Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Arena and Loot Gambling
Arya_Yeshe
Member
How about having gambling arenas?
But gambling your own gear only, nobody else is allowed to gamble otherwise people will manipulate results
I will explain as Conference and Divisions since many people are familiar with these terms.
Boring Conference:
Grown up Chad PvPer Conference:
Having solo or teams is fine
But gambling your own gear only, nobody else is allowed to gamble otherwise people will manipulate results
I will explain as Conference and Divisions since many people are familiar with these terms.
Boring Conference:
- 0% loot drop division
- Carebears
- AFK players farming tokens or something
- Gold farmers
Grown up Chad PvPer Conference:
- 50% drop aka junior division
- 100% drop aka master division
- Sweaty PvP
Having solo or teams is fine
PvE means: A handful of coins and a bag of boredom.
1
Comments
Y'all are making me wish I had made some sort of bet with CROW3 about this.
I should make a bingo card.
Also, people with ridiculous gear won't have the courage to join it, unless they are YOLOing
Yes, of course, gotta 'filter off all them scrubs'.
Arcana Heart foreva!
We still have time. 😉
That is for sure!
Write that on stone!
There will be also people who will bring trash gear and will farm gear in the 50% and 100% loot drops and they will upgrade themselves for free just with loot
- If you're gambling gear or whatever resource, is that not just gambling?
- If there isn't a minimal entry gear score then people will just farm low end gear?
- Farming loot from the arena to be sold or used to sell off other gear is as it it sounds.
- It always effects the economy regardless of severity, micro or macro.
- Creates incentive to arena over world conflict.
- Could create reason for people to throw matches especially if certain pieces are up for grabs
- Not much different than having a node provide resources for crafting regardless of entry fee like a poker
tournament with buy-in or house prize pool provided by node itself through mayor.
- a really good PvP'r or group of players could just never have to do anything else in the game if they farm gear
from players and store it away
- sounds problematic to various systems as a work around
Sorry if I sound like a know-it-all but I'm just discussing. ^^
Hmm, then you call skill-based pvp gambling? If you are responsible for your wins and losses you don't gamble.
The only gambling aspect would be the player roulette you play in instanced arenas, but if it's done player-driven by meaningful choice or even if you play with tournament rules it is still your skill winning or losing.
We need minimal gear score ladders then in increments that make sense.
Motivating with all-or-nothing rewards ofc too.
I believe it is the opposite effect, where you craft or buy stuff just for doing arena fights or because you lost them by being a weak arrogant Yolo pvper
There should be enough motivation for world conflict other than combat by itself. If not then there is potential for improvement Steven!
But it is more exciting to win stuff than to get it for other reasons.
Then this group found its holy grail in the game. I would be happy for them rather than cursing their play style.
Rather balancing problems for later than less creative, player-driven content.
haha no worries.
In terms of "skill" based pvp.. that depends on what type of system and to what degree of actual skill is involved. If the game favours RnG for things such as defensives, evades, blocks and overall hit chances it is essentially rolling the dice except there is no pre-determined item up for grabs. In a way, lowers the required amount of actual skill by creating a system based on luck vs skill.
Intrepid is already planning seasonal rewards last time I checked. Sure, the players can just trade on their own outside of this system too. It just feels like pointless motivation to arena especially with all the issues that could come from it. If you have an 8 vs 8 arena match, that's just 8 players calling dibs on gear to either use, repurpose or sell. If it's a tournament, players could just quit when they get what they want.
Need's more purpose with conditions or it's just pointless and problematic.
Yes.
Generally, I'm against accuracy as a stat, so if skills buff evasion that's okay just keep the "luck range" between stats at a minimum or out of the game completely...
Dodging, LoS should be enough, who needs random stat ranges anyway?
Creating a situation where if the node wants to have a large festival gathering. The mayor can put up a very rare or powerful item up as a reward.
Provide a node bonus for the festival month like reduced taxes, increased economics, reputation based on the number or gladiators that enroll to compete. Then allow maybe a bookie system to handicap and rate matches and allow betting in that.
That sounds cool! So there wouldn’t be a loot arena at all times; instead, such events would be like a PvP festival, akin to Woodstock for bloodthirsty people. Not a bad idea.
Well, I am thinking for many weeks about the possibility of having an arena bank:
This setup would make players accept that once they deposit something, it is effectively lost. And, they would prepare accordingly, starting with cheap gear and potentially bringing better items in the future when they feel more confident.
These items could have the restriction to be used only in sieges by the citizens of that node.
The arena would ensure that such powerful items go into the hands of the best fighters.
It would come from the players themself. So if the node and mayor attempt to have a very large festival drawing in spectators and participants from across Verra. It would be a gamble for the node, a legendary item as the main prize for the main event. Whether that be a 1v1 duel, or a duo, or and 8v8 battle royal I wouldn't have a problem with the strongest or most powerful person winning that item as the best gladiator of the games.
But it opens up the possibilities that other competitive characters or groups would want to take the time to travel to this node, paticipate in the games, and perhaps become crowned champion(s)
Again, providing not just foot traffic for the node buildings and crafters. But also a temporary node bonus to some node attributes based upon the number of attendees throughout the festival and games.
Heck, even extend this out to the guild castle. Giving the castle owners a mechanic to host a gladiator games which can bring benefits to their entire barony. Perhaps even some political subterfuge with the thought that a period of peace is in place around the castle. Allowing "gladiators" from all around Verra to come. Is there risk in having lots of players from potentially enemy guilds wandering around your castle during this event.
I would prefer those gear pieces to be created by the node NPC crafters and "fueled" by the community who would donate resources. Once completed, should belong to the node itself and players would just gain the right to use them for a certain time and to have to fight to retain them, just like guilds fight to retain castles.
But there should be enough gear sets and other reward types to encourage players to participate into these fights.