Azherae wrote: » They are, though?
Azherae wrote: » Also, is it that your requirement for this is very very specific? Like, 'this specific area must always be lawless at all times'? Because I would personally prefer the more 'standard' version of this where the combat zones change. If the Open Seas and possibly the related islands aren't enough for you, that's different from 'the feeling that the game doesn't have any of this'. As for the dissatisfied PvPers, they were always gonna be next to go after the dissatisfied PvEers. Let them go. They have places to go now, or will soon.
Azherae wrote: » I just meant the people who will never be satisfied unless they can do things like 'kill travelers on the road without any system penalty'. The sort of people who are mad that TL dungeons are only PvP at night because 'but then everyone can leave!'
mainedutch wrote: » Yeah, I want PvP too, I'm just differentiating myself from the rest because I'm not raising my pitchforks at the game's current state. I'm well aware it's in its infancy and I trust Intrepid will take it to the right place. Azherae wrote: » I just meant the people who will never be satisfied unless they can do things like 'kill travelers on the road without any system penalty'. The sort of people who are mad that TL dungeons are only PvP at night because 'but then everyone can leave!' And yeah, those PvPers will and should never have a place. You need a damn good reason to kill someone nonconsensually, and it's up to you to decide whether the reward is worth the corruption (whether it's a gatherable, the farming spot, or just because you want the blood). I believe in that system. Hell, I murdered a guy yesterday because he looted my body. Unfortunately, everyone and their mother jumped on me afterward because I turned red, which I think is unfair, but hopefully that gets worked out in time. I also think giving angry PvPers a place to truly kill whatever they want will help lessen their irritation. The thing is there have to be reasons for players to go there besides "I can kill anything that moves" else it'll be dead.
mcstackerson wrote: » Yea, I think stealing resources from someone should flag you.
Pyrolol wrote: » Agreed with permanent and/or bigger contested zones, played every weekend and i haven’t experienced much PvP Disagree with getting flagged due to looting, if you didn’t contribute to the kill why get punished? Also, few big mobs have died on the spot of other players deaths and its accidentally looted the persons body instead of the dead PvE, bit unfair and it’s a bit of a materials loss anyway?
Pyrolol wrote: » Also, few big mobs have died on the spot of other players deaths and its accidentally looted the persons body instead of the dead PvE, bit unfair and it’s a bit of a materials loss anyway?
Veeshan wrote: » They are, lawless zones are basicly the open sea's test bed. I suspect the island Drakkathar or however u spell it might also fall under the same ruleset as open seas (which im kinda hoping would give a pirate vibe i think especialy if there 1-2 nodes on the island)
Pyrolol wrote: » Though, now that you mention it If looting corpse’s flags PvP and encourages more PvP to happen It actually doesn’t sound too bad, if this creates more random fights to happen
mainedutch wrote: » There should always be the threat of PvP in the normal zones, and it should come with corruption (agreeable). That adds interest and risk to the gameplay. It also makes gankers think twice before jumping on you. But there needs to be lawless zones with attractions to bring people into the zones so those PvP maniacs can get their fill. This will offer more balance to the gameplay, giving a place for PvPers to go knowing they will always get sum' and even deter them from becoming griefers because it's their only option.
ThevoicestHeVoIcEs wrote: » Yes, the lawless zones should be permanent and not just limited to seas. I would push it further and make them attractive for rare mob / resource farming, but also introduce environmental hazards like, magical anomalies, poison/corruption fog, aggressive mobs. All could be tied with The Ancients lore, make lawless zones "no mans land" corrupted and destroyed by some ancient battles. Where excessive magic and corruption mangled the world beyond repair, so you cannot stay there for long without dying.
Noaani wrote: » ThevoicestHeVoIcEs wrote: » Yes, the lawless zones should be permanent and not just limited to seas. I would push it further and make them attractive for rare mob / resource farming, but also introduce environmental hazards like, magical anomalies, poison/corruption fog, aggressive mobs. All could be tied with The Ancients lore, make lawless zones "no mans land" corrupted and destroyed by some ancient battles. Where excessive magic and corruption mangled the world beyond repair, so you cannot stay there for long without dying. This is the fastest way to make the rest of the game irrelevant.
ThevoicestHeVoIcEs wrote: » Noaani wrote: » ThevoicestHeVoIcEs wrote: » Yes, the lawless zones should be permanent and not just limited to seas. I would push it further and make them attractive for rare mob / resource farming, but also introduce environmental hazards like, magical anomalies, poison/corruption fog, aggressive mobs. All could be tied with The Ancients lore, make lawless zones "no mans land" corrupted and destroyed by some ancient battles. Where excessive magic and corruption mangled the world beyond repair, so you cannot stay there for long without dying. This is the fastest way to make the rest of the game irrelevant. A matter of balance, no one said those rare mobs and resources have to be exclusive to the lawless zones. The same grade of resources could be added to group pve content.
mainedutch wrote: » Veeshan wrote: » They are, lawless zones are basicly the open sea's test bed. I suspect the island Drakkathar or however u spell it might also fall under the same ruleset as open seas (which im kinda hoping would give a pirate vibe i think especialy if there 1-2 nodes on the island) They are not intended to be permanent. Lawless zones are only supposed to be in the Alpha, not the official release. See my above comments. That's really the point of this post! And yeah, I'm hoping these end up being some cool pirate islands, sorta like the ones in ArcheAge.
daveywavey wrote: » mainedutch wrote: » There should always be the threat of PvP in the normal zones, and it should come with corruption (agreeable). That adds interest and risk to the gameplay. It also makes gankers think twice before jumping on you. But there needs to be lawless zones with attractions to bring people into the zones so those PvP maniacs can get their fill. This will offer more balance to the gameplay, giving a place for PvPers to go knowing they will always get sum' and even deter them from becoming griefers because it's their only option. Why do you need to be able to freely kill players that don't fight back? Do you even class that as Player Versus Player, when it's actually Player Versus Nothing?
mainedutch wrote: » Alright, we all know that PvP is a highly contentious subject right now. Many people are saying making PvP toggleable. Many say make PvE servers. Many say remove corruption.