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Rift: PvE - PvP Activity Overlap

SBFordSBFord Former Associate EditorMember LegendaryPosts: 33,129

The Rift team has posted a small preview of changes to be implemented when Beta Event #6 goes live on Friday, February 4th. Among other things, changes will be brought to bear to lessen the likelihood of griefing and blocking PvE player quest progression. In addition, Guard AI has been improved and quest camp guards have been buffed up considerably.

For PvP gameplay:


  • Expect additional PvP takeover areas across Telara. There are differently-themed, cool-looking wardstones clearly displayed as PvP targets, down to the faction inscriptions on the side. You can see examples of these PvP objectives in Scarlet Gorge.

  • To help out with the spawn camping that was occurring in the shared world, Peace of the Grave (the buff granted when choosing to respawn in a graveyard) will now protect you from PvP attacks for 30 seconds, or until you take your first offensive action.

Read more here.

image


¯\_(ツ)_/¯ 


Comments

  • OzmodanOzmodan Member EpicPosts: 9,726

    Always cracks me up when these new titles can't get pvp right initially.  Not as if the industry does not provide plenty of examples.   Like they have to reinvent the wheel in each instance.  It does not speak well for the game if they can't exert some control over the gankers.  Players that kill at graveyards are such losers.

  • XasapisXasapis Member RarePosts: 6,337

    That's what betas are for I suppose.

  • CoolitCoolit Member UncommonPosts: 661

    Originally posted by Xasapis



    That's what betas are for I suppose.


     

    Exactly my thoughts also

  • SovrathSovrath Member LegendaryPosts: 32,938

    Originally posted by Ozmodan

    Always cracks me up when these new titles can't get pvp right initially.  Not as if the industry does not provide plenty of examples.   Like they have to reinvent the wheel in each instance.  It does not speak well for the game if they can't exert some control over the gankers.  Players that kill at graveyards are such losers.

    Since they have actually been treating these events as both marketing and (actual) beta events I would think that it speaks well of the game and company that they have been addressing issues each beta event (and in some cases during the event itself).

    Which is before launch which is when they should be addressed.

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  • mCalvertmCalvert Member CommonPosts: 1,283

    I didnt understand why you respawn at a graveyard next to a wardstone thats been taken over. It would make more sense if the enemy owned the graveyard and you respawned somewhere else. Then you would have to mount a challenge to take back your quest hub. By respawning at what is now an enemy camp, youre just never going to survive.

  • OzmodanOzmodan Member EpicPosts: 9,726

    Originally posted by Sovrath

    Originally posted by Ozmodan

    Always cracks me up when these new titles can't get pvp right initially.  Not as if the industry does not provide plenty of examples.   Like they have to reinvent the wheel in each instance.  It does not speak well for the game if they can't exert some control over the gankers.  Players that kill at graveyards are such losers.

    Since they have actually been treating these events as both marketing and (actual) beta events I would think that it speaks well of the game and company that they have been addressing issues each beta event (and in some cases during the event itself).

    Which is before launch which is when they should be addressed.

    Agreed it is good they are fixing this in beta, but my point was that it seems that every MMO that adds pvp makes the same mistakes.  It is not rocket science to develop pvp rulesets, there are myriad examples out there, hence inexcusable for a development shop to implement pvp without addressing these basic issues.

  • XasapisXasapis Member RarePosts: 6,337

    If there was one server type, like Aion and probably upcoming Tera, things would be much simpler. Since they need to implement PvE and PvP, they need to find the balance that their player base feels comfortable with.

    The main issue was not the graveyard, but the NPCs getting killed by the opposing faction. That meant that you either had to wait until people got bored killing quest NPCs that respawn every 2 mins, or flag themselves and drive those people away, which made the PvE game a sort of forced PvP one.

  • TzetothTzetoth Member Posts: 67

    Luckily they also started addressing that. If you actually read the link.

  • EbonHawkEbonHawk Member Posts: 545

    Excellent!

