Agree Bow, random events like this always add immersion and fun to a game. Makes me wonder why game developers don't give mobs random paths instead of being predictable. In most games when you go into a dungeon not to much skill is needed if players have been there before and know exactly what path the mobs are going to take and what they do.
It would bring something very refreshing to an mmo. Now i know CU isnt a pve game, i'm not trying to change that, but this could be done pretty easily i think, and still make CU a RvR game, with some meaningful random PvE action.
And since it could never planned by the players, it still would never cause any farming/grinding at all, but just another way to implement Foundational Principle #8 (chaos).
Bowbow (kob hunter) Infecto (kob cave shammy) and Thurka (troll warrior) on Merlin/Midgard DAoC Thurka on WAR
No PVE please. Unless we're talking guards and the like.
Considering advancement will be based on RVR, this is essencially asking to earn realm points from PVE.
Or do you create a separate 'PVE' experience bar? At what point does levelling that become important?
No PVE please.
if for some reason we can't truly make it on the no PVE promise, make it only for coin/materials. Level up in RVR.
100% agree with you!
No PVE please. This game is not a dungeon crawler, not a single player progression, and not Disney Land. No standing in line, no bullshit rides and no sugar-high kids running around screaming their heads off. Period.... please
No PVE please. Unless we're talking guards and the like.
Considering advancement will be based on RVR, this is essencially asking to earn realm points from PVE.
Or do you create a separate 'PVE' experience bar? At what point does levelling that become important?
No PVE please.
if for some reason we can't truly make it on the no PVE promise, make it only for coin/materials. Level up in RVR.
100% agree with you!
No PVE please. This game is not a dungeon crawler, not a single player progression, and not Disney Land. No standing in line, no bullshit rides and no sugar-high kids running around screaming their heads off. Period.... please
Not once i mentionned any kind of XP, RP or anything of the kind (can read it on page 3). If i was to implement what i suggested above it would be for 2 things :
- Fun factor
- bring more chaotic events in-game ( FP#8)
The only kind of "reward" i COULD see is in case of those PvE events, the mobs could have some ressources on them, and it would be an awesome way to introduce rare or new ressources in game other than the usual methods we'll have at our disposal.
Bowbow (kob hunter) Infecto (kob cave shammy) and Thurka (troll warrior) on Merlin/Midgard DAoC Thurka on WAR
I may be one of the few but I would like to see some PvE. I understand it would never be the focus, and honestly the best/primary way of doing anything should be RvR.
However, I feel it should have some PvE. I think PvE should allow you to take your character to a point, and afterwards you NEED to RvR to improve. I'd almost want to compare DAoC PvE except remove the end game raids (Tuscaren Glacier, whatever it was for hib/alb, dragons, ToA stuff, etc etc).
Gear would totally be like SI era - crafted. New items to improve characters would come from materials dropped/found in RvR etc, and then crafted by crafters. (Or, in the case of Darkness Falls style dungeon, from materials found in that dungeon, which obviously is directly related to RvR).
But to start, to get used to everything, there would be a short introductory period where you use PvE to get acclimated. Learn the basics of your character - abilities, strengths, weaknesses, etc. How long this introductory period would be is up for debate.
I'd liken it to the crafting tiers. PvE would only take you to the journeyman level of your fighting ability. Master and artisan levels would require RvR.
You obviously could SKIP the PvE introduction, and charge headlong into RvR. No need for the introductory. RvR would always be much faster.
I myself do miss the early days of DAoC and leveling, going to dungeons like the Nisses Lair and pulling with a group to level up. I wish I could find this amazing post on reddit where someone recounted their days leveling up in one of the earlier alb dungeons, but right now I cannot find it.
Comments
It would bring something very refreshing to an mmo. Now i know CU isnt a pve game, i'm not trying to change that, but this could be done pretty easily i think, and still make CU a RvR game, with some meaningful random PvE action.
And since it could never planned by the players, it still would never cause any farming/grinding at all, but just another way to implement Foundational Principle #8 (chaos).
Bowbow (kob hunter) Infecto (kob cave shammy) and Thurka (troll warrior) on Merlin/Midgard DAoC
Thurka on WAR
No PVE please. Unless we're talking guards and the like.
Considering advancement will be based on RVR, this is essencially asking to earn realm points from PVE.
Or do you create a separate 'PVE' experience bar? At what point does levelling that become important?
No PVE please.
if for some reason we can't truly make it on the no PVE promise, make it only for coin/materials. Level up in RVR.
100% agree with you!
No PVE please. This game is not a dungeon crawler, not a single player progression, and not Disney Land. No standing in line, no bullshit rides and no sugar-high kids running around screaming their heads off. Period.... please
Not once i mentionned any kind of XP, RP or anything of the kind (can read it on page 3). If i was to implement what i suggested above it would be for 2 things :
- Fun factor
- bring more chaotic events in-game ( FP#8)
The only kind of "reward" i COULD see is in case of those PvE events, the mobs could have some ressources on them, and it would be an awesome way to introduce rare or new ressources in game other than the usual methods we'll have at our disposal.
Bowbow (kob hunter) Infecto (kob cave shammy) and Thurka (troll warrior) on Merlin/Midgard DAoC
Thurka on WAR
I may be one of the few but I would like to see some PvE. I understand it would never be the focus, and honestly the best/primary way of doing anything should be RvR.
However, I feel it should have some PvE. I think PvE should allow you to take your character to a point, and afterwards you NEED to RvR to improve. I'd almost want to compare DAoC PvE except remove the end game raids (Tuscaren Glacier, whatever it was for hib/alb, dragons, ToA stuff, etc etc).
Gear would totally be like SI era - crafted. New items to improve characters would come from materials dropped/found in RvR etc, and then crafted by crafters. (Or, in the case of Darkness Falls style dungeon, from materials found in that dungeon, which obviously is directly related to RvR).
But to start, to get used to everything, there would be a short introductory period where you use PvE to get acclimated. Learn the basics of your character - abilities, strengths, weaknesses, etc. How long this introductory period would be is up for debate.
I'd liken it to the crafting tiers. PvE would only take you to the journeyman level of your fighting ability. Master and artisan levels would require RvR.
You obviously could SKIP the PvE introduction, and charge headlong into RvR. No need for the introductory. RvR would always be much faster.
I myself do miss the early days of DAoC and leveling, going to dungeons like the Nisses Lair and pulling with a group to level up. I wish I could find this amazing post on reddit where someone recounted their days leveling up in one of the earlier alb dungeons, but right now I cannot find it.