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Ripper X Eyes on the Radar: Openworld Full Loot PvP MMO Revival

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Comments

  • sanshi44sanshi44 Member UncommonPosts: 1,187
    edited October 2015

    SirBalin said:
    Just what the market needs, another DFO. What is DFO subscriber numbers again?
    [mod edit]  tons of people played darkfall and tons loved it...problem wasn't the concept, it was the terrible company behind it. I know so many people that would die for a game like this...problem is finding a good company to run it.
    I agree with you there, concept was good execution and companty not so much unfortuently, only reason i stopped playing was due to the company behind it and i know alot of other player quite due to same reason.
    Post edited by Vaross on
  • Gaming.Rocks2Gaming.Rocks2 Member UncommonPosts: 531
    I myself enjoy both PvE and PvP. But I think some of the anti-pvp crowd are hypocrites. They nag about how they miss corpse runs and deaths meaning something in old games and how they needed to group up and socialize to be able to progress in a game then bash open-world pvp full loot games at the same time. :|
    Game is hard? check. No hand holding? check. Death means something? check. You have to GROUP UP to survive? check. 
    Calling people whom enjoy that type of game 'psychos' is a bit out there, don't you think? And it's not like any game has tricked you into being it a PvE hand-holding lovefest and after you logged you realized it's a gankfest huh? What are you exactly pissed off about?
    Gaming Rocks next gen. community for last gen. gamers launching soon. 
  • MaquiameMaquiame Member UncommonPosts: 1,073
    edited October 2015
    You can find video footage of the estates here on Twitch People are walking around in their houses here, if you are a home owner you can already walk around in your home with a temporary character.

    image

    Any mmo worth its salt should be like a good prostitute when it comes to its game world- One hell of a faker, and a damn good shaker!

  • MaquiameMaquiame Member UncommonPosts: 1,073
    Want to know more information about the game? Then read about it here.
    http://forums.mmorpg.com/discussion/comment/6749120#Comment_6749120

    Ten Ton Hammer interviews the team here
    http://www.tentonhammer.com/interview/tentonhammer-visits-illfonic-studios



    image

    Any mmo worth its salt should be like a good prostitute when it comes to its game world- One hell of a faker, and a damn good shaker!

  • MaquiameMaquiame Member UncommonPosts: 1,073
    edited October 2015
    Lastly death carries a HEAVY price in Revival. When you die you are literally sent to the underworld where you have to find your way out (its literally the darkworld version of the real world) through special gates. This isn't WoW where you are back on your feet within minutes or even EQ where the worse thing you do is lose your stuff and have to retrieve your corpse. You have to fight your way back from the underworld if you die, and find your way out. Cowardly gankers aren't going to enjoy doing that if they happen to die during a gank. Also the game carries heavy karmic and factional penalties if you murder someone in certain cities. The guards will kill you outright (thus sending you to the underworld) and you may end up carrying so much bad karma that the city will KOS you. Imagine a mix between EQ, EQN and UO. Gankers are not going to just be able to sit outside city walls and kill people in most cities, because you can actually have the guards go after them! And the guards outright kill murderers. Now not all cities will be like this, as there will be cities that are more wild and dangerous, but not every where in the world will be an outright gank fest because even though you CAN kill anyone anywhere, it won't be ALLOWED anywhere anytime. Also players can hire guards, mercenaries and even get blessings of protection from shrines to deal with gankers. Read the blogs on the website and the features of the game before making a judgement. This isn't some murder simulator. Most cities are going to react harsh to outright murderers, and even in the wilder cities beloved citizens might be protected because they are political bigwigs. (there is a huge political metagame in Revival that can affect even how a city functions) And even in the safer cities, just like in real life there are dangerous neighborhoods where crime is more rampant. So don't think that cities are complete safe zones, because they aren't. But gankers will have to constantly deal with law enforcement in most cities and becareful of WHO they decide to kill because you don't know if you are killing a beloved neighborhood political leader or not. If you don't want to deal with gankers get involved in politics and make sure every neighborhood is patrolled constantly by guards in your home city! This is possible in Revival! Oh and by the way only on the Gold Servers can cities be completely decimated, this is because of the ST team, basically a team of GM's that interact with the populace like a GM running a campaign in Sword Coast Legends or on a Neverwinter Nights Persistent World. ST team members can plot the course for interactive events no different from a pen and paper rpg dungeon master.
    Post edited by Maquiame on

    image

    Any mmo worth its salt should be like a good prostitute when it comes to its game world- One hell of a faker, and a damn good shaker!

