This is by the guy who made Ultima Online right? So please tell me there is item looting in PVP , at least on a server or two!
I won't play an MMO that doesn't have item looting, because I seriously miss it and I refuse to sink that much time into a game that isn't run the way I want to play. I wasted way to much time with non-item loot MMOs, it's time for my next game to be a game I really enjoy as much as possible.
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As an aside, maybe you should try out EVE Online? That's the only game I can think of that has the harsh death penalties that you seem to want.
Like someone before me said, I don't belive that there will be corpse-looting as this game is PVE based. But I heard that one of the ways to PVP will be so-called "PVP Guild". If I understands these words correctly, you'll be able to make a PVP guild and you'll be able to fight with other PVP guilds (something like factions in UO). But that's just my guess.
Ah, I will simply paste this as I think it will be interesting to you (copy/paste from Wikipedia):
PvP in Tabula Rasa is to be consensual. It will feature PvP for individuals, squads, and clans which is referred to as feuding. Clans make the decision to be a PvP clan at creation. Specifics of PvP are still being worked out in closed beta.
That's all for now, I guess. Nothing about corpse-looting.
Knock the world right off its feet and straight onto its head.
-Currently looking forward to FFXIV
-Currently playing EvE and Global Agenda
Player Looting isn't about ganking noobs. I've elaborated on it in my article. but short summary Player Looting gives a PVPer a chance to get loot without farming PVE content. It allows us to compete. PVPers do not traditionally enjoy farming end game PVE content for items
This game is PVE focused. It's more like a coop rpg. I do not expect good PVP. If I sub I will treat as a coop rpg and will not consider the PVP most likely becaus eI frankly expect it to be a rat race for loot where PVPers get steamrolled by the raiders.
I like player looting because then I don't have to PVE to get gear ...... no one bothers to do it. I remember in AC when new content would come out no one on Darktide would do it, because the items tended to be to high value to hold onto and thus the PVE was completely pointless on that server.
I refuse to play a PVP game where I have to PVE a ton to compete. Item loot is the only real way around this. I hate PvE , thus I want item loot off players to ensure that I never am forced to do any type of PVE I don't want to do.
I would be perfectly happy with anti-ganking rules , like "unable to attack people 10 levels lower or more"
I find it funny that you feel the need to attack my desire to play a game that way. It won't effect you if there is an item loot server. You are not forced to play on it. But morons like you who disregard item loot as a desire that can only be had by a ganker impact the likely hood of such a server coming out. I wish I could FORCE you to play on an item loot server like you are trying to force me to not have one available. Then you would know what it really feels like to be the victim of a "griefer" such as yourself who just goes around trying to ruin other peoples fun , even when it won't impact you at all either way.
Hypocrite
Basically, I think TR will disappoint you if PvP is your sole desire.
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Sorcery must persist, the future is the Citadel
You don't have to loot other people's gear to gain loot via PvP though. Warhammer will have player looting of randomly generated gear but you won't have full on looting of the player's gear who you have killed.
Games I've played/tried out:WAR, LOTRO, Tabula Rasa, AoC, EQ1, EQ2, WoW, Vangaurd, FFXI, D&DO, Lineage 2, Saga Of Ryzom, EvE Online, DAoC, Guild Wars,Star Wars Galaxies, Hell Gate London, Auto Assault, Grando Espada ( AKA SoTNW ), Archlord, CoV/H, Star Trek Online, APB, Champions Online, FFXIV, Rift Online, GW2.
Game(s) I Am Currently Playing:
GW2 (+LoL and BF3)
until I see it for myself I'm highly skeptical of WAR. not to eager to jump off into an instance,etc but we'll see how it goes
edit- to be direct, I seriously doubt they will just give away gear like that. otherwise two guilds can jump on vent and jsut famr each other for loot.
player looting solves all the issues. not saying TR has to have it if I sub it will just be for casual PVE.
From what I have read about WAR pvp looting... the game will generate low quality stuff on the corpse of slain players for other players to loot.. it's most likely gonna have some sort of diminishing return system where friends can't "farm" each other for extra loot. Don't expect good quality stuff either... at most you probably get common gear or low value gear maybe a few copper or silver coins thrown in.
I call BS on this post until you post a link that states directly from a dev that this is true.
WAR is not being made as a PVE centric game like TR. While I agree they more then likely will have diminishing returns of some sort I have heard nothing about PvP having low quality items for looted players.
I've kept up with WAR from day one and never have I read, scene or heard such a thing. Also once you pick a faction on the server you are stuck on that faction for good unless you re-roll on another server.
