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Can you kill your enemy or only make him respawn?

After one has acquired the best equipment, maxed his level and stats can you kill him or will he keep coming back zerg rushing kekekeke.  Yes I am going to pull the EVE card.  If they keep coming back I keep killing their ships and eventually they have no money they cannot fight me anymore, I've won.  Is WAR going to have that aspect or once everyone hits max level and PvPs non-stop for a year everyone will just get bored and leave because the fighting has no value but to be mindless enjoyment like WoW?
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Comments

  • ManmadegodManmadegod Member Posts: 501
    WAR isn't going to have permanent death. As for the respawn mechanic, I am unsure of it's discussion but since this game is primarily pvp and secondarily pve - I am going to assume that the length of time it takes one to get back into the fray is going to be a slow time indeed with some repercussions.
  • ArathArath Member Posts: 119
    Originally posted by Manmadegod

    WAR isn't going to have permanent death. As for the respawn mechanic, I am unsure of it's discussion but since this game is primarily pvp and secondarily pve - I am going to assume that the length of time it takes one to get back into the fray is going to be a slow time indeed with some repercussions.



    From: Warhammer Grab Bag #9

    Q: Do you know anything more about the death penalty/resurrection mechanics?



    A: I was told that at this time we do not plan any experience loss at death (but don’t take that to mean there will be NO loss of any kind – just that it won’t be XP). No corpse runs, no shadow crossing, etc, either – you will respawn at the point where you are resurrected, or at a designate spawn point such as a camp or a graveyard.



    There will likely be different types of resurrection spells, and different penalties to the recipients for them all. But again, XP loss appears to be off the table.



    As usual, I want to remind you all, that things can and will change before launch, and after launch to boot. This answer is dated December 7, 2006. If you try to bludgeon me with it in 2011, I will... well, admittedly I won’t actually do anything but sigh and curse the eternal nature of the internet. But it will be a BIG sigh.

    Perhaps not the most up to date information we have but this is what we know from the developers thus far. I think more gamers have to get used to the fact that the way they want to play the game isnt the way its going to play for a number of different reasons. Off the top of my head I could probably say fun! So to the opener. Yes (to the last question in your post) I am quite confident that the game will have a system that does not appeal to you.

  • WendoXXXWendoXXX Member CommonPosts: 165
    I could bloody swear that i read somewhere that they where thinking about adding some sats penelty when you have died X nr of times and then you hade to pve to regein ur points so ur stats went up again. To bad i cant remember where i read it ;/
  • DajminDajmin Member Posts: 54

    Well I can't say I've read that myself, but it would fit the whole idea of not XP punishing you for death. If your strength is decreased each time you resurrect (for example), you'd have to wait for it to go up again before heading into battle.
    Or run in naked, but the idea of several hundred naked dwarves running towards me would put me out of the war :)

  • OcediaOcedia Member Posts: 39
    I read somewhere that when you kill someone in pvp their "corpse" leaves a lootable item from  table of chance to drop items (not sure if its different item table per class or ?), also assuming the different item tables for the different levels of enemies you kill and so on and so forth. Combine the EvE pvp system with a system where you dont actually lose anything and your corpse isn't salvagable for parts... Cough Cough (maybe the orcs will eat the humans corpses though?...)
  • SickpupSickpup Member Posts: 382
    Daoc (pvp)was 2min 30 sec rezz sick,-30% power/damage done.only way a grp could engage after a wipe that quick,if if they were in home land and after mythic put teleporters on the front.hard to guess how the zergs will work.I usually don't run with them,they take 30min easy, to reorganize then another 20-30 min to argue and decide where to go.But really all games have a simple repetative process.you could say eve is kill ship,salvage,build better ship,raise skills, repeat.I mean I'm not sure how to break it to you but the war never ends.



    But I do share your view if put this way(almost you way). there's only 2 sides,will most likely be uneven action,i.e on a server all or most of the fighting will occur between 2 capitols.those 2 caps will be where all the grps and zergs are formed and will fight back and fourth till the cows come home.Is that close to what you mean,cause I see that an issue.



    Daoc had a 3rd realm/side to fight so it was a 3 way way with more intrigue.WAR's main war does seem a bit scripted.funneled,one-dimensional.will this be a huge issue? Its probably the more sceptical aspect of the game,imo.Origianally I thought WAR would be more chaotic,where there would be infighting amongst order and chaos races.