  • reeereeereeereee Member UncommonPosts: 1,636
    edited October 2015
    I myself enjoy both PvE and PvP. But I think some of the anti-pvp crowd are hypocrites. They nag about how they miss corpse runs and deaths meaning something in old games and how they needed to group up and socialize to be able to progress in a game then bash open-world pvp full loot games at the same time. :|
    Game is hard? check. No hand holding? check. Death means something? check. You have to GROUP UP to survive? check. 
    Calling people whom enjoy that type of game 'psychos' is a bit out there, don't you think? And it's not like any game has tricked you into being it a PvE hand-holding lovefest and after you logged you realized it's a gankfest huh? What are you exactly pissed off about?
    To be fair the people pinning for EQ1 are a very small slice of the PvE crowd.

    While there are a number of 10+ year old amazing PvP games it's been a long time since there has been a successful PvP game launched and I've heard it advocated that the playerbase has degenerated significantly since oldchool PvP days and it simply doesn't work anymore.

    Personally I don't know.  L2 is the last open world PvP game I invested seriously in.  I do want to give this game a try though and see for myself.
  • Gaming.Rocks2Gaming.Rocks2 Member UncommonPosts: 531
    Well I am talking about the vocal minority. You don't see many people here  saying hey I wish this game had more LFG options and less corpse runs! :)

    Gaming Rocks next gen. community for last gen. gamers launching soon. 
  • reeereeereeereee Member UncommonPosts: 1,636
    Can't argue with that, they are very vocal.
  • TheGonzOismTheGonzOism Member UncommonPosts: 1
    Why wait? Play Mortal Online.
  • AntiquatedAntiquated Member RarePosts: 1,415
    At least it keeps them in mom's basement. Considering the alternative, we should give medals to the devs of these games.
  • LahuzerLahuzer Member UncommonPosts: 782
    Looks like this could be THE game my PVP-lovin body has been lookin for, and with this setting to top it all off. Since CCP ditched Vampire Masquerade I've been longing for something like this to come along. How far from release is it?
  • YanocchiYanocchi Member UncommonPosts: 677
    I've seen many RipperX's videos over last five years. Some of them have been good, but I feel he dropped the ball on this one. A proper video should have included some in-game video footage of people walking inside the houses, some info about live storytelling and different game systems, more about the role-playing aspects, a brief explanation about the development stages, a comment that it uses Unreal 4 as its game engine, some info that the game is financed by the company and won't have crowdfunding, maybe using music from Revival's website for the video, and maybe a glance at some posts made by lead developers on the forum on different topics.
    Baldur's Gate Online - Video Trailer
    * more info, screenshots and videos here

