Iskiab wrote: » I've played lots of PvP games through the years, I've found there's no need to provide a reason for players to try and kill each other, that's the easy part. The hard part is developing a game where there's a reason to maintain opposing factions. In a lot of games players will jump on whatever side is winning, or will try and join the largest group for the advantage it brings. When one side starts winning it snowballs and the losing side collapses.
Depraved wrote: » farm players, not trees or ores
SorcererKingGown wrote: » I don't understand the incentive to kill other characters. Yes if there is a caravan of materials or preventing a player from using your mining spot that is a pretty decent incentive, but what about all the other times? I remember being told Ashes isn't supposed to be a gank fest (which I am glad for), but with gear drops only occuring for corrupted players what other reasons do I have to ever engage in open world PvP?
Dygz wrote: » Caravans, Node Wars and Guild Wars are all Open World PvP. Open World means not in an instance. And all of the above forms of PvP are not in an instance.
Dygz wrote: » What you may mean is that those are not Free-For-All PvP.
Strevi wrote: » . Depraved wrote: » farm players, not trees or ores Players are a resource too. Farm too much and they die out.
Depraved wrote: » Strevi wrote: » . Depraved wrote: » farm players, not trees or ores Players are a resource too. Farm too much and they die out. new players will join
Noaani wrote: » Depraved wrote: » Strevi wrote: » . Depraved wrote: » farm players, not trees or ores Players are a resource too. Farm too much and they die out. new players will join History suggests otherwise.
SorcererKingGown wrote: » what other reasons do I have to ever engage in open world PvP?
Depraved wrote: » you are only looking at total game population, not server population. people playing on another server dont matter for your server. if players in your server leave for another server, new players will join, or the server will get merged, in which case, you will still have gatherers to farm
Noaani wrote: » Depraved wrote: » you are only looking at total game population, not server population. people playing on another server dont matter for your server. if players in your server leave for another server, new players will join, or the server will get merged, in which case, you will still have gatherers to farm If your best argument for people leaving the game due to being "farmed" is that the developers can then just merge servers to give you more players, perhaps think about that position some more.
Myosotys wrote: » Iskiab wrote: » I've played lots of PvP games through the years, I've found there's no need to provide a reason for players to try and kill each other, that's the easy part. The hard part is developing a game where there's a reason to maintain opposing factions. In a lot of games players will jump on whatever side is winning, or will try and join the largest group for the advantage it brings. When one side starts winning it snowballs and the losing side collapses. Totally agree. If the reasons why a player will engage in PvP are not interesting enough, then PvP players will automatically turn to abusive noob bashing. Let's face it, there will always be players trying to kill noobs over and over. But it is possible to naturally limit this phenomenon, not by coercion but by orienting PvP players towards higher stakes. 1. If there are too many PEX farming zones, the PvP players will have little interest in defending their xp area. They will be frustrated and the risk of noob bashing will increase. 2. The same goes for the resource farming area. If the resource farming areas are well distributed (not too many), there will naturally be PvP to defend these areas. 3. The same goes for the bosses, too many bosses will limit the potential encounter rate between players. In conclusion, the game should be designed so that the natural evolution of the PvP player leads to combat. In this case, the PvP player will be too busy living his life in the game to think about taking on noobs. The free PK will then be opportunistic and not abusive.What I suggest : 1. Bosses/Mini-bosses - Bosses/mini-bosses must be long to kill. Even thos which are not very strong, it must take a loooong time to get killed. - Bosses/mini-bosses must loot some very rare gear/items. And not only are but also unique (If a player is loooking for an item, he must know that he find it only on this boss). - The respawn must be regular and not random (if random, then the server should ve alerted that in XXX minutes that boss will spawn). - The time to reach a boss area but not too short to avoid players that has been kicked to return in 20 seconds. 2. Farming area Ressources must be very located. (Not every ressources a little bit everywhere). 3. Most PEX areas must offer a low/medium xp/hours. Only few pex areas must offer in significantly good rate xp/hour to force people to fight for the best areas. The people who prefer to play with low risk can still pex in the low/medium xp/hours areas If these pointed are respected, the pvp should be fun.
BaSkA13 wrote: » but again, semantics. And worrying about semantics is usually a waste of time.
Depraved wrote: » unless the game is garbage, new players will join
players have been getting farmed for 20 years in other games. still one of the most played mmorpg
Noaani wrote: » When players leave due to being farmed, they generally go to a different game, not a different server. Sure, some may go to a different server, but they will only ever do that once. If they are being farmed again there, then the next move will be to a new game 100% of the time.
SorcererKingGown wrote: » I understand the incentive to kill corrupted players. I don't understand the incentive to kill other characters. Yes if there is a caravan of materials or preventing a player from using your mining spot that is a pretty decent incentive, but what about all the other times? I remember being told Ashes isn't supposed to be a gank fest (which I am glad for), but with gear drops only occuring for corrupted players what other reasons do I have to ever engage in open world PvP?