cyanideinsanity wrote: » wanderingmist wrote: » cyanideinsanity wrote: » wanderingmist wrote: » That system works in Runescape because (unless it's changed since I played it) you can only do PvP in the wilderness, whereas in Ashes you can PvP everywhere outside the cities. Where you can pvp is irrelevant and detailing how RS does it was to give a bit of context. Its the idea of an area in the world allowing for "unrestricted" pvp in a non-structured manner. There's no point talking about a system in a game without considering why that system exists. As I said, in Runescape the only place you can do open world PvP is in the Wilderness, and there are no consequences for killing someone in the Wilderness once you step back in the no-PvP zones (the white skull only lasts 10-20 minutes and then disappears). It is completely different to the systems that are planned for Ashes. The differences between the games is irrelevant. Having a game with pvp anywhere doesn't mean you can't have a small piece of the world the removes the pvp penalty thats applied elsewhere. Doesn't change the penalties impact either since its only removed in that single piece of the world. I mean we already have some instances of it with sieges, as well as more contain, more structured pvp, with caravans, and participating in either has no impact on corruption.
wanderingmist wrote: » cyanideinsanity wrote: » wanderingmist wrote: » That system works in Runescape because (unless it's changed since I played it) you can only do PvP in the wilderness, whereas in Ashes you can PvP everywhere outside the cities. Where you can pvp is irrelevant and detailing how RS does it was to give a bit of context. Its the idea of an area in the world allowing for "unrestricted" pvp in a non-structured manner. There's no point talking about a system in a game without considering why that system exists. As I said, in Runescape the only place you can do open world PvP is in the Wilderness, and there are no consequences for killing someone in the Wilderness once you step back in the no-PvP zones (the white skull only lasts 10-20 minutes and then disappears). It is completely different to the systems that are planned for Ashes.
cyanideinsanity wrote: » wanderingmist wrote: » That system works in Runescape because (unless it's changed since I played it) you can only do PvP in the wilderness, whereas in Ashes you can PvP everywhere outside the cities. Where you can pvp is irrelevant and detailing how RS does it was to give a bit of context. Its the idea of an area in the world allowing for "unrestricted" pvp in a non-structured manner.
wanderingmist wrote: » That system works in Runescape because (unless it's changed since I played it) you can only do PvP in the wilderness, whereas in Ashes you can PvP everywhere outside the cities.
azathoth wrote: » I don't know. Seems like if such a place exist it will just fill up with the types of players that just want to kill others regardless of the challenge, reward, or meaning. I hope a place like this does not exist.
Magma1997 wrote: » wanderingmist wrote: » Karthos wrote: » wanderingmist wrote: » @Karthos and @Magma1997 Thank you for the honest answers. It was an honest question I try my best. Now that we've agreed that it's something people would want, the next question would be what effect such a zone would have on the community and the game world. The only game I've played that contained lawless zones was Elite Dangerous which had certain anarchy systems where you could kill other ships without getting a bounty on your head. Despite them being lawless zones, the anarchy systems were perhaps the safest places to travel through. Why? Because most of the pirates stayed near to the high-traffic trade routes where they could catch the big transport ships on various runs. As a result, the anarchy systems are mostly deserted because there was no need to ever go there. The only way I can see it working is to give law-abiding citizens a valid reason for going into the lawless zones (e.g. to collect rare items) but that comes with its own set of problems. The way the zone can stay relevant is by adding unique stuff to the zone such as unique crafting materials, mobs, herbs etc... Another way is by having special titles given when you gain certain amount of kills in that area or types of kills such as elf, human, or dwarf killer. You could also have benefits to what you gain in that zone, preferably increased XP gain.
wanderingmist wrote: » Karthos wrote: » wanderingmist wrote: » @Karthos and @Magma1997 Thank you for the honest answers. It was an honest question I try my best. Now that we've agreed that it's something people would want, the next question would be what effect such a zone would have on the community and the game world. The only game I've played that contained lawless zones was Elite Dangerous which had certain anarchy systems where you could kill other ships without getting a bounty on your head. Despite them being lawless zones, the anarchy systems were perhaps the safest places to travel through. Why? Because most of the pirates stayed near to the high-traffic trade routes where they could catch the big transport ships on various runs. As a result, the anarchy systems are mostly deserted because there was no need to ever go there. The only way I can see it working is to give law-abiding citizens a valid reason for going into the lawless zones (e.g. to collect rare items) but that comes with its own set of problems.
Karthos wrote: » wanderingmist wrote: » @Karthos and @Magma1997 Thank you for the honest answers. It was an honest question
wanderingmist wrote: » @Karthos and @Magma1997 Thank you for the honest answers.
Nagash wrote: » I want a law zone where the guards keep saying I AM THE LAW!
shkevi wrote: » arnt the instanced pvp arena's for this ? i think you can have balanced small fights and rek some ppl and go back to the open world after
wanderingmist wrote: » Now let's say that the rare herb in question is required to make a potion that is required to complete an important quest or kill a raid boss. The guild that controls the distribution of the herb has a vast amount of influence on the server, because they effectively control who can and cannot do certain pieces of content. Imagine if you were in a raiding guild which needed the rare herb to beat a raid boss, but the PK guild refuses to sell you the herb, your guild would pretty much shut down.
Damokles wrote: » Nagash wrote: » I want a law zone where the guards keep saying I AM THE LAW! "FOR THE PEACE OF THE KINGDOM! "FOR THE KING!" "FOR THE ALLIANCE!" "WHO GOES THERE?!?"
Nagash wrote: » Damokles wrote: » Nagash wrote: » I want a law zone where the guards keep saying I AM THE LAW! "FOR THE PEACE OF THE KINGDOM! "FOR THE KING!" "FOR THE ALLIANCE!" "WHO GOES THERE?!?"
azathoth wrote: » If there is a PvP with no corruption zone there should be a no-flag for PvP zone. Both side should be accommodated. Note, I would prefer neither of these things.