  • MaquiameMaquiame Member UncommonPosts: 1,073
    edited October 2015
    redrip said:
    aslan132 said:
    flizzer said:
    I just wish one of these open world gankfest games would be an overwhelming success so all the psycho types would congregate in one game and leave the rest alone.
    If only that could happen. Unfortunately those types of players only prey on the weak, its called ganking for a reason. They dont have the desire or the skill to prey on each other, which is why all those "hardcore, full loot, or permadeath" games always fail. Human nature is to take the path of least resistance. They arent looking for a fair fight and they dont want to test their skills against other like minded players, they want to sneak up on someone turning in a quest, or killing a boss, and take off back to the shadows after. Its for players who arent really that good at PVP in the first place, but want to feel like they are by ganging up on weaker underleveled and undergeared players. Or something like that.... :P
    I think you are very much on a one sided rant here, sure in full loot pvp games this does happen...but the other end of the spectrum happens as well. Lets take in account Asherons Call Darktide, another MMORPG with FFA PVP in an Openworld. There were PK groups in AC and Guilds that would gang up on others, ravage towns and reak havok...Guess what happened...Anti-PK Guilds formed and some of the MOST EPIC battles ended up taking place because of it. Not everyone is bent on killing you non-stop, and if that does happen, you find like-minded players that you can group up and fight back with. This is how new friendships are made, new guilds are formed, and those dirty little scumbag PKs (me being one of them) limb back to our evil base upon a mountain and *SHAKE OUR FISTS* at you plotting our next attack... There's an interesting dynamic in full loot pvp games, because of the ruleset and risk of dying, players tend to bond quicker and stick together, hypothetically speaking - a 20 man guild comes in and always runs around together and kills everyone, well because of that 2 10 man guilds decide to form an alliance and eventually dominate the 20 man guild, there's always a counter-attack in these sort of games and it's a feeling that is lost in all other MMORPG's that really don't have the risk vs reward element. For people asking to cite sources, look at Darkfall, Asheron's Call, UO, EQ, DaoC, Shadowbane, there's a reason why we still remember specific pvp fights to this day, because it was INTENSE and down right exhilarating. /Hugs, RipX
    1. Why didn't you show any of the posts made by the developers on the site? 2. Why didn't you talk about the Gold Servers and the ST team and the fact that Revival will have the developers themselves on the Gold Servers run the Gold servers like Neverwinter Nights Persistent worlds or Shards Worlds? 3. Why didn't you talk about the huge roleplay community that is attaching itself to the game and their website revivalroleplay.com 4.Why didn't you include the music that you can listen to from the website 5. Why didn't you talk about the fact of who Revival was started by and that the game is not going to be Kickstarted but actually funded by the company itself? 6. Why didn't you talk about the political systems of the game, the real time boat sailing, no classes, player pursuits from whaling, to building boats, to being a prostitute, to traversing the planes D&D Planescape Torment style? 7. Why didnt you talk about the tags systems and how it affects players and npcs, and why didn't you show videos of people walking around in their homes or the video of the estate guild houses? This could have been a much better article, and instead comes off as if the game is JUST a pvp fest which it is not.

    image

    Any mmo worth its salt should be like a good prostitute when it comes to its game world- One hell of a faker, and a damn good shaker!

  • MaquiameMaquiame Member UncommonPosts: 1,073
    For those who think Revival is JUST a pvp mmo

    https://www.revivalgame.com/blog/48-weekly-blog-update-47-tag-and-release
    Seriously though, this week is awesome for me because we’ve decided I will talk about the tagging system today, the most important system in the entire game of Revival.

    Interestingly enough, the tagging system is also one of the most simple systems in the game. It’s a “moment of beauty” for a designer when a elegant solution to a problem is found and tags was one of those moments for us. You see, at their heart a tag really isn’t much more than a word, with a macro attached to it, but that simple thing makes possible elements of role playing that many still believe are impossible in an MMO - things like having a legitimately personal story, or making it possible for everyone to experience content others won’t ever experience or see in the same way. Tags really are the source of Revival’s magic.

    So how does it work?

    Information Tags are a way to mark players with attributes. For example, if a player does something "heroic" the heroic tag can be applied to the player and whether the player possesses that tag or not can be queried later in several ways. Each player can only store a certain number of tags and they are stored in a queue; when a new tag is added to a player who already has the maximum number of tags in his queue, the oldest tag (the tag at the front of the queue) is removed to make room for the new tag.

    Just as I mentioned, the data for a tag is mostly just the tag's name (a word), which can be used as a prerequisite or trigger criteria for blueprinted in-game scripting, game effect packages, dialog, adventuring events and spell effects. However, information tags can also contain any number of Game Effect Packages each with its own set of triggering conditions. Game Effect Packages are the macros I mentioned earlier - they are essentially a list of game-alterations that occur when the package is triggered. (e.g. “Remove tag X, then apply spell effect Y target Z, then add tag A, but only to the people nearby who also already have tag B”)

    image
    Figure 1 - Information Tag action


    For example, a player may possess the “heroic” tag and a game effect package in that tag could have a condition that triggers when nearby NPCs with the “fan” tag that when triggered, causes an NPC farmer to throw confetti at the player and cheer about the player when the player first enters the NPC's awareness. (Proximity to NPC with the “fan” tag being the package’s trigger condition)

    Tags can be applied or removed in many ways, including equipping an item with a tag attached to it, reading book pages with tags attached to them, blueprint scripting actions authored by the content team, game effects executing in a game effects package, adventure event rewards, and through direct storyteller action. Additionally the storytelling team can arbitrarily apply a tag to a player using their tools. When a tag that the player already possesses is added again, the old instance of the tag is removed from its place in the queue and the new instance is added at the end of the queue, thereby “freshening” the tag so it takes longer to drop out of the player’s queue.

