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PvP Alternatives to Combat- Submit your Ideas!

In another thread I created, I had read a comment that was quite interesting. The person stated "Why does PvP always have to revolve around Combat?" They made a good point.

 

What other types of PvP would you like to see, besides pure combat? This could include features or designs which add PvE elements as well. For example, if there was heavy emphasis on Trade PvP (idk how that would happen!) then obviously a large part of the game would involve Trade PvE (harvesting, crafting, trading, etc.)

So what game designs would you like to see in a MMORPG, that might include untraditional forms of PvP?

What untraditional forms of PvP would be fun for you?

Comments

  • JakdstripperJakdstripper Member RarePosts: 2,410

    well i would call thieving a "pvp" aspect since you steal from other players. there are very very few mmos that actually have any such mechanics. however there is a big chance it will turn into nothing but a greefing mechanic.

     

    you could make it sort of a resource war, where territory require certain ammount of gold and resource to grow or even remain stable. if you, or your guild, is unable to produce a certain ammount of resources per week you territory will deminish until it's extinguished. this becomes sort of a "who can gather, make more money" kind of pvp.

     

    you could make the game so that there is a central NPC emperor and the different players guilds have to gain favour by completeing tasks such as paying gold, defeating bosses in dungeons, kill other faction's players, gathering resources, or just random generated timed quests, etc. the more favour you gain with the emperor the more territory you are entrusted with and the more you are able to govern your territory. sort of like Total War does with their Pope.

     

    of course for myself i still think that combat is the funnest kind of pvp and should still be the main focus, while everything else should be set up arround it.

  • gainesvilleggainesvilleg Member CommonPosts: 1,053

    Originally posted by LeegOfChldrn

    In another thread I created, I had read a comment that was quite interesting. The person stated "Why does PvP always have to revolve around Combat?" They made a good point.

     

    What other types of PvP would you like to see, besides pure combat? This could include features or designs which add PvE elements as well. For example, if there was heavy emphasis on Trade PvP (idk how that would happen!) then obviously a large part of the game would involve Trade PvE (harvesting, crafting, trading, etc.)

    So what game designs would you like to see in a MMORPG, that might include untraditional forms of PvP?

    What untraditional forms of PvP would be fun for you?

    In a game with a real economy and trade tools, like EVE Online, trade is most definately a PVP activity.  Key is to create the economic system and the tools to exploit it.

    GW2 "built from the ground up with microtransactions in mind"
    1) Cash->Gems->Gold->Influence->WvWvWBoosts = PAY2WIN
    2) Mystic Chests = Crass in-game cash shop advertisements

  • xaritscinxaritscin Member UncommonPosts: 350

    i'll doubt it since all this games are combat based, maybe if  someone creates a game non focused in combat, to be honest combat is something that has to be in an MMO but these days its pretty BG based.....in my opinion, PvP would be more challenging and more engaging if it  the mechanics were skill based, and also if PvP was inspired in strategic warfare.......not like MOBA games of course....i mean full scale warfaring, with siege weapons, encampments and all that stuff, with non combat players having a part in the conflict (blacksmiths, chefs, medics, etc..)...

    of course this is in a combat based MMO. in a non combat MMO there would be challenges similar to minigames i guess, like doing races, resource extraction, fast building contests and that stuff..

  • OnigodOnigod Member UncommonPosts: 756

    PVE/PVP RACE

    - 2 Diffrent teams (could be more) will enter the same instance at the same time.

    - Both teams can see each others progress by a bar showing in the screen how far they are.

    - When the first team finishes, A 2 minute timer will play and if the other team(s) do not reach the finish before the last 2 minute counter down the first time will win.

    - If other teams do reach the finish they will have to fight it out team vs team (with a ladder system if more then 2 teams reached the end) and have matches that are decided by best of 3. 

    Winner takes all high quality items, losers ends with a bunch of crap.

    These instances should be always diffrent with puzzels to solve, hard mobs to kill, hidden items in the eviroment must be found to remove a barrier/open a door, and team play is a must to succeed.

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