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We all know that PvE is not the focus of the game and will have a very limited role in CU, but it is still going to exist to some extent.
What I am talking about having PvE elements like, should their be world bosses for rare crafting resources, huge dungeons to explore, or after a successful push using other realms siege weapons against them (grant it, this is more a RvR instance...)
So what do you think?
Aspiring Game Musician <<>> Inquiring ears, feel free to visit: http://www.youtube.com/user/vagarylabs
Comments
Nanulak
I don't see why it's an interesting question, seeing as the game won't be balanced for it, and it won't be a focus whatsoever.
But to answer, I think there will be some guards, perhaps some convoys or such to transport goods. Not much else.
Past: WoW, WAR, SWTOR, and too many others
Future: Camelot Unchained
I wouldn't mind seeing a variety of creatures that need to be killed for crafting materials (e.g., skins for leathercrafting). But for the most part, the things you can think of needing can come from resource nodes or harvesting facilities (e.g., gems for jewelcrafting, stone from quarries, iron from mountains, mithril/rare metals from mountains, cloth from cotton farms, stuff for provisioners from the oceans/rivers/farms, magical resources from potential "mana nodes", etc etc.)
Otherwise I agree with Saevel - I would like to see mostly NPCs. City guards spawned by barracks. NPC Harvesters that go out into the wild and collect resources either from harvesters or manually that can be spawned by forts/cities that build a particular harvesting structure (imagine being able to build a lumbermill and hire several lumberjacks who then have to go out into the forest to chop down trees for wood for you to use in building, but those lumberjacks can be killed by the opposing realm's raiders). Caravans spawned by players sending resources around that can be raided or killed. Caravan guards that can be hired. Etc etc.
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I will play no more MMORPGs until somethign good comes out!
I agree those would some cool things to see, but I would also like to see what Zarthux is talking about. My guess is a that the common resources for basic items will be in your realm, while the higher end items resources will be in enemy territory.
Aspiring Game Musician <<>> Inquiring ears, feel free to visit: http://www.youtube.com/user/vagarylabs
Nanulak
I would prefer that high end items be along the borders of all nations or way out in the wilderness. If there's a higher end resource in the enemy territory, it wouldn't make sense that the enemy couldn't harvest that high end resource in their own territory.
Dungeons made by crafter teams, populated by creatures bred by players that hold crafter-made items. Players could pay a fee to the crafter to enter, and could keep whatever they could get before they wipe. (this would be expansion stuff obviously. Wouldn't want them using dev time to have it at release.)
Dynamic world events. The occasional goblinoid horde sweeping the realm, dragon leading a small force of dragonkind to assault a keep.
Magical storms that cause spells to go haywire, for better OR worse summoned by a wandering witch who gathers more and more elementals around the longer she remains on this side of the torn Veil.
Stuff like that.
http://www.mmorpg.com/blogs/PerfArt
Sorry, I didn't explain it properly (d'oh!). It is all relative. What is high for Celts would be in Alb or Norse country, while for Alb it would be in Celt and Norse country, and for Norse, it would be in Alb and Celt country.
@PerfArt nice! I would like to see that stuff too! That magical storm sounds pretty wild! You could do some fun things with that, like not just damage, but change the gravity to be really light, reverse the gravity, make it hard to walk through, etc.
Aspiring Game Musician <<>> Inquiring ears, feel free to visit: http://www.youtube.com/user/vagarylabs
In terms of an actual implementation, I like the idea of a DF integrated with crafting resources:
1. General almost-top-tier resources should be available in home territory or close to it. This is for "barriers to entry" reasons.
2. 100% qual or max tier resources should be available in "contested territory", e.g. DF.
Generally I'd prefer to leave the direct head-on WARBATTLE separate from crafting resource control. I don't want to have to deal with PvP fighting while doing what is essentially PvE node farming (or NPC farming for NPC-tied materials). Some crafting resources can be in enemy territory, but I feel that should [i]not[/i] be the [i]bulk[/i] of crafting resources.
Leaving the rare resources in the "DF" zone allows the player to cognizantly switch to a more "PvE la" mode, or specifically a "resource gathering" mode (with PvP to spice things up, since this is a PvP game, and this is DF).
In addition, the lore can fit it quite easily:
1. Hib, Alb, and Mid are randomly thrust together. In order for each realm to survive, they need resources.
2. They all have some resources in their home territories, but some extra goodies worth fighting over are in DF.
3. No one wants to break the resources. If you fight a war in an oil field, the oil burns and no one goes home happy. So you don't build actual warfare capabilities in the resource area.
4. Keeps, towers, forts, RvR objectives control access to the shared resource place (cough DF).
There won't be ressources farming. Everything you have to do for crafting will be done in such a way than you'll have to be behind your screen to do it, because it will keep gold sellers away and because MJ want crafting to be played for fun at the same extent than RvR.
And there will be an open world, meaning no safezone ressources harvesting.
There should be some NPC animals. It would just seem weird and unrealistic to be RvRing in a big, unpopulated map. They could drop crafting components when killed.
While I can think of ways to have boss type NPCs that drop rare components, recipes, trophies for housing, etc., having those makes me kind of nervous. I worry that it would be too easy for that kind of PvE content to turn into item drops and serve as a backdoor way to introduce raiding and gear grinding into CU.
DAOC Live (inactive): R11 Cleric R11 Druid R11 Minstrel R9 Eldritch R6 Sorc R6 Scout R6 Healer
I think outside of regular town NPCs, keep guards, perhaps some mercenaries, there could be a number of ways that some computer driven characters/creatures could be placed in the land without taking away from the core concept.
