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: » 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.
Veeshan wrote: » 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. lawless zones are identical to how open oceans is said to function so yes they are intended to be permaments. Also lawless zones will occur around destroy nodes aswell temporaryily so again still feature for release
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.
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)
Noaani wrote: » 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. Then the lawless zones are pointless.
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.
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: » 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.
mainedutch wrote: » I think people want more area to fight than on the back of ships.
Azherae wrote: » Well, I'm not talking about all PvP players, since I'm one myself. 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!' On the other hand, I get the 'frustration' of 'I logged on to PvP and there are no PvP zones right now'.
ruxa wrote: » Azherae wrote: » Well, I'm not talking about all PvP players, since I'm one myself. 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!' On the other hand, I get the 'frustration' of 'I logged on to PvP and there are no PvP zones right now'. These people are a small minority and most will still play the game even if there are no lawless zones. If they will still play the game and they're a minority, there's no benefit to AoC for creating lawless zones.
ThevoicestHeVoIcEs wrote: » Noaani wrote: » 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. Then the lawless zones are pointless. Nope, people by their nature have preferred activities, you like ir or not.
Noaani wrote: » mainedutch wrote: » I think people want more area to fight than on the back of ships. If it is anything like Archeage PvP at sea, the fighting will take place on the ships, in the water, under water and in the air, all at the same time. And also keep in mind, naval PvP is more ship vs ship, rather than player vs player - at least to start. If you are at the point where you are fighting on the deck of your ship, things probably kicked off 15 minutes ago.
daveywavey wrote: » mainedutch wrote: » I think people want more area to fight than on the back of ships. You can already fight pretty much everywhere. The only point is if that person you're trying to fight doesn't want to fight back, they can choose not to, and then it's on you whether or not you keep going. You just don't want to have to make that decision.
mainedutch wrote: » Veeshan wrote: » 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. lawless zones are identical to how open oceans is said to function so yes they are intended to be permaments. Also lawless zones will occur around destroy nodes aswell temporaryily so again still feature for release According to the Wiki, this is not true. Lawless zones will leave with the addition of the open seas. Unless I'm misunderstanding something here (even though it's written it's leaving after alpha-2), they're not permanent. I think people want more area to fight than on the back of ships.
ThevoicestHeVoIcEs wrote: » mainedutch wrote: » I think people want more area to fight than on the back of ships. Yes, I would prefer a land based lawless zones, for variety and other reasons.
Veeshan wrote: » mainedutch wrote: » Veeshan wrote: » 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. lawless zones are identical to how open oceans is said to function so yes they are intended to be permaments. Also lawless zones will occur around destroy nodes aswell temporaryily so again still feature for release According to the Wiki, this is not true. Lawless zones will leave with the addition of the open seas. Unless I'm misunderstanding something here (even though it's written it's leaving after alpha-2), they're not permanent. I think people want more area to fight than on the back of ships. techinically the name lawless zones will leave however the open seas functions exactly the same way as lawless zones so the name lawless zones will leave however the functionality will not it just be renamed to ocean zones instead pretty much every green player will be marked purple when entering the ocean and that exactly how lawless zones function right now aswell. Weather or not islands in the ocean will be considering open sea area i[ up for debate i honostly think they should remaind purple specificly drakathar since it allows for a different feeling of game play having more risk farming there but you can also add more reward or any nodes on that island get a feeling of being piratey and self governed which is a different gameplay around nodes that u get on the mainland and there out of the way that many people can avoid the area being in the middle of the ocean if there not interested so it makes sense to me for this island to be consider open sea zone but we shal see what the devs end up doing there in the future i guess
mainedutch wrote: » Noaani wrote: » mainedutch wrote: » I think people want more area to fight than on the back of ships. If it is anything like Archeage PvP at sea, the fighting will take place on the ships, in the water, under water and in the air, all at the same time. And also keep in mind, naval PvP is more ship vs ship, rather than player vs player - at least to start. If you are at the point where you are fighting on the deck of your ship, things probably kicked off 15 minutes ago. I'm very well aware of how the naval combat will work in game. I was a long time ArcheAge player! What I'm saying here is the plan is to turn lawless zones into naval zones, and I'm saying we should also have land-based lawless zones for people to PvP as well. Not just open waters. (: Hope that makes sense.