NiKr wrote: » Noaani wrote: » If they were connected, the more risk you actually face (not potentially face), the greater your rewards. If your server has way less pvp then it means that you don't need more people for any given content at any given time. So the reward you get for, say, killing Big Monkey boss would be split across fewer people. Dolyem's server would have way more competition, which would make the whole encounter with the Big Monkey require more people (either in the same group or split into the "farming" and "protecting" groups). But all of those people would have to be rewarded for their efforts, so whatever the reward from the boss would be - every member would get a smaller part.
Noaani wrote: » If they were connected, the more risk you actually face (not potentially face), the greater your rewards.
This is also a reason why pvp inclined people get kinda butthurt when pvers ask for pve servers. Because in that case they'd be getting higher reward for less risk.
Raven016 wrote: » Also on a PvE server would be better to have more Big Monkey bosses, even instanced, because if fewer players can kill it, the others do what? Or maybe efficiently farming the Big Monkey boss gives more in return in a given time than on a chaotic PvP server?
Noaani wrote: » If we assume risk vs reward means "PvP", and if risk vs reward were connected, if you faced more PvP killing that monkey, you would get more reward. It doesn't matter how many people you bring.
Noaani wrote: » PvE has risk vs reward in some aspects. You can often opt to take on a harder version of a mob or an easier version. The harder version is obviously harder, but has either more or better loot.
Noaani wrote: » Dolyem wrote: » By that logic, every server should have the exact same nodes progressing in the same way. Because, from my understanding, we should each have the exact same experience according to you. My logic isn't that anything in the game should change - it is simply that calling PvP "risk vs reward" is inaccurate.
Dolyem wrote: » By that logic, every server should have the exact same nodes progressing in the same way. Because, from my understanding, we should each have the exact same experience according to you.
Dolyem wrote: » I disagree, you believe that risk and reward being connected requires correlation.
NiKr wrote: » Can't you see that these are the same situations?
Percimes wrote: » George_Black wrote: » Yall got 0 memory capacity? The reason to fight is to claim the spot which give the best xp, which will lead you to more levels, more ekills, better gear. Correct me if I'm getting you wrong. You've always been one to push for long and hard leveling, that going through that had to feel like an accomplishment and not a free ride. So, one part of your motivation for PvP is feeling you're cutting that time to go through with your efforts, that your actions have a direct impact on the speed of your progress.
George_Black wrote: » Yall got 0 memory capacity? The reason to fight is to claim the spot which give the best xp, which will lead you to more levels, more ekills, better gear.
George_Black wrote: » Percimes wrote: » George_Black wrote: » Yall got 0 memory capacity? The reason to fight is to claim the spot which give the best xp, which will lead you to more levels, more ekills, better gear. Correct me if I'm getting you wrong. You've always been one to push for long and hard leveling, that going through that had to feel like an accomplishment and not a free ride. So, one part of your motivation for PvP is feeling you're cutting that time to go through with your efforts, that your actions have a direct impact on the speed of your progress. In an owpvp mmo everybody has the same chance to be attacked, me included. It is equal for everybody. Whoever is the better mmo player overall, both in progressing and in fighting off other players, is considered the winner. Managing to progress your character, building wealth and gaining good gear, influencing server events due to alliance rivalries and war, whilst constantly being under the threat of random pvp, is a great experience. I dislike restricted pvp (Battlegrounds, pvp zones, faction based pvp "reds vs blue" ) etc etc, because it removes player agency and the option to take matters to ones own hands and prevail. For me, winning 1 battleground or 1000 is totally pointless. Winning random encounters in the open world, while I aim to progress my character, or establishing dominance with my large guild, or fame with my smaller guild is way more important. I push for a lengthy time to reach level cap because I dont want the journey to end. And I advocate you level cap increase, new gear, new hunting zones, few new class abilities and new quests, every 1-2 years for the same reason. So that the journey never ends. Look at eso, wow and ff14. These people are on a treadmill. The same dungeons 100000 times. The same battlegrounds "10 mins of fighting, win or lose" with people you dont really interact because they are a just random opposing team. The journey and the adventure of these mmos ends quick and it is borring through-out.