    If it becomes or is an issue,it's to late to fix.theyll have to fix it with expansion races,and patches,allowing more than one path to cap a city,and maybe adding a 3rd faction and make it less linear.
  • WerppaWerppa Member Posts: 211
    aye, I'd like to see 3rd faction in WAR too. I love the 3-way war in daoc. It usually turns to rather satisfying chaotic kill fest when all three realms clash at each other

    "I actually cook my meat with nothing but my burning hatred for vegetables"

  • ZeknichovZeknichov Member Posts: 98
    It adds a whole new dimension to the game when wars are dictated not by numbers but by economics.  It's a whole lot more epic, strategic, and 'realistic'.  EVE does it the best so I will use EVE as the basis for all my analogies.  A small group of skilled players invading a guilds region and picking off solo players has an impact on the strength of the whole guild by reducing the economic power of the individual players that they kill.  A guild can have 1000 players but if they have no economic power they are not a fighting force.  Two sides with equal number will fight a war of attrition that can last months.  KD ratio's are a big factor in these wars and ALL battles have value not just the ones where outposts change hands.  And when a side finally wins, the loser is usually in a very weakened state if not completely and utterly destroyed, where as the winner is also in a weakened state and is vulnerable to attack by forces whom they may not have even considered a threat at the beginning of the war because of all the capital they lost. 



    It appears WAR may have a death penalty to prevent the "zerg rush" (when you die you enter the battle right away and it's as if you didn't die at all), but it's still missing this economic aspect of wars and individual battles have no meaning to them.  I suggest first of all that items on death are permanently destroyed (the number dictated just by how easy these items are to obtain,) and secondly that the value of the "best" items, the ones everyone will be using to PvP be not hard or easy to obtain but moderate to obtain.  That way people are more than likely to have many sets of equipment.



    Of course this system will only work if there are areas where you can gain these sets of items without risk of being attacked but at a MUCH lower rate then in areas where you can be attacked.



    I'll play WAR regardless because it's going to be the next MMOG worth playing after WoW was released but I mean if only a game would take EVE's PvP system and implement it with the combat of fantasy based MMOGs because that would be the best MMOG ever made.
  • L33t187L33t187 Member Posts: 45
    Originally posted by WendoXXX

    I could bloody swear that i read somewhere that they where thinking about adding some sats penelty when you have died X nr of times and then you hade to pve to regein ur points so ur stats went up again. To bad i cant remember where i read it ;/
    I read that somewhere as well it said something like if you died a certain number of times u get something like rez sickness which cripples you and you have to PvE to get off of you.

    image

  • IainatorIainator Member Posts: 55

     

    Originally posted by L33t187

    I read that somewhere as well it said something like if you died a certain number of times u get something like rez sickness which cripples you and you have to PvE to get off of you.

    Sounds similar to the Res sickness Guild Wars uses (outside of PvP). You die, lose 15% to all your stats, and then as you kill things, that % becomes less and less.

    Playing - --
    Played - AO, CoH/CoV, DDO, Eve, Guildwars, LOTRO, WoW.
    Waiting - For WAR, Fury.

  • VolkmarVolkmar Member UncommonPosts: 2,501
    Originally posted by WendoXXX

    I could bloody swear that i read somewhere that they where thinking about adding some sats penelty when you have died X nr of times and then you hade to pve to regein ur points so ur stats went up again. To bad i cant remember where i read it ;/
    it WAS that way, with insanity points and the like, but now it seemingly isn't. Mysteries of game developing.

    "If you give a man a fish, you feed him for a day, if you teach him how to fish, you feed him for a lifetime"



  • VolkmarVolkmar Member UncommonPosts: 2,501
    Originally posted by Ocedia

    I read somewhere that when you kill someone in pvp their "corpse" leaves a lootable item from  table of chance to drop items (not sure if its different item table per class or ?), also assuming the different item tables for the different levels of enemies you kill and so on and so forth. Combine the EvE pvp system with a system where you dont actually lose anything and your corpse isn't salvagable for parts... Cough Cough (maybe the orcs will eat the humans corpses though?...)
    that is right, you can loot the fallen players but you do not get any of their items but appropriate loot for their ranks, like they would be NPCs.



    On the main topic: I will be blunt: in a game where ETERNAL war is the main focus, you would want permadeath?

