PvP Incentive - Yet another idea

Spuff Profile Options #1

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Everyone is coming up with great ideas about incentives for OWPvP. People are even giving good reasons to bring back the jails system which could actually be done if implemented properly.

Before we all jump to conclusions and just flat out say that "OWPvP is fine the way it is because it's on a PvP server!" Well... it is, but let's be realistic here; we need an incentive. It's almost like going to work without getting paid.

We know that there is a penalty for death and that's the lose of your hard earned crystals. What if we were to add Valkyon points almost like Realm or Abyss points, like most games, for each person you kill. Instead of creating PvP armor and PvP weapons ( or add them ) they should impliment PvP crystals. Crystals that enhance player damage, player crit damage, player defense, player crit resist.

If we think about it these crystals will be most likely easy to lose the more we participate in PvP but it will give us that much more of a reason to keep buying these PvP crystals.

I shoundt have to go into great detail on how this should work but EME and you guys get the general idea.

I'm just saying that there has to be SOME sort of incentive to OWPvP. They need to add something... anything other than this "infamy" Killing low level players will create this infamy but if you want them PvP points then kill someone of your level or higher for more.

echo419x Profile Options #2

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I agree there should be some incentive (lets phrase it as a more long term incentive) to PVP
because just doing it because we can, will not last for very long for a lot of people. People want a reason not all ppl do some hardcore guys just do it, but in this video game era ppl will always want some kind of reward or something tangible they can see that will allow them to do what they really
like doing and THATS PVP :)
Roda Profile Options #3

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Roda Lvl.60
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I'm pretty sure I saw PvP crystals for sale in your average, every day, crystal shop. .__.
And I think Valkyon points exists, but for BGs. I'm sure it's not out of the question for EME to apply it to OWPvP. (The only real problem I see with this is that this may cause the need to have PvPed to be competitive in PvP) But there needs to be an option to be able to gear up through both PvE AND PvP.

Personally, what I really would really like to see is more OWPvP content. Trinkets and numbers are fine for a while, but once I've collected all the trinkets, and once my numbers have gotten as big as they're gonna get, I want something to keep me occupied. I want context, I want a reason for killing another player in the open world other than red = dead. Sieges, RvR(vR, because 2 sides suck), OWPoliticalPvP (an engaging jail system of course), bounties, you name it... objectives, people, OBJECTIVES! :D Why do hardcore PvEers get progression raiding, when all hardcore PvPers get arena, or BG grinding? Sure you're fighting smarter opponents, but you're still doing it within the same deathmatch / CtF / resource holding templates?

An MMO shouldn't be about the destination, but the journey, and the journey should never end. ;D
Edited by: Roda about 1 year ago
wabbitseason Profile Options #4

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The objective in OWPvP should be player-driven and not scripted. For example: BAM with excellent PvP drops randomly spawns in a contested area. Instead of: oh go attack this fortress for 20 pvp points.

Bounties could work. But I don't agree with the scripted-event model for OWPvP at all.
Roda Profile Options #5

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wabbitseason on 03/22/2012, 09:08 PM - view
The objective in OWPvP should be player-driven and not scripted. For example: BAM with excellent PvP drops randomly spawns in a contested area. Instead of: oh go attack this fortress for 20 pvp points.

Bounties could work. But I don't agree with the scripted-event model for OWPvP at all.

But that's like saying PvEers shouldn't have quests because there are mobs of various difficulty spread around the world. With certain "PvP hubs" scattered all around the world, players can all gather there to PvP over a common goal.

And it doesn't have to be for X PvP points.
Say there's a designated gathering spot, like it's rich in all kinds of resources, your guild could "capture it" (through an in-game mechanic) and be continuously gathering in that area (so you could make weapons, armor, and potions for your guild) until another guild comes along and tries to take it from you.