    image
    Figure 2 - A character’s Tag Queue


    This functions this way so that we are able to author numerous tags, but only store a certain amount on the player to avoid data bloat, but it also means that what content is available to a character naturally changes over time, which is key to ensuring that all characters have differing experiences in the world. Tags will be used for more transitory things like tracking temporary states or qualities (e.g., "Did a good deed" [good] or "has seen a ghost" [spirit-touched]) that we would expect to fade over time. As they function this way, tags can be used to do things like open windows of availability for quests or trigger events based on past actions.

    For example, a player might actively kill the NPC they were tasked to defend in an event, earning them a betrayer tag. Possession of the betrayer tag will fade after the player has done other things to earn other tags, but while the player has this tag, they will be able to talk to NPCs who would otherwise shun them as “too good” or be treated poorly by those NPCs that value valor and loyalty over survival. Alternately, if the player saves the NPC, he will earn a goodguy tag. Possessing the goodguy tag triggers good NPCs to lavish some praise and maybe even apply a "hero" buff, when the player comes within range(possession of the goodguy tag makes the player a valid target for the hero buff, which the NPC casts via a game effect attached to the “hero worshipper” tag the NPC possesses, playing a cheer animation and issuing some chatter to praise the player at the same time via the gossip system. Mind you, this is a hypothetical example, one far simpler than most of the tag arrangements in the actual game, but hopefully it helps to highlight the sorts of ways tags can trigger emergent, and thus “one off,” behavior in the game.

    Another important aspect of the system is that tags are never shown to players. In fact, the tags never “leave” the server - your game client will contain absolutely no reference to the tags at all and you’ll never see them in a packet sent to or from your client. They are a storytelling tool and deliberately not exposed to the player to see directly, instead players will have to use the divination skill and its related abilities to “read” objects and people to get a sense of the tags attached to them.

    image

    Any mmo worth its salt should be like a good prostitute when it comes to its game world- One hell of a faker, and a damn good shaker!

  • goboygogoboygo Member RarePosts: 2,141
    flizzer said:
    I just wish one of these open world gankfest games would be an overwhelming success so all the psycho types would congregate in one game and leave the rest alone.


    And here in lies the problem, there is no such thing as an open world, sandbox, hardcore, full loot PVP only, non isometric wildly successful game.  The player base isn't there to make it truly profitable, just survivable. Space sims where you can fly your "s]ace ship" around in safe zones endlessly and still be contributing don't count, yes EVE.

    But still some persistent types keep trying to make them.  And full loot means every item, every piece of gear looted, with the player left bloody and beaten back at a spawn point miles from the action.  It wears on even the hardened after awhile.  People just drift away after the brief infatuation period.

    Welcome to your next "fling".

  • Bluefear77Bluefear77 Member UncommonPosts: 112
    This was a promotional/advertising video trying to get you to buy stuff in a game that is not released (release date of 2016 gl with that). I hope you were paid by the company for creating this video because it was not journalism.
  • YanocchiYanocchi Member UncommonPosts: 677
    This was a promotional/advertising video trying to get you to buy stuff in a game that is not released (release date of 2016 gl with that). I hope you were paid by the company for creating this video because it was not journalism.
    The video actually presents the game in a slightly negative light by excluding almost everything that is good and positively unique about it. If it was a promotional video, he would have at least mentioned plans for live dungeon masters, tagging system, crafting based on mini-games, and the unusual features planned for horror, immersion, realism, planes of existence, economy, politics, professions, caravans and seafaring.
    Baldur's Gate Online - Video Trailer
    * more info, screenshots and videos here

