Open world PVP and RISK

JeanPhilippe Profile Options #1

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This game could be the next great game that everybody is looking to move towards to. It move's forward in the next stage of mmo developement, how is that? You already know, because its FPS style targeting combat. FPS Style combat is important because it encourages competition, specifically among players. Yes people, I'm talking about Player versus Player. Western gamers love player versus player. And its why we will gravitate towards this game.

But more specifically what is the point of a player versus player game without RISK? Risk is important. It absolutely thrills the player looking behind their back while leveling. And I'll tell you what the feeling is exactly. Its not the engagement of PVP. Its about the unknown of what can happen next, its about the freedom to solve problems just one extra way, and mostly its about the random human factor. That guy walking up next to you, may kill you, he may not. But yes, you should be wary. Mystery is exciting, and movies bank on this, so should games. You can make an exciting PVP Server, and still have your cake too.

What I'm talking about is RISK/REWARD/PENALTY (RRP). And they don't have to be drastic, but they need to be there, and RISK is the most important part. There are several categories you can change for RRP, whether it is walking back to your corpse, losing/gaining gold, experience, a pvp reward system (wow battlegrounds, a reputation system (like infamy).

But overall, I feel like murderers should be unplentiful, and looked down upon in the world, and it seems like the infamy system will work out quite nicely depending on how fast you can get rid of it. The best system I've seen to deter murdering, is murderers receiving increased RISK and PENALTIES for dying. As they should, they are costing several people their time, and so they should add that time they cost someone else to their own, and eye for an eye, it is fair and it is just.
Edited by: JeanPhilippe about 1 year ago
JeanPhilippe Profile Options #2

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Interesting, whenever I tried to create this thread, it gave me an error that said 'invalid authenticity token' over and over and over. So I made that dummy thread which got through, and then i tried recreating this thread. and I kept getting the error. So I made a new dummy thread, but with the right subject and had to edit a fake text body, with my real post.

neo_bpm Profile Options #3

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Actual system:

Risk: 100% because you can lose crystals --> not bad
Rewards: 0% because you don't get anything to kill another player --> horrible idea.
Penalties: 50% you get infamy points, maybe in the future also get penalties --> very bad idea.
Calypso Profile Options #4

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Has anyone ever actually lost a crystal to a pvp death yet? I haven't, in something to the effect of 50 deaths across 5 characters.
neo_bpm Profile Options #5

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Calypso on 03/14/2012, 07:07 PM - view
Has anyone ever actually lost a crystal to a pvp death yet? I haven't, in something to the effect of 50 deaths across 5 characters.


I lose a lot of crystals playing OWPvP.
Revoltz Profile Options #6

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Calypso on 03/14/2012, 07:07 PM - view
Has anyone ever actually lost a crystal to a pvp death yet? I haven't, in something to the effect of 50 deaths across 5 characters.
You lose crystal upon death in both pvp and pve.
DarkFayth Profile Options #7

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Good idea, but too many people think it will kill PvP because they are scared to lose something.
neo_bpm Profile Options #8

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OWPvP need to be more interesting, PvP players give continuity for the games but TERA hasn't it.
Lemonseed Profile Options #9

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Mainstream gamers are too carebear for risk

Although to be fair good crystals are rare and expensive later on
LeafArrow20 Profile Options #10

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From my experience if the risk is too great people will not PvP.

Coming from early Aion, the thought of losing AP was just too high a risk for people. On the server I was on (Kaisinel?) the abyss was void of people. Generals would sit in a safe haven and earn AP through PvE means rather than risk going out into the OW and losing 20k AP because of a zerg. There was no PvP. I suppose there was Dredge, but it was ruined because of exploits and the PvPvE factor. It just wasn't the same as pure PvP. It was depressing and the main reason I retired that game just a couple of months after release.

However, as the OP stated, a risk to PvP/PKing is a must have. It just wouldn't be the same if I knew I could die 50 times without any repercussion. The PvP risk in Tera is at a good place IMO. The thought of losing a crystal is bearable. I think the majority of people feel the same way. Let's keep it that way.

I also agree there should be penalties to ganking lowbies. I'm not too well versed on the Infamy system so I'll just hold my tongue for now.

Personally, I'm against a PvP reward system that ultimately leads to gear or specialized items (i.e. Abyss pots in Aion). Granted, in theory it leads to more people actually participating. But since this isn't a faction game, I'm sure there will be plenty of OWPvP. I feel the reward of a well fought fight and earning a reputation is enough to satisfy me.