Abarat wrote: » Dhaiwon wrote: » You are still somewhat focusing on, or at least describing, meaningful in terms of direct gains/losses. Whereas i'm more thinking in the general term for there to be "a good reason" to fight. As in, not fighting for fighting sake. Can you try to give some examples of what you mean? where there is a "good reason" to fight, but no direct gains/losses?
Dhaiwon wrote: » You are still somewhat focusing on, or at least describing, meaningful in terms of direct gains/losses. Whereas i'm more thinking in the general term for there to be "a good reason" to fight. As in, not fighting for fighting sake.
George_Black wrote: » The stories about L2 wars, hatred, mutual respect, betrayal and unlikely friendships, between guilds, cause by individual players, starting from 1 server and ending up across many, from EU to NA, are too many to tell, and so I gave up the original post that I started. I hope this will suffice. One more thing. NONE of that has happened in any mmo without owpvp.
Noaani wrote: » Dolyem wrote: » I disagree, you believe that risk and reward being connected requires correlation. If there is no correlation, then it is not risk VERSUS reward. It is "risk is a component of the game, and reward is a seperate, disconnected component of the game". Again, I am not saying PvP doesn't provide some risk, I am saying it doesn't provide actual risk vs reward, because the reward component isn't connected to the risk component - they are both totally seperate.
SirChancelot wrote: » Dolyem wrote: » SirChancelot wrote: » Dolyem wrote: » Dygz wrote: » A player focused on hunting a player is not really something that the devs design. 🙄 If it wasn't a part of the design, open world PvP wouldnt be a thing, just events and instanced PvP. There's literally a system for players to hunt players that hunt other players. Are you planning on hunting corrupted players? Or just cool with the idea of your character being very corrupted? Both actually. I plan to have a specific load out for each. Perhaps even separate characters. That way when there's too many corrupted I can hop on my bounty hunter, and if there's to many bounty hunters I'll hop on the corrupted character for a challenge. And having a notorious corrupted character sounds fun Doesn't increasing corruption cause decreasing stats? I mean, good luck to you I guess... But my understanding is corruption is aiming to prevent exactly that.
Dolyem wrote: » SirChancelot wrote: » Dolyem wrote: » Dygz wrote: » A player focused on hunting a player is not really something that the devs design. 🙄 If it wasn't a part of the design, open world PvP wouldnt be a thing, just events and instanced PvP. There's literally a system for players to hunt players that hunt other players. Are you planning on hunting corrupted players? Or just cool with the idea of your character being very corrupted? Both actually. I plan to have a specific load out for each. Perhaps even separate characters. That way when there's too many corrupted I can hop on my bounty hunter, and if there's to many bounty hunters I'll hop on the corrupted character for a challenge. And having a notorious corrupted character sounds fun
SirChancelot wrote: » Dolyem wrote: » Dygz wrote: » A player focused on hunting a player is not really something that the devs design. 🙄 If it wasn't a part of the design, open world PvP wouldnt be a thing, just events and instanced PvP. There's literally a system for players to hunt players that hunt other players. Are you planning on hunting corrupted players? Or just cool with the idea of your character being very corrupted?
Dolyem wrote: » Dygz wrote: » A player focused on hunting a player is not really something that the devs design. 🙄 If it wasn't a part of the design, open world PvP wouldnt be a thing, just events and instanced PvP. There's literally a system for players to hunt players that hunt other players.
Dygz wrote: » A player focused on hunting a player is not really something that the devs design. 🙄
Noaani wrote: » How this translated to PvP is that if you have 100 players and I only have 10, sure, you have a greater chance at winning than I do, but it is costing you 10 times what it is costing me. Thus, the actual risk (using the above forumula) is actually about the same for both of us. If we determine that I have a 10% chance of getting the reward in this situation, then we are literally risking as much as each other at 100 hours each.
