Veeshan wrote: » Unpredictability, simply put i enjoy pvp especialy open world pvp becuase it makes the world unpredictable, pve games are incredably boring to me since there so predictable. PvP especialy open world pvp is unpredictable and not always fair so getting jumped or sneaking up on somone gets the blood flowing to either escape or come out on top, those tend to be more memorable moments when you overcome the odds either winning a fight your outnumbered or escaping a zerg, or getting a big score or loosing one these tend to have more emotional responses which makes them more memorable and an experience. Mindlessly pveing/grinding without a care in the world is just boring because no threat or unpredictability where developers have tried to make the most "fair" PvE experience by removing thing like mob trains, high level mobs from zones or any form of possible unpredictability that can occur the zones and gameplay feel so ridgid and predictable. Everquest for me has beed the best PvE experience for me for some reasons below - Same level mobs didnt mean same difficulty there was like 5 difficulties (Easy, normal, hard, difficult and im gonna fk you up) not all lvl 25 mobs were the same in strength - Mob patrols (still exsist in some games to date not as common though) - trains mobs didnt leash so you had to be wary of mob trains to the zone, player would usualy shout it in chat so u knew to get out of the way but sometimes they couldnt. - High level mobs in low level zones - factions and reputation for mobs most mobs had a faction that reduced and increased faction with other mobs for example killing enough guards in a town might actualy make mobs dungeons not KoS to you cause they like you killed the guards Also some cities had corrupted guards which if your not carful might become KoS to you and wack you in town (Non corrupted guards would also assist the corrupted guard aswell because they dont know better) All in all the older games PvE wise felt more alive/living world than the current ones on the market which seems to have deleted the living world elements to make the game convient for more players.
Voidwalkers wrote: » I think the major difference between "encounters" and "arranged fights" (arena, battlegrounds etc.) is the former usually feels like a "live-or-death fight", while the later feels like a "sports game". The emotions you invest into them are just different..
Voidwalkers wrote: » That being said, satisfying "encounters" are usually hard to come by -- given that in an open world environment, the attacker usually starts with multiple advantages and the fights are rarely fair: - attackers start with element of surprise - attackers generally pick targets that they perceive to be weaker / "beatable" - attackers are usually far more prepared (attacking using "pvp builds", in games where such thing exists) And so you often end up with one sided wins, or the other party just runs or evades you (if they can), or you're forced to yolo yourself into an unwinnable fight out of pure boredom. (Basically sums up my Eve Online pvp experience)
Laetitian wrote: » Azherae wrote: I understand why scheduled PvP is a thing, I understand why 'no warning' PvP is a thing, and the current design seems to be 'building up toward benefits for the former' and 'discouraging the latter if not consensual'. I'm looking forward to Caravans and Dungeon clashes the most because those are the perfect 'inbetween' for me. I totally get that, and there's a realistic chance that will be how Ashes turns out. I just think there are many additional options that should be explored to make the game more engaging and meaningful for PvPers. For example, if you wanted to make sure you discourage non-consensual "no warning" sieging: Why not make non-consensual outpost sieging opt-in, and confer a certain non-trivial, but still dispensable benefit to those (mayors/guilds/node citizens) who allow the risk (because they feel confident they can muster up the defences in time)? Seconding everything else you've outlined.
Azherae wrote: I understand why scheduled PvP is a thing, I understand why 'no warning' PvP is a thing, and the current design seems to be 'building up toward benefits for the former' and 'discouraging the latter if not consensual'. I'm looking forward to Caravans and Dungeon clashes the most because those are the perfect 'inbetween' for me.
Dolyem wrote: » And in regard to curated conditions. Technically Ashesbif Creation is curating many conditions to incentivize world PvP. Just because it isn't a capture the flag battle ground doesn't mean it isn't curated by the systems in place to promote conflict between nodes and players in the open world.
CROW3 wrote: » Open world pvp. Swift kicks over steep cliffs make me happy.