Bladen wrote: » The constant thought of a looming threat that could come out at any moment is such a great feeling to have and encounter. It makes the world feel more alive instead of the same old boring grind. Like if i go into this forest is someone waiting to get me? It also creates some of the most memorable experiences. I'm not going to remember killing some random mob but i will remember a player popping out and fighting me over a resource or something similar. And let's be honest if you don't want random player interactions why are you playing an mmo?
Asthma wrote: » Hate to be pessimistic but there hasn’t been an mmo with successful open world PvP. Which is the reason I’m hesitant to be excited for it. As long as Arenas isn’t an afterthought, I think as a whole it can be successful. .
Percimes wrote: » Bladen wrote: » The constant thought of a looming threat that could come out at any moment is such a great feeling to have and encounter. It makes the world feel more alive instead of the same old boring grind. Like if i go into this forest is someone waiting to get me? It also creates some of the most memorable experiences. I'm not going to remember killing some random mob but i will remember a player popping out and fighting me over a resource or something similar. And let's be honest if you don't want random player interactions why are you playing an mmo? This could also be achieved in PvE, but almost all MMOs, at least the recent ones, have been so theme-parky and soft that, unless you're crossing a zone way too high level for your character, this feeling of risk is lost (too easy to avoid danger or to run away from it). That's one thing EverQuest did well, roaming higher level mobs in zones: sand giants in the Oasis, that guard in the Common Lands aggro'ing every careless lowbie dark elfs, the dratted minotaur hero in the gnome low level zone, brownies hidden in the bushes, ... I have more memorable moments from random mobs aggro'ing than from any player who attacked me on the open. A question of perspective I suppose. The big difference between mobs and players is how they aggro. Player aggro is weird compared to mobs. They have very large aggro range, which doesn't always trigger, and it doesn't reset when you kill them, quite the opposite, it tends to rise up when you kill them.
HumblePuffin wrote: » Asthma wrote: » Hate to be pessimistic but there hasn’t been an mmo with successful open world PvP. Which is the reason I’m hesitant to be excited for it. As long as Arenas isn’t an afterthought, I think as a whole it can be successful. . I assume you mean mmorpg and competitive owpvp which I would also argue against, but either there have definitely been mmos with successful open world pvp. Aion, lineage, EQ, Ultima, BDO, a billion Korean mmos, archeage, RuneScape even, the original pass of WoW vanilla-WotLK(arguably the best years of that games life) had rather enjoyable owpvp. In the context of AoC, carvans and node sieges both sound like they will be a blast and on a reasonably level playing field when compared against their owpvp in the “hunting grounds”. I too hope that the arenas present in military nodes will scratch that itch of “as level playing field as you can get for an mmorpg”. Definitely don’t expect this game to be getting an esport for its PvP. You’ll be disappointed.
CROW3 wrote: » - the world is more dangerous - Grouping has more value - You can actually fight for resources - PvP as content is dynamic and player driven instead of scripted and repetitive - and c’mon pushing someone off a mountain never gets boring 🤪