Games I've played/tried out:WAR, LOTRO, Tabula Rasa, AoC, EQ1, EQ2, WoW, Vangaurd, FFXI, D&DO, Lineage 2, Saga Of Ryzom, EvE Online, DAoC, Guild Wars,Star Wars Galaxies, Hell Gate London, Auto Assault, Grando Espada ( AKA SoTNW ), Archlord, CoV/H, Star Trek Online, APB, Champions Online, FFXIV, Rift Online, GW2.
Game(s) I Am Currently Playing:
GW2 (+LoL and BF3)
On the topic of WAR's looting, here's what's posted in their May newsletter.
On the topic of TR's looting, i'm glad that it is auto-loot by running over the corpse, i hate having a window pop up everytime. There isn't a window pop up, is there?
On the topic of TR's looting, i'm glad that it is auto-loot by running over the corpse, i hate having a window pop up everytime. There isn't a window pop up, is there?
Yes this is correct for WAR and its not 100% settled yet, Beta will flesh it out. It is important to differentiate between the people who want PvP REWARDS and those who want to be able to PLUNDER others. One is positive reinforcement the other is both positive and negative reinforcement.Negative reinforcement in games is very much out of vogue. Partly because of happy feel good pop pyschology BS and partly because of real world no BS results (ie. a large portion of you clients are motivated to no longer play).
The importance of loss should not be discounted, both its power for proper simulation and it powerful psychological effects(both good and bad). However its an extremely touchy thing. People's reactions to loss are widely varying and many people simply don't want any permanent loss in games they play for fun.
Fact is any MMORPG with significant permanent losses in either PvP OR PvE is doomed tob e a niche game. For those people who appreciate the rush that loss gives they love those games, but please understand advocating for such a things is advocating for a niche game. It is simply unrealistic and unfair to expect a major market game to do this anymore.
People like amusement park rides because it is an adrenaline rush with not real risk, but they don't like say doing a nasty downhill on a mountain bike because that has a very real risk of injury. The audience for one is simply far large and the major reason is risk. And the mountain bike example is usually populated by 80% adrenaline junkies.
It amazed me how long it took the MUD Develpoment community to actually realize this. Their blind side is amazing. They get stuck on the idea that loss = meaning and they can never get out of this theoretical trap. Fact is we are dealing with human pyschology. They already admitted that by bringing "meaning" into the equation. And the further fact is that even if loss = meaning it also has many other unpleasant attendant effects.
The OP may want loss because he is a sadistic dumbass. He may want loss because he is someone who lieks the thrill and extra meaning it brings, which is perfectly fine.
But everyone on this site would be well servered to endeavor to understand the benefits AND the downsides of loss in a game and therefore on the human pysche. There are no easy answers, but there are trends as to what a majority of people will tolerate for the sake of fun. You can never make a real Sim-style game like Eve with out loss and resource transfer. Loss and conservation of things is a fundamental part of the real world.
However these are games, they aren't the real world. Play behavior is purposely "safer" for the sake of fun and practice. Even a game like UO is safer than real life since you don't die and your character is never permanently delted either (unlike some MUDs I played). People really need to get a grip and realize that every single MMORPG ever made is simply giving some varying degree of safety in your play behavior, even the "hardcore" ones.
Fact is loss is not tolerated well, most people do not want the depressive feeling of loss and do not really need the adrenaline rush that potential loss gives to have fun. So most Devs try to give positive reinforcement to keep people playing and motivate into activities. Any loss in most modern MMORPGs is simply a mechanism to prevent zerging. This shouldn't be surprising considering that most single player games have worked the same way once saving games became possible on any arbitrary game. Diablo hardcore mode was not widely used. Expecting any non-niche game to play that way is simply unrealistic.
You can and do have many devs who would love to make a game that had UO style plundering. But they would be stupid and incompetent to add it to a game like TB.
For short, to be a successful game you can't alienate your customers. You gotta make the game attractive to all types of players, offer something for everyone. Poll shows that most people do NOT like free for all looting especially if you can lose your hard earned gear easily due to a network disconnect.
It's a logical conclusion.... imagine if you can easily loot great stuff from another person's corpse without any form of control, it would be too easily exploitable. I could create multiple accounts with multiple characters and get them to fight each other over and over and rack up loot. Or we can even get this done on a grand scale with multiple friends with multiple accounts and farm each other out. You need to place a form of limitations on what can drop on pvp or people will SURELY exploit it.