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Meaningful PVP

reichtreicht Member Posts: 41

I am a long time EQ fan and pretty excited for EQN and I would really like to see PVP implemented in a way that gives impact and meaning to hunting a player beyond just the joy of killing something that can respond better than AI (Which is my usual reason for preferring PVP to PVE... AI sucks.).  

I think that if you had killing a player give faction increase / decrease based on the faction standing of the slain character, so like someone barely liked would give you fractional taps and someone capped with a faction would give you decent hits, would add some lasting impact and individuality to each player as prey.   Say I am hunting around the outskirts of Freeport and stomp a juicy little human but see that he's been working his butt off for the Freeport militia and I take a full .25 hit to my faction for killing him... next time he shows up I'll probably let him pass so the guards don't become KOS.

 

Just an idea...

Comments

  • MenevenenMenevenen Member Posts: 20
    For that very reason, it's wrong to tie player deaths to NPC factions.
  • FinalFikusFinalFikus Member Posts: 906

    Themepark pvp is always FFA. As in you will never have to risk anything. You are free to spend your time spawn camping level 1 nubs and there isn't anything they can do about it. You can spend your entire gaming session griefing one player, without even risking not being able to greif someone for 4 minutes. Its completely and 100 percent Free for the griefers, and those getting griefed are forced to pay with their entire play time spent trying to spawn.

    God forbid that wonderful pvp system ever changes. Last thing the industry needs is more people playing and paying.

     

    "If the Damned gave you a roadmap, then you'd know just where to go"

  • Sajman01Sajman01 Member Posts: 204
    Love the idea of faction related PvP.

    I'm in!
  • weslubowweslubow Member UncommonPosts: 163

    For that very reason it is right to connect NPC factions and everything else to player actions.

    Meaningful PvP should cause adjustments to the world around you. Killed and killer.

    Freedom to be a jerk should have consequences.

  • MMOExposedMMOExposed Member RarePosts: 7,400
    I dont want to be tied to a PvE faction for my PvP desires. I like PvP factions, not risk of PvE factions.

    Philosophy of MMO Game Design

  • MenevenenMenevenen Member Posts: 20
    Originally posted by FinalFikus

    Themepark pvp is always FFA. As in you will never have to risk anything. You are free to spend your time spawn camping level 1 nubs and there isn't anything they can do about it. You can spend your entire gaming session griefing one player, without even risking not being able to greif someone for 4 minutes. Its completely and 100 percent Free for the griefers, and those getting griefed are forced to pay with their entire play time spent trying to spawn.

    God forbid that wonderful pvp system ever changes. Last thing the industry needs is more people playing and paying.

     

    [mod edit]

     

    There have always been various respawn location options, immunity, & level ranges.

     

    Problem with EQN: no levels, possibly no level ranges.

  • AlleinAllein Member RarePosts: 2,139
    Originally posted by reicht

    I am a long time EQ fan and pretty excited for EQN and I would really like to see PVP implemented in a way that gives impact and meaning to hunting a player beyond just the joy of killing something that can respond better than AI (Which is my usual reason for preferring PVP to PVE... AI sucks.).  

    I think that if you had killing a player give faction increase / decrease based on the faction standing of the slain character, so like someone barely liked would give you fractional taps and someone capped with a faction would give you decent hits, would add some lasting impact and individuality to each player as prey.   Say I am hunting around the outskirts of Freeport and stomp a juicy little human but see that he's been working his butt off for the Freeport militia and I take a full .25 hit to my faction for killing him... next time he shows up I'll probably let him pass so the guards don't become KOS.

    Just an idea...

    I don't see how it would really make PVP meaningful. You would be rolling the dice and hope a person doesn't have a particular standing with one of how many factions. What if they have 50+ factions? Going to remember all of them or have some long check list to review before each fight?

    Like you wouldn't beat up little billy in gym class if you knew his big brother would find you after school? Even though you were really mad at him?

    So you would only go after those you wouldn't suffer any real consequence for? That seems to defeat the whole point of it and turns it into only fighting when you have a clear advantage and take little risk.

    If I want to kill someone, I want to do it for the thrill and challenge. Not because I get 5 pts towards the Trolls or -5 to the Dwarves.

    To me, meaningful PVP would be where my group of friends could go to another group's land, burn their castle to the ground and take all their resources, leaving them with nothing. This would be meaningful and highly unlikely to work in most games as people would just give up and quit.

    Most prefer to have some sort of safety system in place (Jail, Safe Zones, Rez Immunity, Factions Hits, etc) that keep them from being run over too badly.

    Which is why most PVP is based on playing tag with keeps or land. Today I win, tomorrow you do, next I do, repeat.

  • FinalFikusFinalFikus Member Posts: 906
    Originally posted by Menevenen
    Originally posted by FinalFikus

    Themepark pvp is always FFA. As in you will never have to risk anything. You are free to spend your time spawn camping level 1 nubs and there isn't anything they can do about it. You can spend your entire gaming session griefing one player, without even risking not being able to greif someone for 4 minutes. Its completely and 100 percent Free for the griefers, and those getting griefed are forced to pay with their entire play time spent trying to spawn.

    God forbid that wonderful pvp system ever changes. Last thing the industry needs is more people playing and paying.

     

    [mod edit]

     

    There have always been various respawn location options, immunity, & level ranges.

     

    Problem with EQN: no levels, possibly no level ranges.

    If we pretend those things never happened, and that they added respawn locations, immunity and level ranges to prevent low level players from being completely unable to play, not because those things were happening at such a large scale that it actually hurt business in a measurable way, It still doesn't make themepark pvp or ffa pvp any better.

    It only waters down the experience even more for all the rest of the playerbase with more artificial rules and skill and power. Skinner box design was never intended for pvp or massive multiplayer. The pvp will always suck ass in one by design.

    Problem with EQN: possible themepark . themepark pvp fails by design.

    [mod edit]

    "If the Damned gave you a roadmap, then you'd know just where to go"

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