    Thank you Rift dev's.  One thing I can't stand are douche bag griefer, gankers trying to ruin somebody's enjoyment just because they are social misfits...

  • TheLizardbonesTheLizardbones Member CommonPosts: 10,910

    The thread was up to 82 pages of the PvP players complaining. One thing you can say for sure about mmorpg players is that they whine a LOT. That's the rewards a developer gets for listening. I guess no good deed goes unpunished. :-)

    I can not remember winning or losing a single debate on the internet.

  • fyerwallfyerwall Member UncommonPosts: 3,240

    Originally posted by lizardbones



    The thread was up to 82 pages of the PvP players complaining. One thing you can say for sure about mmorpg players is that they whine a LOT. That's the rewards a developer gets for listening. I guess no good deed goes unpunished. :-)


     

    Aye, damned if they do and damned if they don't :P

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  • toasterlovintoasterlovin Member Posts: 5

    Never got to try any pvp in rift beta. And that was the part that made me choosing not to buy the game.

  • PhelimReaghPhelimReagh Member UncommonPosts: 682

    Originally posted by Ozmodan



    Always cracks me up when these new titles can't get pvp right initially.  Not as if the industry does not provide plenty of examples.   Like they have to reinvent the wheel in each instance.  It does not speak well for the game if they can't exert some control over the gankers.  Players that kill at graveyards are such losers.


     

    Decent people, in this case the game's developers, will never be able to model every possible incarnation of anti-social scumbaggery that gamers can come up with. That they're addressing these instances as they find them is a positive sign of the culture behind the game's development I'd say.

  • trixlette57trixlette57 Member Posts: 3

    Originally posted by mCalvert



    I didnt understand why you respawn at a graveyard next to a wardstone thats been taken over. It would make more sense if the enemy owned the graveyard and you respawned somewhere else. Then you would have to mount a challenge to take back your quest hub. By respawning at what is now an enemy camp, youre just never going to survive.

    Unless you have already used it, you can soulwalk a distance away before respawning. Hopefully far enough away from where you died, and any agro in the area.


     

  • Rockgod99Rockgod99 Member Posts: 4,640
    Originally posted by Ozmodan

    Always cracks me up when these new titles can't get pvp right initially.  Not as if the industry does not provide plenty of examples.   Like they have to reinvent the wheel in each instance.  It does not speak well for the game if they can't exert some control over the gankers.  Players that kill at graveyards are such losers.

     

    What did Trion just do? They took control of the ganking grieving problem... Also getting pvp right initially would be pvp at release not during beta. And it looks like it will be just fine for Feb 24th.

    image

    Playing: Rift, LotRO
    Waiting on: GW2, BP

  • monkeyleadermonkeyleader Member Posts: 2

    Originally posted by Ozmodan



    Originally posted by Sovrath


    Originally posted by Ozmodan

    Always cracks me up when these new titles can't get pvp right initially.  Not as if the industry does not provide plenty of examples.   Like they have to reinvent the wheel in each instance.  It does not speak well for the game if they can't exert some control over the gankers.  Players that kill at graveyards are such losers.

    Since they have actually been treating these events as both marketing and (actual) beta events I would think that it speaks well of the game and company that they have been addressing issues each beta event (and in some cases during the event itself).

    Which is before launch which is when they should be addressed.

    Agreed it is good they are fixing this in beta, but my point was that it seems that every MMO that adds pvp makes the same mistakes.  It is not rocket science to develop pvp rulesets, there are myriad examples out there, hence inexcusable for a development shop to implement pvp without addressing these basic issues.


     

    Well, If they outright copy someone else the fanbots will rage. Besides weres the fun in making ganking imposible.

  • mCalvertmCalvert Member CommonPosts: 1,283


    Unless you have already used it, you can soulwalk a distance away before respawning. Hopefully far enough away from where you died, and any agro in the area.

     


    Right, but after that, why have players respawn at a graveyard that has been taken over by the enemy, or even riftspawn. It should be lost, and you respawn at the nearest graveyard which you still control. That would give even more incentive for PVP to take over wardstones.

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