And I'm not talking about Aion's dinky sieging system where fortresses inexplicably become un-invulnerable for a period of time. I'm talking about if you don't like a Vanarch, you can go to his city and overthrow that [filtered]. Not quite sure how it would work, but it seems like an awesome addition to the political system if it could work!

Also I forgot to mention that I'm super excited for the server v server v server v server!
Edited by: Roda about 1 year ago
Locusani Profile Options #6

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Here's an incentive to OWPvP.

You find a lonely player killing some mobs. You say, "Hello!"

The player says "hi".

You say, "If you give me 50000 (or whatever crystal+inconvenience cost is) I won't kill you."

Player says, "[censored] [censored]"

You kill Player.

You find player again. He pays, or you kill.

After a while you build up a reputation, and possibly a whole band of bandits.

People learn to pay up, and you make a tidy sum.

There you go, incentives to OWPvP without the inclusion of any horrible gear tokens that turn the whole thing into a godawful grind!
jkkennedy Profile Options #7

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Locusani on 03/22/2012, 09:37 PM - view
Here's an incentive to OWPvP.

You find a lonely player killing some mobs. You say, "Hello!"

The player says "hi".

You say, "If you give me 50000 (or whatever crystal+inconvenience cost is) I won't kill you."

Player says, "[censored] [censored]"

You kill Player.

You find player again. He pays, or you kill.

After a while you build up a reputation, and possibly a whole band of bandits.

People learn to pay up, and you make a tidy sum.

There you go, incentives to OWPvP without the inclusion of any horrible gear tokens that turn the whole thing into a godawful grind!


What really happens..

Player tells you: "Here, I added you to my friends list. Come and kill me again, just wasting your own time."

There is nothing there, the player will not pay you because the player is not having to risk anything. The player just laughs that you are deluded enough to believe he would pay ever.
Roda Profile Options #8

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jkkennedy on 03/22/2012, 09:49 PM - view

What really happens..

Player tells you: "Here, I added you to my friends list. Come and kill me again, just wasting your own time."

There is nothing there, the player will not pay you because the player is not having to risk anything. The player just laughs that you are deluded enough to believe he would pay ever.

^This happened a while ago.

People laughed that guy off the forums.
Spuff Profile Options #9

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Locusani on 03/22/2012, 09:37 PM - view
Here's an incentive to OWPvP.

You find a lonely player killing some mobs. You say, "Hello!"

The player says "hi".

You say, "If you give me 50000 (or whatever crystal+inconvenience cost is) I won't kill you."

Player says, "[censored] [censored]"

You kill Player.

You find player again. He pays, or you kill.

After a while you build up a reputation, and possibly a whole band of bandits.

People learn to pay up, and you make a tidy sum.

There you go, incentives to OWPvP without the inclusion of any horrible gear tokens that turn the whole thing into a godawful grind!


A grind my good friend actually has incentive. It's called EXP. Our OWPvP currently has no incentive but if it did then OWPvP would actually become even more of a grind because we would want to get ourselves mroe involved. You further pushed our point closer to validation!!! :D
Nkosibaas Profile Options #10

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jkkennedy on 03/22/2012, 09:49 PM - view
Locusani on 03/22/2012, 09:37 PM
Here's an incentive to OWPvP.

You find a lonely player killing some mobs. You say, "Hello!"

The player says "hi".

You say, "If you give me 50000 (or whatever crystal+inconvenience cost is) I won't kill you."

Player says, "[censored] [censored]"

You kill Player.

You find player again. He pays, or you kill.

After a while you build up a reputation, and possibly a whole band of bandits.

People learn to pay up, and you make a tidy sum.

There you go, incentives to OWPvP without the inclusion of any horrible gear tokens that turn the whole thing into a godawful grind!


What really happens..

Player tells you: "Here, I added you to my friends list. Come and kill me again, just wasting your own time."

There is nothing there, the player will not pay you because the player is not having to risk anything. The player just laughs that you are deluded enough to believe he would pay ever.


+1