    "If you give a man a fish, you feed him for a day, if you teach him how to fish, you feed him for a lifetime"



  • derf26derf26 Member Posts: 123
    Originally posted by Arath

    Originally posted by Manmadegod

    WAR isn't going to have permanent death. As for the respawn mechanic, I am unsure of it's discussion but since this game is primarily pvp and secondarily pve - I am going to assume that the length of time it takes one to get back into the fray is going to be a slow time indeed with some repercussions.



    From: Warhammer Grab Bag #9

    Q: Do you know anything more about the death penalty/resurrection mechanics?



    A: I was told that at this time we do not plan any experience loss at death (but don’t take that to mean there will be NO loss of any kind – just that it won’t be XP). No corpse runs, no shadow crossing, etc, either – you will respawn at the point where you are resurrected, or at a designate spawn point such as a camp or a graveyard.



    There will likely be different types of resurrection spells, and different penalties to the recipients for them all. But again, XP loss appears to be off the table.



    As usual, I want to remind you all, that things can and will change before launch, and after launch to boot. This answer is dated December 7, 2006. If you try to bludgeon me with it in 2011, I will... well, admittedly I won’t actually do anything but sigh and curse the eternal nature of the internet. But it will be a BIG sigh.

    Perhaps not the most up to date information we have but this is what we know from the developers thus far. I think more gamers have to get used to the fact that the way they want to play the game isnt the way its going to play for a number of different reasons. Off the top of my head I could probably say fun! So to the opener. Yes (to the last question in your post) I am quite confident that the game will have a system that does not appeal to you.

    That's a shame. If they actually keep to such a light policy on death, then I might aswell cross WAR out as one of my main anticipated games. I mean, what the hell is the point in PvP if you can't win?



    Gonna take Eve as an example like the OP. In eve losing a ship means losing the ship, AND the equipment and anything you carried in it. If you get podded too then you lose any implants you had and maybe even SP if you didn't have an upto-date clone. This way, any large corporation or alliance in Eve always had to have both PvP, and industry to sustain any war. This added a new dimension to strategy as cutting off its logistics or disrupting its industry was a valid tactic and way of winning a war.



    It's not actually something i've really seen in any MMO, but i'd like a similar concept.



    For example: Dying shouldn't mean you lose XP (as that means more grinding) but it should mean you lose everything you carried. That way it makes sense. That way people actually RISK when they PvP, and that means if a horde of guys are running after you, the situation actually becomes tense. If you know you won't lose anything then there's no danger. No danger hence no excitement. This is probably my main gripe with PvP in MMOs today. The penalties aren't there. If they were, then people would be wearing less of that fancy amazing shiny armor, and more common armor.



    Imagine you send out a 10 man close combat squad with steel armor, but with them another 5 archers. The guild would provide the archers very high level bows and armor because they would be fighting from a distance and their dying would be less likely, while the meat grinder close combat squad would be "disposable", or at least their equipment would. This would add a whole new dimension. Guilds would have to use more tactics and be clever about PvP or lose a lot of money on armor and weapons. They'd have to have active harvesters getting all sorts of materials for their blacksmiths to manufacture new swords and armor. Then they'd have armed escorts with caravans of armaments shipping to their frontline outposts. So if you want to disrupt their activities or steal their weapons and armor, you could send in a small squad of steathy assasins to ambush their caravan and steal their stuff, behind enemy lines.I know i'm dreaming here, but it's honestly not THAT hard to implement, and it would make PvP infintely more interesting. As well as giving crafters and blacksmiths a real job.



    Make sure that NPCs don't sell weapons or armor above a certain level, so that it would create a player driven market. If no one loses any items, then demand would be low, etc. If you actually lost all your stuff when you died, then demand for player made goods would be massive, and this would create perhaps whole guilds of blacksmiths, that would sell their merchandise to the highest bidding guild at war. There would be guilds specialising in armed escorts and getting items safely to their required location. Guilds specialising in ambushing and assasination of important convoys... This would actually be FUN! Let alone have incredible replay value for years, especially if you make various outposts constructible/destructible or at least claimable in PvP wars.



    This is what would make a GREAT game.



    From that quote there, I don't think WAR is even considering being anything like this. Well, i'll leave my hopes for AOC.
  • LithdovLithdov Member Posts: 173
    For example: Dying shouldn't mean you lose XP (as that means more grinding) but it should mean you lose everything you carried. That way it makes sense. That way people actually RISK when they PvP, and that means if a horde of guys are running after you, the situation actually becomes tense. If you know you won't lose anything then there's no danger. No danger hence no excitement. This is probably my main gripe with PvP in MMOs today. The penalties aren't there. If they were, then people would be wearing less of that fancy amazing shiny armor, and more common armor.