Dygz wrote: » Abarat wrote: » To illustrate: I believe Dygz is a good person and he would fight evil where ever he encountered it for the betterment of all, particularly if that evil was a car salesman (not a real) game developer. He will not, however, seek out corrupted players or become a bounty hunter. Haha! Yes! You are very close to hitting the nail on the head. Dygz wrote: » The EQNext example is that Dark Elves from Serpentspine Mountains are farming Dryads in Kithicor Forest, stealing their Life magic and transmuting it into Shadow magic to power their spells and augment gear and abilities, like Stealth. Players who rely on Shadow magic will go into Kithicor to farm NPC dryads, but the players in Kithicor will want to prevent that because as Life is drained from the region, blight spreads across the land. Unbeknownst to the players, if too much Life energy is drained, eventually the bonds which hold the Shadow Demons at bay will break and they will march across the world devouring anything living...even the Dark Elves should the Shadow Demons encounter them. At that point, it's in the best interest of all the player races, including the Dark Elves, to ally and attempt to imprison the Shadow Demons again. We have enough Daybreak Games devs on the Ashes dev team to expect Ashes Events to be designed in a similar fashion. If I'm an Elf Druid, I might need to attack and possibly kill the Dark Elf player syphoning the Dryad's Life energy - not because I love PvP or want some uber loot, but because the loss of Life Energy might awaken the Shadow Demons - who will destroy all life in the region - including the Dark Elves. If I'm the Dark Elf Rogue, I'm really just focused on the PvE to maximize my Stealth. But, since Stealth is crucial to the success of my Exploration endeavors, I might have to kill the Druid player trying to stop me from syphoning Life magic from the Dryads. I wouldn't be consciously motivated to PvP for the sake of competition or Risk v Reward. I'm really motivated by Meaningful Conflict. Having maxed Stealth is meaningful to my Exploration, so I'm gonna do what I need to do to max my Stealth. Same for the Druid. I would rather use diplomacy to convince the Dark Elf player to cease. But, if they don't, I might have to kill them for the greater good of the region. None of that is because I crave the adrenaline rush of combat. Or because fear and competition and winning/losing adds spice to the gameplay. That's the kind of PvP encounter I would prefer to have. Rather than - "Oh! Let me see if that player has a bag for carrying the loot I want to steal."
Abarat wrote: » To illustrate: I believe Dygz is a good person and he would fight evil where ever he encountered it for the betterment of all, particularly if that evil was a car salesman (not a real) game developer. He will not, however, seek out corrupted players or become a bounty hunter.
Dygz wrote: » The EQNext example is that Dark Elves from Serpentspine Mountains are farming Dryads in Kithicor Forest, stealing their Life magic and transmuting it into Shadow magic to power their spells and augment gear and abilities, like Stealth. Players who rely on Shadow magic will go into Kithicor to farm NPC dryads, but the players in Kithicor will want to prevent that because as Life is drained from the region, blight spreads across the land. Unbeknownst to the players, if too much Life energy is drained, eventually the bonds which hold the Shadow Demons at bay will break and they will march across the world devouring anything living...even the Dark Elves should the Shadow Demons encounter them. At that point, it's in the best interest of all the player races, including the Dark Elves, to ally and attempt to imprison the Shadow Demons again. We have enough Daybreak Games devs on the Ashes dev team to expect Ashes Events to be designed in a similar fashion.
Dygz wrote: » And, actually, Steven’s version of “PvX” feels even more extreme than having cake shoved down your throat. Steven shoves the cake down your throat, up your shirt, down your pants, in your shoes, in your hair…
Dolyem wrote: » The problem for PvE-only players is they want absolutely nothing to do with PvP, so even a PvX game which is perfectly balanced in utilizing both PvE and PvP sounds abhorrent to them, while a majority of the PvP players will be happy to play the full experience.
Abarat wrote: » did you quote yourself? weird