Sjelden wrote: » New World's city sieges, but both were arranged in the sence that everyone knew a battle would occur. The time and location was predetermined, and for Battlegrounds, the numbers are usually known (and balanced) as well.
Azherae wrote: » Making good PvP is easy. Step one (and this one is important), DON'T do any of the few hundred things that make bad PvP. Once you've done that, just decide which group of whiners you'll appease and which group you'll oppose and you're done. Simple and elegant.
Azherae wrote: » Usually this is where people surrender the match and go on to the next match or disconnect mid-match and stop for the night. PvX MMOs are the same, they just 'surrender' 100x slower. Oh, and there's no matchmaking in MMOs so good luck with that.
Noaani wrote: » Azherae wrote: » Usually this is where people surrender the match and go on to the next match or disconnect mid-match and stop for the night. PvX MMOs are the same, they just 'surrender' 100x slower. Oh, and there's no matchmaking in MMOs so good luck with that. While perhaps not the takeaway from your post that you may have wanted, it just occured to me that this is actually another example of the phenomenon of players leaving PvP games that I have been talking about for years on these forums. It actually is the same thing as people in a lobby game surrendering or dropping, the difference being that in a persistent world MMO,they dont have the option to just join another match.
Laetitian wrote: » \ The carebear-pandering in the game you two would design with these assumptions would literally create Wizard 101.
You desperately need to get used to the idea that, even if ArcheAge and LineAge didn't turn into the dominant games on the market, game design for PvP-friendly games still needs to look different, and appeal to a different playerbase, than WoW or EQ2.
Noaani wrote: » Laetitian wrote: » You desperately need to get used to the idea that, even if ArcheAge and LineAge didn't turn into the dominant games on the market, game design for PvP-friendly games still needs to look different, and appeal to a different playerbase, than WoW or EQ2. In order for this to be true, one would need to assume that these two games only appeal to one type of MMO player. They do not. There are many people playing WoW that love PvP and get their PvP fix either on a PvP server or in the games arena.
Laetitian wrote: » You desperately need to get used to the idea that, even if ArcheAge and LineAge didn't turn into the dominant games on the market, game design for PvP-friendly games still needs to look different, and appeal to a different playerbase, than WoW or EQ2.
Noaani wrote: Does Wizard101 alert the entire server to where a a guild at, and is very slowly heading with some of the best loot in the game, in a battleground (removing corruption) so that others have the ability to attempt to ambush them? Because that is what I have suggested.