    You're assuming that everyone thinks like you do. What's more likely: that people will use crappy equipment because they don't want to lose their good stuff, or that people will just avoid RvR/PvP because they don't want to lose their "phat lootz!1!!"? Kind of defeats the whole purpose of the game: large, unending war on a global scale.

    If you want a real harsh death penalty, go play Russian Roulet. - Hamzal

  • query0102query0102 Member Posts: 57

    Making analogies linked to Eve online .... so i guess you are into the "spend 6 months raising skills offline"  business.

  • ArathArath Member Posts: 119
    Originally posted by Lithdov

    You're assuming that everyone thinks like you do. What's more likely: that people will use crappy equipment because they don't want to lose their good stuff, or that people will just avoid RvR/PvP because they don't want to lose their "phat lootz!1!!"? Kind of defeats the whole purpose of the game: large, unending war on a global scale.

    Like Lithdov stated your assuming everybody thinks like you. In fact I believe many people requesting hardcore PvP assume that there is a massive market for this type of game and that everybody wants to play this when reality has shown us that this is not the case. Even games like Counter Strike and Unreal Tournamet are played endlessly often in the same maps because people enjoy that short conflict, dying then being able to come back to battle.

    The reality of making a game that gear or item dependant would mean people would spend a lot of time farming in order to be able to do any PvP. Yes you might think its amazing and the sense of dread you feel that you might lose everything when you go into battle is undeniable but in order to appeal to the biggest market and I say this again to be FUN for a grand mayority of players and not the niche hardcore group demanding permanent death (just an example) the game has to accomodate them in providing simple accessible gameplay without being overly harsh.

    Besides EvE has PvP but I never saw it as a game that revolves around that fact. Rather a game based on economics, careful planning and a fair bit of grinding. 

  • SickpupSickpup Member Posts: 382
    Making players basically units in a rts is cute idea.I do believe daoc has resource areas to fight for,but at best this would have little effect on the fighting.What Im hearing in this post is someone wants drastic death penalties and players totally beholdent to thier guild.Sounds like shadowbane imo.you can play it free too.AoC seems to have picked up the shadowbane torch,see how that works out.
  • XennithXennith Member Posts: 1,244
    so.. you think that in order to play an instanced scenario i should have to be carrying about 10 or so swords, sets of armour and consumables, so that when i die i can just pop on my next set?



    in EvE, i spent ages flying round passari (0.4) in my rifter looking for a fight, i wanted to learn pvp, didnt have much in the way of skills and fully expected to die, i just wanted to feel what eve pvp was. in 12 hours i managed to get one (1) fight, against a cruiser that warped off.



    in WAR, people are going to want to pvp all the time, i expect to have 20-30 fights in an hour, more in an instance... could you explain to me how the pvp-looting from eve would be good in WAR?



    pvp looting would lead to endless pve grinding to afford a new set of gear to pvp in, youd spend more time grinding mobs for crappy gear that you would beating up players. how is this good?
  • ZeknichovZeknichov Member Posts: 98
    You would if you are terrible at PvPing.  You only need gear if you die.  In WAR it will be even harder to kill good people than in EVE.  EVE's system is flawless, WARS current system will be fun for a few months and then become dull and boring because there's no substance to it.  Going around PvP all the time is great but read my post.  If the only thing death means is that the opponent had a little res sickness than any PvP except the ones where castles/cities change hands has no value to it.  That is what true PvPers want, is value, substance, a sense of achieving a greater goal.  Being able to be one man and kill a person from another guild and have a sense of accomplishing something.  WARs current system will have nothing but mindless PvP.  The same kind of PvP that the people coming from WoW to WAR are bashing.
  • ArathArath Member Posts: 119
    Originally posted by Zeknichov

    You would if you are terrible at PvPing.  You only need gear if you die.  In WAR it will be even harder to kill good people than in EVE.  EVE's system is flawless, WARS current system will be fun for a few months and then become dull and boring because there's no substance to it.  Going around PvP all the time is great but read my post.  If the only thing death means is that the opponent had a little res sickness than any PvP except the ones where castles/cities change hands has no value to it.  That is what true PvPers want, is value, substance, a sense of achieving a greater goal.  Being able to be one man and kill a person from another guild and have a sense of accomplishing something.  WARs current system will have nothing but mindless PvP.  The same kind of PvP that the people coming from WoW to WAR are bashing.

