's rare. Doh!   With 225 MMO listed on this site,  your going to need to do better than one similar game. 

    image

  • ProfRedProfRed Member UncommonPosts: 3,495

    Originally posted by evicton

    Originally posted by ProfRed

     

    On death players drop items from a loot table just like they were a PVE mob including rare items.  They can also drop tokens that at level 80 you can turn in for gear, not PvP specific gear either.

     

    Not only is this exactly like warhammer, but what are these 'rare items' and the gear you can buy with tokens? How do these items compare to the max stat gear that is I've heard over and over again are in overabundance when you hit maxlevel. If all they are is reskinns people might not care. If it is better then you have your first signs of gear progression.

    A token system is very wowish, will hard(explorer) mode dungeons also drop tokens maybe to the same gear and if this gear is better then what is available doing anything else you have a gear grind.

    Yes it is similar to WAR which is based on DAOC which is what this system is based on because DAOC had one of the most fun and well loved PvP systems out there.  It is still rare, and good to see.

    When I said 'rare' items I am referring to the fact that players have the same loot tables as monsters would and thus can drop rare items rarely based on chance.  There are tokens also that can be used at vendors for the level 80 gear they sell, but it is not PvP specific gear with PvP stats they don't exist which is another huge pllus.

  • TalinTalin Member UncommonPosts: 923

    I love this implementation. It would be more realistic to offer the ability to drop a copy of an item the player has equipped to the looter, but I like the loot table idea as well. While I'm not of the camp that thinks GW2 will "save the genre", they do have some great ideas and I can't wait to see it in action.

  • DiSpLiFFDiSpLiFF Member UncommonPosts: 602

    This is very similar to Aion also in the "abyss". I'll never understand how people think everything this game does is innovative seriously. Calling an instanced pvp/pve ground "open world" is a joke. 

    Regardless it sounds cool, but i'm not ignorant enough to consider it at all new or innovative. 

  • TruthXHurtsTruthXHurts Member UncommonPosts: 1,555

    I don't see why this isn't a fair compromise. open world pvp turns people lacks enough of a playerbase that likes to risk it all to be heavily populated.. I like this idea. I like it even more if you get the sort of loot that a creature of the same level and class/type would drop. 

    "I am not in a server with Gankers...THEY ARE IN A SERVER WITH ME!!!"

  • st4t1ckst4t1ck Member UncommonPosts: 768

    Originally posted by DiSpLiFF

    This is very similar to Aion also in the "abyss". I'll never understand how people think everything this game does is innovative seriously. Calling an instanced pvp/pve ground "open world" is a joke. 

    Regardless it sounds cool, but i'm not ignorant enough to consider it at all new or innovative. 

    just doing it without pvp armor makes it special for me.

  • ProfRedProfRed Member UncommonPosts: 3,495

    Originally posted by DiSpLiFF

    This is very similar to Aion also in the "abyss". I'll never understand how people think everything this game does is innovative seriously. Calling an instanced pvp/pve ground "open world" is a joke. 

    Regardless it sounds cool, but i'm not ignorant enough to consider it at all new or innovative. 

    Again, nothing in here about it being innovative.  Everyone knows this is based on DAOC, and the devs love for DAOC.  I am saying it is rare among MMORPG's these days.  Many are completely shying away from any death penalty at all in PvP and most don't have PvP rewarding items based on a monster loot table.

  • svannsvann Member RarePosts: 2,230

    If there is reward for killing your opponent, how will they prevent players from letting themselves be killed by turns?  That is, I kill you 100 times, you kill me 100 times and we both get rares and tokens?

  • ProfRedProfRed Member UncommonPosts: 3,495

    Originally posted by svann

    If there is reward for killing your opponent, how will they prevent players from letting themselves be killed by turns?  That is, I kill you 100 times, you kill me 100 times and we both get rares and tokens?

    You aren't guaranteed to get rares and tokens, you are just on a PvE loot table like monsters.  Whose to say monsters don't also drop these tokens you can use to buy armor?  Also as you die your armor will break.  You could both have broken armor killing each other if you happened to get paired up against your friend server which would reset every 2 weeks, and you wanted to kill each other for normal monster loot when you could just kill monsters instead you could, but I don't see it being viable.

  • ammoniteammonite Member Posts: 113

    Originally posted by svann

    If there is reward for killing your opponent, how will they prevent players from letting themselves be killed by turns?  That is, I kill you 100 times, you kill me 100 times and we both get rares and tokens?

           Eventually  you die horribly   http://www.youtube.com/watch?v=B8aBasRIY8Q

     

    image

  • evictonevicton Member Posts: 398

    Originally posted by ProfRed

    Originally posted by evicton


    Originally posted by ProfRed

     

    On death players drop items from a loot table just like they were a PVE mob including rare items.  They can also drop tokens that at level 80 you can turn in for gear, not PvP specific gear either.

     

    Not only is this exactly like warhammer, but what are these 'rare items' and the gear you can buy with tokens? How do these items compare to the max stat gear that is I've heard over and over again are in overabundance when you hit maxlevel. If all they are is reskinns people might not care. If it is better then you have your first signs of gear progression.

    A token system is very wowish, will hard(explorer) mode dungeons also drop tokens maybe to the same gear and if this gear is better then what is available doing anything else you have a gear grind.

    Yes it is similar to WAR which is based on DAOC which is what this system is based on because DAOC had one of the most fun and well loved PvP systems out there.  It is still rare, and good to see.

    When I said 'rare' items I am referring to the fact that players have the same loot tables as monsters would and thus can drop rare items rarely based on chance.  There are tokens also that can be used at vendors for the level 80 gear they sell, but it is not PvP specific gear with PvP stats they don't exist which is another huge pllus.

    Nowhere in my post did I say i thought it would be pvp gear,  what I was saying is the stats on this token gear MAY lend it to be the perfered gear in the game period. It would make sense that tokens for this gear would also drop from the pve side of this game. So for the sake of comparison I said explorer mode dungeons but they could just the same come from DE. If your killing players for tokens, or doing de's over and over for tokens to get your max stat gear, your doing a gear grind. It might not be a bad or long grind but its still a grind.

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