  • BellomoBellomo Member UncommonPosts: 184
    edited October 2015
    PeeeeeeeeeeVeeeeeeeeeeeeeeePeeeeeeeeeeeeee Love the vision. If this game pulls off all they say it could become "The one game to rule them all" I hope they do.
  • zaberfangxzaberfangx Member UncommonPosts: 1,796
    We'll See We'll See, games like this don't last very long unless there a driving push to keep one playing, but this days ganking group easy can stop even new players to keep going in with the game for the long term.
  • MaquiameMaquiame Member UncommonPosts: 1,073
    @zaberfangx please realize that owpvp is not by any means the main feature of Revival. https://www.revivalgame.com/features/living_world How do you make a world live? Phrases like a “vibrant living world” and “visceral feel” get thrown around a lot in games. It’s clear we want our game worlds to be, if not real, then at least tangible in a way that allows us to treat them as real. We want more than a simple background behind our characters as we hack and slash our way to victory. In short, we want our worlds to feel like worlds. Revival’s world of Theleston is built around this desire. Diamond medium header textHeader underlineLiving things grow and change When we talk about things being living in the games industry, we usually mean “dynamic” -- we mean that things need to change, so that what you saw one day isn’t necessarily what you will see the next. For us, that’s a pretty good start, but it’s only the first requirement on a longer list. It’s not enough for a world to simply change. To truly live, a world needs to grow: that change has to be guided and directed. That world also needs to respond to the things done upon it, to essentially play with the players that tread its surface. Theleston is such a world; whether Theleston thrives or dies depends not on the roll of the dice, but rather on the impact of its denizens and powers. This will have the effect of creating a play space where new events can dynamically appear across the world, but they won’t be simply chosen from a list or picked by capricious random numbers. The world won’t simply change, it will grow or wither in response to events, as well. Diamond medium header textHeader underlineHow do events unfold in the world, then? Lw 001 Some might wonder how a living world works, if it’s not simply randomly selected content. Picture in your mind, a watch. On its face, it has two, maybe three, little arms that move across a circle with a few numbers on it and nothing more. It seems to be a very simple device, but when you turn the watch over and look at the inside, you see a complicated set of gears and springs. In other words, complex machines are sometimes necessary to create the simple, elegant motions we ourselves normally see. In a way, Revival’s world of Theleston is the same. Our agenda-based storytelling technology has been developed to choose world events intelligently, and in accordance to the storylines lain out by our Storytelling team. This conductor technology keeps the world alive with new happenings for players to respond to. In addition to that, we have built an extensive framework that enables our content team to easily respond to player choices and activities by steering the world’s content in particular ways. Finally, articulate needs-based NPC AI makes our population look intelligent and alive. As players begin their lives in our world, they start to have an effect - be it something as simple as picking all the flowers near a particular town or something complicated and grand like slaying a god. Those effects influence what content is available in the world and where particular items, arcane secrets, words of power, legendary characters or powerful beings are at any given point and what their motives might be. This is accomplished in part with our karma system. Diamond medium header textHeader underlineHow does karma make the world live? While our karma system can quickly and easily help a player determine if someone is evil or not, it too is like a clockwork: beneath the surface of that simple assessment is a record of deeds and the judgement of the gods and powers of the world associated with it. Something as simple as where you’ve been in the world can alter some element of your karma. In this way, everything you do plays its part not only in how you develop, but in how the world responds to you. The world, in turn, works the same way. Areas keep their own karmic relationship with the powers of the world and the flow of destiny and this relationship works with the karmic balances of the players in the area to help determine what happens here. Sometimes, this can be simple things such as a town expanding its farmable fields as players wipe out the dangerous predators in the area, but it can also lead to momentous things such as the rise and fall of cults and great powers. Diamond medium header textHeader underlineBut what about the minute details? The Day to day? Of course, karma alone doesn’t drive the day to day motivations of the players or the world’s NPCs. Players have whims and desires and so do the NPCs of the world. These desires drive the NPCs in their day to day work and help to define their habits and their moment by moment decisions. Lw 002 Whether a guard decides to be diligent in his duties or to slack on the job and instead spend his time chatting up his friends depends on how that guard is feeling that day and his general disposition. This sort of desire driven AI is applied to all of the denizens of Theleston, from simple animals up to the powerful spawn of the great old ones or the outer gods. Diamond medium header textHeader underlineBut won’t that be robotic and mechanical, like a watch? It is incredibly important to the team that we create something significantly more than a simple mechanical system. In fact, our live storytelling system is a sign of our huge commitment to ensuring that the world will not seem mechanical or automatic. This isn’t a place where everything moves like clockwork despite the gears turning beneath the system; Theleston isn’t that world and Revival isn’t that game. As we’ve already hinted, the live storytelling team is the solution to the problem. Left to its own devices, Revival offers an intricate and varied sandbox for players to experience, but what really sets it apart and makes the world grow and change like a thing alive is the mind guiding its development, it’s live team. Taking the roles of the most powerful gods and beings in the world, they will push the players to excel and will act as the guiding hand that forces the world to change. This presents the players with the chance to interfere with or assist their plans, and this interaction is what truly breathes life into the world of Theleston. No day will ever be the same as the one before it, but every day will play its part in building the unique and ever expanding history of the world. Diamond medium header textHeader underlineSummary Revival’s Theleston is a world that both responds directly to the players and evolves over time, both naturally and through direct player action. We accomplish this with the following features: The game world changes organically over time Changes are caused by the actions of the denizens of the world Powers of the world, including players, attempt to advance their agendas, further driving change The Karma system interacts with agendas, influencing and being influenced by the gods and great old ones The live storytellers act as agents of the gods and major powers, adding content to the game in response to player actions and playing key roles on gold servers for maximum impact