    True PvP'ers as you so put it are in a minority especially with the expectations you have. Like I stated games like Counter Strike and Unreal Tournament are still going strong despite death being relatively inconsequential. The fact is the conflict and victory itself a great part of the reward. Not knowing that your kill just means the player on the other side has to gring a lot. The reason people were (are?) dissilussioned with World of Warcrafts PvP system is because its small, by comparison to the PvE aspects of the game, completely dominated by those with the best gear and until recently it was impossible to advance through PvP alone.

    WAR looks to fix all of these errors. You can level, gain gold and items/gear from the get go from PvP. WAR is everywhere and the variety of different scenarios and mayor city sieges is bound to keep people excited. Your reasoning that people will up and leave (and get bored of WARs mindless PvP) is based on nothing but personal preference.

  • XennithXennith Member Posts: 1,244


    Originally posted by Zeknichov
    You would if you are terrible at PvPing. You only need gear if you die.

    if im fighting 20 fights an hour, i expect to die at least 5 times an hour. AT LEAST. and what about those that are no good at PvP? they'd get so bored of grinding so they could pvp, and think "well, if i have to grind to pvp i might as well play WoW".



    In WAR it will be even harder to kill good people than in EVE. EVE's system is flawless

    As soon as WAR has a warping system that allows me to warp straight up several million kilometers and sit in a safespot, i might agree with you.


    WARS current system will be fun for a few months and then become dull and boring because there's no substance to it.

    thats your opinion, not everyone agrees with you. most dont. there is substance to it, capital city raids, getting points and having FUN.


    If the only thing death means is that the opponent had a little res sickness than any PvP except the ones where castles/cities change hands has no value to it.

    what about fun? game, fun? do you really need someone else to suffer for you to have fun? i dont. i can have fun even if my opponent is enjoying themselves.


    That is what true PvPers want, is value, substance, a sense of achieving a greater goal.

    well, you will excuse me mr TRUE PVPER, but i can feel like im achieving something without spending 4 hours grinding mobs just so i can go pvp for half an hour.


    WARs current system will have nothing but mindless PvP. The same kind of PvP that the people coming from WoW to WAR are bashing.

    what? being able to capture land...? look. i dont think WAR is the game for you, they have already made their decision on this and if they went with your TWUE PVP mechanic (which requires a lot of PvE) then a great many people wouldnt play. i left eve because it was a bit too annoying, no one would ever fight for fun, the only time people would ever engage is when they were sure they would win, and it took HOURS to find a fight only to have them warp off. can you imagine that in WAR? the game is so hardcore twue pvp leet that noone ever dares set foot in the pvp areas?

    im going to be playing WAR and im going to enjoy it, im going to enjoy dying, im going to enjoy standing on top of a pile of dead enemies and cheering, im not going to grind mobs.

    if that isnt what you want from a game, then darkfall looks promising and lineage is apparently quite good.

  • ZeknichovZeknichov Member Posts: 98
    Darkfall is vaporware, Lineage is no where near what I described.  I will be playing WAR because it will be the next MMOG worth playing.  I'm just pointing out how to make PvP meaningful.  That's always the debate for PvP in games right?  WAR is just going to be WoW with castle sieges and no PvErs, which I'm fine with, but meaningful PvP would be even better.  Don't even use fun or joy of killing your opponent as meaningful.  Killing someone irl has a lot of meaning to it because when you die it's permanent.  If everyone respawned after death irl then killing someone would be a trivia laughing matter.  PvP only has meaning when you can harm someone.  There's quite the difference between fun and meaningful PvP.  CS is a perfect example of fun but meaningless PvP where EVE is the perfect example of boring meaningful PvP.  LIke I said I'll be playing WAR because it will be fun but the PvP will never have meaning to it.





    if im fighting 20 fights an hour, i expect to die at least 5 times an hour. AT LEAST. and what about those that are no good at PvP? they'd get so bored of grinding so they could pvp, and think "well, if i have to grind to pvp i might as well play WoW".



    The point is you balance how easily items are to acquire with how often the average person dies.  So let me get this straight, you're defending people bad at PvP as if they should have some chance in a PvP oriented game?



    As soon as WAR has a warping system that allows me to warp straight up several million kilometers and sit in a safespot, i might agree with you.



