George Black wrote: » PS. The massive difference I see in mmorpg games is the sense of fulfilment. People used to open world mmorpgs get satisfaction from large scale guild content, be it wars out in the open, naval battles or sieges.
unknownsystemerror wrote: » The thing with linking pvp rewards and titles to leaderboards and kill counts is they are easily gamed unless random. When you introduce the human element to both sides, someone is going to cheat. Either in gambling or games. If you need an example in gaming, look to ESO and Cyrodiil Emperor swapping which gives titles, unique skill line and other benefits. The "megas" would decide among themselves who was going to control it and then would instruct their guildmates to run up and die to an opposing faction member to "feed" kills to their choice. Everyone was in on it. Still goes on. This is just one example. Most games have them. WoW also. Intrepid is aware that this happens in pvp and the solution they have come up for military nodes is for people to have champions that they outfit fight in the arena so there is an even playing field, and it comes down the every chest thumpers much vaunted "skill." While this won't fix the problem completely, it will allow a random pvper who is better than the other guy to win vs some artificial kill count that can be easily manipulated. If they do add pvp achievements or leaderboards to the game that give bragging rights and rewards, they should look to removing the human vs human control factor from it also.