Arya_Yeshe wrote: » @Sengarden don't worry, you shouldn't worry so much in defending your point about this, because the point is a mistake in itself In the beginning people will come to the hell island with any garbage they can and they will try to ambush others and rob them In the long run people will be so rich in the game that they will have many legendaries to spare and enough PvP experience, those guys will come in legendaries to the hell island The point you are bringing is kinda like this: what matters is grinding and hoarding and never losing anything Economically this makes sense IF you are bad or IF you don't have the right group to run with... but if you THINK you are on top of it then you will bring good gear My point is that grinding and hoarding hurts the player experience in the long run because then the game becomes a second job If there's arenas with 0%, 50% and 100% loot drops... people will have more fun in the 100% even if everybody start with garbage gear. In the long run the people who are better in PvP will update gear each season and the drops will get better Hoarding is the carebearing PvPers don't care about that, in Ultima Online almost everything I had was stolen from other players and I went to live in Bucaneer's Den (a full PvP city with no guards) using full Onyx armor and full Onyx weapons and magical weapons See? PvPers don't care, they steal and pillage and burn equipment for grabbing more equipment PvPer logic is very different, I know PvPers who are gambling addicts
Sengarden wrote: » So you want to make a content path that only rewards the small handful of players like you who are good enough at PvP to sit at the top of the pile, and a content labyrinth for all the PvP edge-lord wannabes / gambling addicts to spin themselves through, basically just so you can have people to murder for fun in your awesome gear that you stole from someone else just because you managed to kill them one time? .
WHIT3ROS3 wrote: » NiKr wrote: » Wait, now that I think about it, WE SHOULD DO IT! All the literal psychos that want this kind of content will just go constantly die on some random island in the middle of nowhere, while everyone else can just enjoy they game normally. I know you are being sarcastic but this thought did originally cross my mind. If you had a full loot island, for those so inclined, it would give them a place to go. Just to say also, full loot is just one more step from what is already in the game. You can kill someone and take their gatherable/harvestable, just not their gear.
NiKr wrote: » Wait, now that I think about it, WE SHOULD DO IT! All the literal psychos that want this kind of content will just go constantly die on some random island in the middle of nowhere, while everyone else can just enjoy they game normally.
WHIT3ROS3 wrote: » Sengarden wrote: » So you want to make a content path that only rewards the small handful of players like you who are good enough at PvP to sit at the top of the pile, and a content labyrinth for all the PvP edge-lord wannabes / gambling addicts to spin themselves through, basically just so you can have people to murder for fun in your awesome gear that you stole from someone else just because you managed to kill them one time? . I think you need to take a little step back. Yeesh. The initial suggestion came from a place of thinking about what might be good for the game. You clearly have some weird personal baggage-laden agenda that is clouding your view. Weird.
Depraved wrote: » gatherables are easier to acquire. gear will take months T_T that's what ur not getting.
WHIT3ROS3 wrote: » Depraved wrote: » gatherables are easier to acquire. gear will take months T_T that's what ur not getting. How exactly will gear take "months" to acquire? If that is the case and crafters are responsible for making BIS gear where exactly is the demand for gear going to come from?
WHIT3ROS3 wrote: » NiKr wrote: » Dropping gear does not remove said gear from the circulation, it only shifts the owner. This is why I said "no". Not if you include a sizeable trash rate % upon death. This means that you could lose up to 100% of the items. This isn't really about PvP or PvE, it's about how to maintain demand for materials and goods for gatherers and crafters.
NiKr wrote: » Dropping gear does not remove said gear from the circulation, it only shifts the owner. This is why I said "no".
Noaani wrote: » While we don't know how gear in Ashes will work,
Ehrgeiz wrote: » Full loot pvp is just dumb in a mmo.
Sengarden wrote: » So you want to make a content path that only rewards the small handful of players like you who are good enough at PvP to sit at the top of the pile, and a content labyrinth for all the PvP edge-lord wannabes / gambling addicts to spin themselves through, basically just so you can have people to murder for fun in your awesome gear that you stole from someone else just because you managed to kill them one time? The people coming to fight you will almost always have worse gear than you. If they didn’t, why would they be fighting for your gear? So you won’t care about the gear at that point, you’ll just be doing it to get relatively easy PvP kills in your special little area that doesn’t have almost anyone threatening you in good gear. You want to create a system that allows you the chance to get to the top and lord over anyone who’s simple-minded enough to think if they spend another week’s worth of resources doing an island run, then maybe, just maybe, they’ll hit the big time and catch you with your pants down. This just seems like the kind of system that either needs to be the basis of the game or not in the game at all. It’s very extreme, and in my opinion, a waste of virtual real-estate, considering the entire map will be traversable with no instanced islands in between landmasses.
Ehrgeiz wrote: » Make it an instanced arena with 1 vs 1 or whatever. Full loot pvp is just dumb in a mmo.
Arya_Yeshe wrote: » How about having gambling arenas? But gambling your own gear only, nobody else is allowed to gamble otherwise people will manipulate results I will explain as Conference and Divisions since many people are familiar with these terms.Boring Conference: 0% loot drop division Carebears AFK players farming tokens or something Gold farmers Grown up Chad PvPer Conference: 50% drop aka junior division 100% drop aka master division Sweaty PvP Having solo or teams is fine
WHIT3ROS3 wrote: » If for example, you had one or more of those islands as a full loot zone, it could be completely avoided by people not interested in that type of gameplay, but for those who are interested in "Risk vs Reward" you would provide a space for people to gear up, ship out and then fight on a full loot island. It would create a continuous demand for gear of all different tiers as many may only want to equip lower-end cheaper gear to explore the island as if they die they won't lose too much.
Falkath wrote: » I wonder if you know the differences between MMORPGS and survival games ? I suggest you look it up. First a full loot zone would just be avoided by anyone with decent gear not to lose hours of work. The main idea behind starting an MMORPG is that you'll have to work for your stuff, not just sneakly loot it off someone unlucky. And no your armor won't decay to be useless at some point, you can repair it. Will there be enough demand on crafting if 8000 players have 8000 of the same item ? Well in what world would everyone want one specific item and be happy about it? There will always be something more you'll want, a ship, a second set, a new kind of weapon, a new house,... crafting can't die in a game like that, there is always going to be demand even if it can change, also gear isn't just 4 tiers where if everyone gets last tier the game is over. You can always improve your gear and your stats.