    If you're fighting in a 40v40 fight to the finish yeah 40 people at least will die, however in EVE what kills people is focused fire and lag.  I was jumping to conclusions of course because it will depend on whether or not this games skills are oriented for running away or not or balanced.



    thats your opinion, not everyone agrees with you. most dont. there is substance to it, capital city raids, getting points and having FUN.



    Did you quote that from someone on the WoW forums because that is the exact argument I hear them using for their PvP.  Fun gets boring after a time.  I mean any game does.  But only having fun as the substance to your PvP will mean people will get bored faster.  The more meaning something has the more likely people are to get hooked into it for a longer period of time.



    what? being able to capture land...?



    And what does this land give you?  Bragging rights?
  • ArathArath Member Posts: 119

    I think more so to the point is that your definition of what is meaningful is not the same as what it is too many other people here (or even in general). For example you state that PvP would (will) have no meaning unless the other player suffers consequences (in your case rather severe) upon death. How about an opposite approach which is what WAR will have, instead of punishing players for failing at PvP reward the players who are good at it? Do we not achieve the same goal through a different means here? I believe so and thats what WAR is doing. I have stated the difference between World of Warcrafts PvP system and WARs and Im sure you understand it yourself.

    The fact is bringing real life to support your argument for a FICTIONAL world and game is never going to give you any credibility. Yes if you killed somebody in real life they wouldnt come back if they did come back it would make death inconsequential? Yes so what is the point of that argument? We dont have Orcs, Elves, Chaos in real life, no magic, no people walking around in armor from teeth to foot, not to mention in real life we sleep, we eat, etc. There is a balance to be achieved between making something ground in reality and fun.

    PvP is meaningful in this game because your action leads to a reaction on part of the world. You are doing well in PvP you help capture land for rewards. You gain trophies and even abilities (as hinted at in some of the video interviews) from doing PvP. Your argument to making PvP meaningful is to make the loser suffer, WARs approach is rather to simply reward the winner. Killing somebody and watching them lose all their gear or money gives you what? Satisfaction? Bragging rights? More so than conquering a city? Taking other factions lands? Visual trophies? New abilities? Better gear?

    Your argument isnt strong enough and again is very niche. Any game gets boring after a while and stops becoming fun. Fun doesnt become boring. If something is boring it isnt fun and introducing penalties that will keep all but the most ardent PvPers playing isnt good for anybody.  

  • tapeworm00tapeworm00 Member Posts: 549
    Originally posted by Arath


    I think more so to the point is that your definition of what is meaningful is not the same as what it is too many other people here (or even in general). For example you state that PvP would (will) have no meaning unless the other player suffers consequences (in your case rather severe) upon death. How about an opposite approach which is what WAR will have, instead of punishing players for failing at PvP reward the players who are good at it? Do we not achieve the same goal through a different means here? I believe so and thats what WAR is doing. I have stated the difference between World of Warcrafts PvP system and WARs and Im sure you understand it yourself.
    The fact is bringing real life to support your argument for a FICTIONAL world and game is never going to give you any credibility. Yes if you killed somebody in real life they wouldnt come back if they did come back it would make death inconsequential? Yes so what is the point of that argument? We dont have Orcs, Elves, Chaos in real life, no magic, no people walking around in armor from teeth to foot, not to mention in real life we sleep, we eat, etc. There is a balance to be achieved between making something ground in reality and fun.
    PvP is meaningful in this game because your action leads to a reaction on part of the world. You are doing well in PvP you help capture land for rewards. You gain trophies and even abilities (as hinted at in some of the video interviews) from doing PvP. Your argument to making PvP meaningful is to make the loser suffer, WARs approach is rather to simply reward the winner. Killing somebody and watching them lose all their gear or money gives you what? Satisfaction? Bragging rights? More so than conquering a city? Taking other factions lands? Visual trophies? New abilities? Better gear?
    Your argument isnt strong enough and again is very niche. Any game gets boring after a while and stops becoming fun. Fun doesnt become boring. If something is boring it isnt fun and introducing penalties that will keep all but the most ardent PvPers playing isnt good for anybody.  
    Heh, I think the argument may as very well end here. Nice
  • SickpupSickpup Member Posts: 382
    OP,is basically what you are trying to say.Is WAR going to be a mindless zergfest,and if so what is going to be done to stop it.I share that concern too.(having me as an ally is like an iran-n.korea alliance,lol).But honestly im a tad bit concernerd too.



    Just Drop the loss of gear approach,and lets try to think of a less milder was to deal with what could be a perpetual zergfest,I burned my last brain cell atm maybe someone has a good idea.
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