    image

    Any mmo worth its salt should be like a good prostitute when it comes to its game world- One hell of a faker, and a damn good shaker!

  • ZanthraZanthra Member UncommonPosts: 15
    Ahhh. I was interested in this one, till now. Not a big fan of Open World, full loot PvP. Meh. But have fun playing that one when it comes out Peeps!
  • Aragon100Aragon100 Member RarePosts: 2,686

    redrip said:


    aslan132 said:


    flizzer said:

    I just wish one of these open world gankfest games would be an overwhelming success so all the psycho types would congregate in one game and leave the rest alone.



    If only that could happen. Unfortunately those types of players only prey on the weak, its called ganking for a reason. They dont have the desire or the skill to prey on each other, which is why all those "hardcore, full loot, or permadeath" games always fail. Human nature is to take the path of least resistance. They arent looking for a fair fight and they dont want to test their skills against other like minded players, they want to sneak up on someone turning in a quest, or killing a boss, and take off back to the shadows after. Its for players who arent really that good at PVP in the first place, but want to feel like they are by ganging up on weaker underleveled and undergeared players. Or something like that.... :P



    I think you are very much on a one sided rant here, sure in full loot pvp games this does happen...but the other end of the spectrum happens as well. Lets take in account Asherons Call Darktide, another MMORPG with FFA PVP in an Openworld. There were PK groups in AC and Guilds that would gang up on others, ravage towns and reak havok...Guess what happened...Anti-PK Guilds formed and some of the MOST EPIC battles ended up taking place because of it. Not everyone is bent on killing you non-stop, and if that does happen, you find like-minded players that you can group up and fight back with. This is how new friendships are made, new guilds are formed, and those dirty little scumbag PKs (me being one of them) limb back to our evil base upon a mountain and *SHAKE OUR FISTS* at you plotting our next attack...

    There's an interesting dynamic in full loot pvp games, because of the ruleset and risk of dying, players tend to bond quicker and stick together, hypothetically speaking - a 20 man guild comes in and always runs around together and kills everyone, well because of that 2 10 man guilds decide to form an alliance and eventually dominate the 20 man guild, there's always a counter-attack in these sort of games and it's a feeling that is lost in all other MMORPG's that really don't have the risk vs reward element. For people asking to cite sources, look at Darkfall, Asheron's Call, UO, EQ, DaoC, Shadowbane, there's a reason why we still remember specific pvp fights to this day, because it was INTENSE and down right exhilarating.

    /Hugs,
    RipX



    Well said.

    That is exactly what happened in UO Renaissance.
  • TillerTiller Member LegendaryPosts: 11,489
    Aragon100 said:

    redrip said:


    aslan132 said:


    flizzer said:

    I just wish one of these open world gankfest games would be an overwhelming success so all the psycho types would congregate in one game and leave the rest alone.



