Fiddlez wrote: » I am curious if AoC has considered or have any systems that reward player interactions to promote a positive community? So because AoC is an open world PVP game there's a lot of conversation about penalties to prevent griefing. One thing I don't see a lot of is conversation about are rewards to promote good behavior. An example I was thinking of was GW2. In GW2, as most are probably aware there are constant rewards for helping other players. Not only are you rewarded but you are also not negatively impacted by the help. Whether it's killing mobs, assisting in quests or small to large events. I am a big fan of their event system and how it promotes working together more then a typical Exclamation or Individual quest system. It also encourages other players to join in and assist seamlessly. If a player goes down during the event you are awarded experience for rezzing him, or at anytime really. While AoC might have different styles of rezzing my point is that in GW2 there is at least the feeling of a far more "work together" community. Considering AoC is the return of all these people to the world they abandoned I believe this would fit the lore to include these type of systems. The other side of it is when you do offer penalties to players for bad behavior you are also inherently taking away the positive reward as well.
Depraved wrote: » Fiddlez wrote: » I am curious if AoC has considered or have any systems that reward player interactions to promote a positive community? So because AoC is an open world PVP game there's a lot of conversation about penalties to prevent griefing. One thing I don't see a lot of is conversation about are rewards to promote good behavior. An example I was thinking of was GW2. In GW2, as most are probably aware there are constant rewards for helping other players. Not only are you rewarded but you are also not negatively impacted by the help. Whether it's killing mobs, assisting in quests or small to large events. I am a big fan of their event system and how it promotes working together more then a typical Exclamation or Individual quest system. It also encourages other players to join in and assist seamlessly. If a player goes down during the event you are awarded experience for rezzing him, or at anytime really. While AoC might have different styles of rezzing my point is that in GW2 there is at least the feeling of a far more "work together" community. Considering AoC is the return of all these people to the world they abandoned I believe this would fit the lore to include these type of systems. The other side of it is when you do offer penalties to players for bad behavior you are also inherently taking away the positive reward as well. what is a positive community, what is good behavior and what is griefing and who defines that? (obv is) why cant you just help someone out of the kindness of your heart...of because he is your friend. also why not compete instead? lets have healthy competition, if everybody is friends with everybody, no one would compete? maybe. no sieges no nothing?
CROW3 wrote: » Hm… an inverse corruption system. I can imagine the threads after that monthly update.
Depraved wrote: » i understand what you mean but you can help people out of the kindness of your heart. also, pking isn't evil
Fiddlez wrote: » Depraved wrote: » i understand what you mean but you can help people out of the kindness of your heart. also, pking isn't evil You definitely can but League of Legends players can also just be better. In World of Warcraft players are punished for playing with other players that aren't as experienced. In FF14 players are rewarded which ends up in a MUCH more positive community. The reality is unless there's a system or reward for doing it then people simply won't. I don't think PVP is really evil but the player being killed might disagree.