When are you guys going to introduce incentives for world pvp and GvG? I hear a lot of people asking and talking about this. There is Guild vs. Guild wars, but no actual and tangible incentives for individuals AND guilds to pvp. Yes, I am aware battlegrounds are coming out, but if you guys do not introduce incentives for world pvp then battlegrounds will make open pvp even less desirable. Ideas I have heard floated are....A GvG vendor where people trade in badges acquired from killing people in open world....looting gold from body of person who is killed in open pvp or some kind of salvage useful for crafting, etc....badges useful for the guild to increase and/or sustain a new guild leveling system with special items/gear/privileges/social features/etc. There are many other ideas, but what is absolutely critical is that we get some tangible and substantial incentives. Please let me know when/if incentives for world pvp will be coming.
BGeezzy
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#2
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what she said ^^^
Nefasto
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#3
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One world: SIEGE
Nezerath
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#4
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I agree, I believe that there should definitely be more of an incentive to open world pvp/gvg. Something along the lines of gvg leaderboard ranking system, some sort of gvg vendor with kill point requirements, special ingame titles, etc.
OronDread
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#5
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Since when was the joy of killing people (virtually) not incentive enough?
1. Remove safe zone status from all outposts.
2. Remove outlaw ability and infamy completely. A real pvp server means pvp is on all the time and everyone is red.
3. Fix death penalty. Death shouldn't be a meaningless event you can simply buy your way out of when you break a few crystals. How do you resolve anything in open world pvp like that? 60 on 60 pvp death should = reduction in combat/stats that up to 15% that has to be worked off. GvG battles should be over when one side has FORCED the other team to retreat to work off their death penalty on boring pve content. Not when one squad gets bored from zerging endlessly with irrelevant risks.
4. Implement GvG seiges and other open world resources worth fighting over and controlling and watch the players create their own content around it.
PvP = fixed.
2. Remove outlaw ability and infamy completely. A real pvp server means pvp is on all the time and everyone is red.
3. Fix death penalty. Death shouldn't be a meaningless event you can simply buy your way out of when you break a few crystals. How do you resolve anything in open world pvp like that? 60 on 60 pvp death should = reduction in combat/stats that up to 15% that has to be worked off. GvG battles should be over when one side has FORCED the other team to retreat to work off their death penalty on boring pve content. Not when one squad gets bored from zerging endlessly with irrelevant risks.
4. Implement GvG seiges and other open world resources worth fighting over and controlling and watch the players create their own content around it.
PvP = fixed.
HK009
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#7
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Never, you will never see any changes that will actually make PvP fun. EME doesn't care about the PvP community.
While all I want is to have incentives to Open World PVP, you have to remember how lame and cheap so many players are.
They will trade kills, trade wins, trade whatever to get ahead without actually earning it. Basically, they will break anything good BHS/EME try to do to make OWPVP what we all so desperately want it to be.
But, I am not trying to troll so maybe I could offer up some other ideas to this brainstorm. I think that the Sieges would be amazing. I think that Vanarch Keeps/Forts/Outposts that have to be defended once a day would be so much fun. Come defend this keep, earn money/rep/etc. Perhaps make the keep have a few special vendors that sell specialty shops at half price to the vanarch guild. (would make being vanarch worth something). If the keep gets taken the vanarch guild loses the ability to access the npcs, but the people who participated in the take over do, or something along those lines.
I'm just throwing *stuff* against the wall and seeing if anything sticks.
They will trade kills, trade wins, trade whatever to get ahead without actually earning it. Basically, they will break anything good BHS/EME try to do to make OWPVP what we all so desperately want it to be.
But, I am not trying to troll so maybe I could offer up some other ideas to this brainstorm. I think that the Sieges would be amazing. I think that Vanarch Keeps/Forts/Outposts that have to be defended once a day would be so much fun. Come defend this keep, earn money/rep/etc. Perhaps make the keep have a few special vendors that sell specialty shops at half price to the vanarch guild. (would make being vanarch worth something). If the keep gets taken the vanarch guild loses the ability to access the npcs, but the people who participated in the take over do, or something along those lines.
I'm just throwing *stuff* against the wall and seeing if anything sticks.
Demoth
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#9
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TotallyNotBroc on 06/14/2012, 08:06 PM - view
Death penalties for just being on a PvP server is something I could see really killing off the PvP community and whittling it down to triple digit numbers per server, especially if there were no safe zones.... Though safe zones really need guards attacking people, NOT being unable to attack.
Death penalties would result in massive zone zergs, and I seriously doubt that there would be counter zergs to push PK'ers out of an area; I think people would just get frustrated and leave.
Back in the days of UO, you could just murder who you wanted, but you would get swarmed by guards.... People still did it because it was fun to jack people. However, the population numbers then were no-where near what they are for current MMO's consider viable.
That, and only the most hardcore people really played those older games with better PvP-rewarding MMO's because if you had a job / life outside of grinding for the most powerful character, you were effectively blocked from making any progress (to fight back) because you were ganked and camped.
In short, PvP needs risk and reward, this is true. But if the risks are too high then people simply won't play because it's stressful being unable to play a game because 300 lbs Timmy-no-life can shut down a zone with his friends.
1. Remove safe zone status from all outposts.
2. Remove outlaw ability and infamy completely. A real pvp server means pvp is on all the time and everyone is red.
3. Fix death penalty. Death shouldn't be a meaningless event you can simply buy your way out of when you break a few crystals. How do you resolve anything in open world pvp like that? 60 on 60 pvp death should = reduction in combat/stats that up to 15% that has to be worked off. GvG battles should be over when one side has FORCED the other team to retreat to work off their death penalty on boring pve content. Not when one squad gets bored from zerging endlessly with irrelevant risks.
4. Implement GvG seiges and other open world resources worth fighting over and controlling and watch the players create their own content around it.
PvP = fixed.
Death penalties for just being on a PvP server is something I could see really killing off the PvP community and whittling it down to triple digit numbers per server, especially if there were no safe zones.... Though safe zones really need guards attacking people, NOT being unable to attack.
Death penalties would result in massive zone zergs, and I seriously doubt that there would be counter zergs to push PK'ers out of an area; I think people would just get frustrated and leave.
Back in the days of UO, you could just murder who you wanted, but you would get swarmed by guards.... People still did it because it was fun to jack people. However, the population numbers then were no-where near what they are for current MMO's consider viable.
That, and only the most hardcore people really played those older games with better PvP-rewarding MMO's because if you had a job / life outside of grinding for the most powerful character, you were effectively blocked from making any progress (to fight back) because you were ganked and camped.
In short, PvP needs risk and reward, this is true. But if the risks are too high then people simply won't play because it's stressful being unable to play a game because 300 lbs Timmy-no-life can shut down a zone with his friends.
Tman229
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#10
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OronDread on 06/14/2012, 07:48 PM - view
In terms of RL and RP, how many people actually just kill people just for the joy? As a rpg game, there should be many reasons available within the game to kill whether it'd be joy, payback, or reward.
Since when was the joy of killing people (virtually) not incentive enough?
In terms of RL and RP, how many people actually just kill people just for the joy? As a rpg game, there should be many reasons available within the game to kill whether it'd be joy, payback, or reward.