Although I personally don't mind if there is all but minimal NPC, and I pretty much expect it to be this way based on Mark's words, I think if gathering resources is at all similar to other games, armorers or tailors will have to get hides from animals/creatures to make leather or hide armors. So, I almost expect there would have to be animals to raise, herd, slaughter for their hides, etc. If there is a cooking profession, unless all these food items were simply sold on a vendor, animals would be required to hunt or fish for meat. Who knows what he has planned for this, but I imagine this type of minimal PVE would be there.
PVE could add to the game in more unique ways too I suppose. It could be cool if we got to see some presence of the major NPC's on the battlefield for rare or special occasions. As an example, perhaps the forces of Camelot are struggling on the battlefield and a Knight from the Roundtable comes to the front to urge the troops on and drive back the enemy. This could add an interesting twist to the excitement, chaos, and story inspiring gameplay Mark wants to create in CU (if it was not always predictable or easily triggered/avoided).
Also, as has been requested by many, something similar to a Darkness Falls dungeon would be interesting. I think a regional orc camp or some neutral monster village that will savagely attack anyone who enters or crosses in their territory could lead to some potentially interesting interactions if the war spills over to their lands.
There are countless ways a little bit of PVE would add to the game but I hope that if it is added, it is never in a manner where you can train/level up against; that it stays true to Mark's core vision and is there to only add to or create interesting RVR encounters. At the end of the day though, it is not a priority to me and don't imagine the game requires much more than minimal to meet it's goals and to appease its core target of players.
One word, DF.
Mark has said many times how much he loves DF.:P
I have 2 words....Darkness Falls
If there's something like Darkness Falls and that is all the pve we got, I would be a happy person.
There was a reason to get Darkness Falls and it kept us constantly fighting for it, loved Darkness Falls.
What happens when you log off your characters????.....
http://www.youtube.com/watch?v=GFQhfhnjYMk
Dark Age of Camelot
I agree with you guys, the two dungeons I remember most about DAoC was Mithra's Tomb and DF.
Aspiring Game Musician <<>> Inquiring ears, feel free to visit: http://www.youtube.com/user/vagarylabs
Slaps himself, I use to be able to add.:P
Without implementing PvE spots, what if there was some "PvE events" ?
We dont go farm monsters....monsters can once in a while come to farm us. That would be very different from what we saw in most mmos.
i can easily imagine having a horde of monsters spawning all around a town with a common goal, or npcs from another realm making a raid on a town from another realm, even a dragon flying over a town and burning / killing everything ot everyone he can. make those NPCs come to us instead of us going to them.
Quick examples :
- 150 lets say goblins with a wide variety of levels all attacking one of our village altogether, with the objective of burning the town church or chapel, anf if they would suvveed, it could lets say nullify the binding stone of this town for a certain amount of time
- npc guild of fire wizards deciding to burn a whole village, or wanting to kill or capture an important NPC in a keep or village,
- a bunch of npcs bounty hunters that have been contracted to kill a specific player.
Those events could be randomised, set to have a specific amount per week, or manually started by CSE
There could be a wide variety of "objectives" those npcs could have, and they could be from a wide range of levels in the same attack, giving a chance for everyone around to contribute in that battle, and would give a sense of fear / fun factor, seeing a (using DAoC's color for exemple), a purp con mob running towards you, man would you try to go behind a purp con player to defend you ? would run like hell ? hide ? sacrifice yourself ? FUN !
Some sort of short terms consequences / loss if NPCs succeed in that objective.
It would add a LOT of fun in the game, keeps everyone alert all lthe time, either from npcs or actual other players from different realms.
It would also be a GREAT way to introduce rare crafting / spellcrafting ingredients in the game.
i know that having this implemented would need some extra work, especially for 3d designers, but thats why i thought of focusing on using NPCs from other realms for lots of those pve events, since the 3d modeling would already be made for those,
Bowbow (kob hunter) Infecto (kob cave shammy) and Thurka (troll warrior) on Merlin/Midgard DAoC
Thurka on WAR
hah, some fun things here BowBow. I really like the idea of the NPC's that you mention actually being difficult enough that they are capable of bringing a true fear factor to the table. A little bit of these types of things could add a lot of flavor if doable!
Agree Bow, random events like this always add immersion and fun to a game. Makes me wonder why game developers don't give mobs random paths instead of being predictable. In most games when you go into a dungeon not to much skill is needed if players have been there before and know exactly what path the mobs are going to take and what they do.
Thanks.
I'd also add that if the npc mobs succeed in their goals, they could move to the next village and do the same thing, for as long as they are not all dead. And it would be very important that the mobs are from a wide variety of "levels" to five everyone a chance to participate.
We have to think of the fun for everyone in CU, not just some.
Bowbow (kob hunter) Infecto (kob cave shammy) and Thurka (troll warrior) on Merlin/Midgard DAoC
Thurka on WAR
@BowBow,
I like the ideas! I truly like randomness and ways to add a little bit of chaos to the norm, is always good in my book, as long as their is lots of options. Nothing is worse than logging in and being like "Oh look, the goblins are at Emain... again."
Aspiring Game Musician <<>> Inquiring ears, feel free to visit: http://www.youtube.com/user/vagarylabs
Several reasons. Processing power required by continuously checking the mob's next move against a table. And the issue of mobs possibly walking into walls/getting stuck/falling into lava/etc. If you set clear pathing for the mob, you don't have either of those issues. Oh, and players QQ'ing because they got an add they couldn't anticipate and they all died.
Hopefully the devs of today and the future have figured out ways to handle these things, because not having standard pathing or mobs just standing around would add so much to the game, especially in terms of lack of predictability and making the game more engaging.