    If only that could happen. Unfortunately those types of players only prey on the weak, its called ganking for a reason. They dont have the desire or the skill to prey on each other, which is why all those "hardcore, full loot, or permadeath" games always fail. Human nature is to take the path of least resistance. They arent looking for a fair fight and they dont want to test their skills against other like minded players, they want to sneak up on someone turning in a quest, or killing a boss, and take off back to the shadows after. Its for players who arent really that good at PVP in the first place, but want to feel like they are by ganging up on weaker underleveled and undergeared players. Or something like that.... :P



    I think you are very much on a one sided rant here, sure in full loot pvp games this does happen...but the other end of the spectrum happens as well. Lets take in account Asherons Call Darktide, another MMORPG with FFA PVP in an Openworld. There were PK groups in AC and Guilds that would gang up on others, ravage towns and reak havok...Guess what happened...Anti-PK Guilds formed and some of the MOST EPIC battles ended up taking place because of it. Not everyone is bent on killing you non-stop, and if that does happen, you find like-minded players that you can group up and fight back with. This is how new friendships are made, new guilds are formed, and those dirty little scumbag PKs (me being one of them) limb back to our evil base upon a mountain and *SHAKE OUR FISTS* at you plotting our next attack...

    There's an interesting dynamic in full loot pvp games, because of the ruleset and risk of dying, players tend to bond quicker and stick together, hypothetically speaking - a 20 man guild comes in and always runs around together and kills everyone, well because of that 2 10 man guilds decide to form an alliance and eventually dominate the 20 man guild, there's always a counter-attack in these sort of games and it's a feeling that is lost in all other MMORPG's that really don't have the risk vs reward element. For people asking to cite sources, look at Darkfall, Asheron's Call, UO, EQ, DaoC, Shadowbane, there's a reason why we still remember specific pvp fights to this day, because it was INTENSE and down right exhilarating.

    /Hugs,
    RipX



    Well said.

    That is exactly what happened in UO Renaissance.
    Why the 3 year old necro?
    SWG Bloodfin vet
    Elder Jedi/Elder Bounty Hunter
     
  • TillerTiller Member LegendaryPosts: 11,489
    DMKano said:
    Tiller said:
    Aragon100 said:

    redrip said:


    aslan132 said:


    flizzer said:

    I just wish one of these open world gankfest games would be an overwhelming success so all the psycho types would congregate in one game and leave the rest alone.



    If only that could happen. Unfortunately those types of players only prey on the weak, its called ganking for a reason. They dont have the desire or the skill to prey on each other, which is why all those "hardcore, full loot, or permadeath" games always fail. Human nature is to take the path of least resistance. They arent looking for a fair fight and they dont want to test their skills against other like minded players, they want to sneak up on someone turning in a quest, or killing a boss, and take off back to the shadows after. Its for players who arent really that good at PVP in the first place, but want to feel like they are by ganging up on weaker underleveled and undergeared players. Or something like that.... :P



    I think you are very much on a one sided rant here, sure in full loot pvp games this does happen...but the other end of the spectrum happens as well. Lets take in account Asherons Call Darktide, another MMORPG with FFA PVP in an Openworld. There were PK groups in AC and Guilds that would gang up on others, ravage towns and reak havok...Guess what happened...Anti-PK Guilds formed and some of the MOST EPIC battles ended up taking place because of it. Not everyone is bent on killing you non-stop, and if that does happen, you find like-minded players that you can group up and fight back with. This is how new friendships are made, new guilds are formed, and those dirty little scumbag PKs (me being one of them) limb back to our evil base upon a mountain and *SHAKE OUR FISTS* at you plotting our next attack...

    There's an interesting dynamic in full loot pvp games, because of the ruleset and risk of dying, players tend to bond quicker and stick together, hypothetically speaking - a 20 man guild comes in and always runs around together and kills everyone, well because of that 2 10 man guilds decide to form an alliance and eventually dominate the 20 man guild, there's always a counter-attack in these sort of games and it's a feeling that is lost in all other MMORPG's that really don't have the risk vs reward element. For people asking to cite sources, look at Darkfall, Asheron's Call, UO, EQ, DaoC, Shadowbane, there's a reason why we still remember specific pvp fights to this day, because it was INTENSE and down right exhilarating.

    /Hugs,
    RipX



    Well said.

    That is exactly what happened in UO Renaissance.
    Why the 3 year old necro?

    Either didn't check the date of the thread or just didn't care.

    I think super old threads should have a lock on replies.
    He must have had to dig pretty deep for a thread about an irrelevant canceled game no one even remembers.
    SWG Bloodfin vet
    Elder Jedi/Elder Bounty Hunter
     
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