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Another take on the problem with FFA PVP in MMOs

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Comments

  • SengiSengi Member CommonPosts: 350

    I think there is a misunderstanding here. You say that most players who don’t like PvP FFA (who you call carebears) do it because they are allergic to violence or challenge in games or because they don’t care for immersion. This does not even come near the truth.

    There is a large demographic of gamers who really love the idea of PvP FFA because immersion is important to them, but they weigh the disadvantages.

    Do you want more immersion, or do you want to be able to enjoy anything in the game except the PvP FFA. PvP FFA sound very immersive on paper but the way it turns out is not immersive at all.

     

    Yes, “few of the extreme PK types ever actually roleplay their characters”. That’s a good observation. In fact gankers don’t care for immersion at all, and they can force their style of play onto everybody else. In a PvP FFA game you have not time to immerse yourself in the game. Instead you constantly have to think about the newest tricks to exploit the game mechanics.

    It is good that you draw a line between players who use the PvP in a reasonable way and maniac gankers who do nothing but indiscriminately PK everyone they can. These people spoil the game for everybody else, they are griefers and they have to be stopped.

    It is paradoxical that we have to penalize someone just for playing the game in a certain way, but PvP FFA games give the player much more freedom then other online games, and with freedom comes responsibility. If someone does not treat other players with respect he can’t joint the fun. That’s a rule that you have to observe everywhere in real life, why shouldn’t it count on the internet.

     

    The past has shown that gankers can’t be stopped by in-game penalties. Taking away their gear wouldn’t affect them at all. They don’t really care for that anyway and they will loot plenty of new stuff soon after.

    If you ask me, the only thing that would discourage them would be hitting them in the wallet (the real one).

    I would make it so that to be able to attack other players you have to pay a small amount of real money. 10$ should be enough. You can still be attacked without it, so it is pretty much mandatory.

    If a players indiscriminately ganks other players this ability is taken away so he hast to pay another 10$. This way a ganker wouldn’t feel a leet PvPer who dominated other players (what he really isn’t) but as an idiot who just wasted 10 bucks. That takes away coolness factor of being a ganker.

    Of course it would be difficult to define where ganking starts and to build the system in a way that can’t be exploited.

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