Dygz wrote: » CROW3 wrote: » Or that your PvE goals involve PvP. On a PvP server where players can be attacked at any time, PvP can always occur. So… that is just PvP. PvX is meaningless.
CROW3 wrote: » Or that your PvE goals involve PvP.
Dolyem wrote: » Dygz wrote: » A player focused on hunting a player is not really something that the devs design. 🙄 If it wasn't a part of the design, open world PvP wouldnt be a thing, just events and instanced PvP. There's literally a system for players to hunt players that hunt other players.
Dygz wrote: » A player focused on hunting a player is not really something that the devs design. 🙄
SirChancelot wrote: » Dolyem wrote: » Dygz wrote: » A player focused on hunting a player is not really something that the devs design. 🙄 If it wasn't a part of the design, open world PvP wouldnt be a thing, just events and instanced PvP. There's literally a system for players to hunt players that hunt other players. Are you planning on hunting corrupted players? Or just cool with the idea of your character being very corrupted?
Dygz wrote: » CROW3 wrote: » Or that your PvE goals involve PvP. On a PvP server where players can be attacked at any time, PvP can always occur. So… that is just a PvP server ruleset for an MMORPG. PvX is meaningless.
Dolyem wrote: » SirChancelot wrote: » Dolyem wrote: » Dygz wrote: » A player focused on hunting a player is not really something that the devs design. 🙄 If it wasn't a part of the design, open world PvP wouldnt be a thing, just events and instanced PvP. There's literally a system for players to hunt players that hunt other players. Are you planning on hunting corrupted players? Or just cool with the idea of your character being very corrupted? Both actually. I plan to have a specific load out for each. Perhaps even separate characters. That way when there's too many corrupted I can hop on my bounty hunter, and if there's to many bounty hunters I'll hop on the corrupted character for a challenge. And having a notorious corrupted character sounds fun
SirChancelot wrote: » Dolyem wrote: » SirChancelot wrote: » Dolyem wrote: » Dygz wrote: » A player focused on hunting a player is not really something that the devs design. 🙄 If it wasn't a part of the design, open world PvP wouldnt be a thing, just events and instanced PvP. There's literally a system for players to hunt players that hunt other players. Are you planning on hunting corrupted players? Or just cool with the idea of your character being very corrupted? Both actually. I plan to have a specific load out for each. Perhaps even separate characters. That way when there's too many corrupted I can hop on my bounty hunter, and if there's to many bounty hunters I'll hop on the corrupted character for a challenge. And having a notorious corrupted character sounds fun Doesn't increasing corruption cause decreasing stats? I mean, good luck to you I guess... But my understanding is corruption is aiming to prevent exactly that.
Vyril wrote: » PvP only is Call of Duty, Magic the Gathering PvE only is Palia, Vampire Survivor What is AoC?
Liniker wrote: » Vyril wrote: » PvP only is Call of Duty, Magic the Gathering PvE only is Palia, Vampire Survivor What is AoC? Archeage, Lineage 2, EVE, Albion, Dark age of Camelot, Warhammer online, Revelation Online, Ultima online, Mortal online, the list goes on,
Vyril wrote: » I guess as I write this, you're right all the games you listed are also PvX.
Vyril wrote: » I was getting to the point where people say any game that has PvP is only a PvP game and not PvX. And since AoC is not like any I listed in terms of content. The logical conclusion is its PvX. I guess as I write this, you're right all the games you listed are also PvX.
Dolyem wrote: » How aren't they linked directly when by venturing into the world to gain rewards, you are risking being killed by both pvp and pve?
Noaani wrote: » Dolyem wrote: » How aren't they linked directly when by venturing into the world to gain rewards, you are risking being killed by both pvp and pve? How are they linked? Imagine you and I are on different servers, mine has significantly more PvP than yours (servers will have vastly differing amounts of PvP - that is basically a given). You and I both venturing out to work the same content look at facing very different risk via PvP, yet we each only stand to gain the same rewards from that content we are planning to work. Thus, the risk and reward are not connected. At all. If they were connected, the more risk you actually face (not potentially face), the greater your rewards.
Noaani wrote: » If they were connected, the more risk you actually face (not potentially face), the greater your rewards.
Dolyem wrote: » By that logic, every server should have the exact same nodes progressing in the same way. Because, from my understanding, we should each have the exact same experience according to you.
NiKr wrote: » Noaani wrote: » If they were connected, the more risk you actually face (not potentially face), the greater your rewards. If your server has way less pvp then it means that you don't need more people for any given content at any given time. So the reward you get for, say, killing Big Monkey boss would be split across fewer people. Dolyem's server would have way more competition, which would make the whole encounter with the Big Monkey require more people (either in the same group or split into the "farming" and "protecting" groups). But all of those people would have to be rewarded for their efforts, so whatever the reward from the boss would be - every member would get a smaller part. This is also a reason why pvp inclined people get kinda butthurt when pvers ask for pve servers. Because in that case they'd be getting higher reward for less risk. Also, if Intrepid make a system that tracks player interactions (mainly pvp encounters) and then showcase that during the server choice, your server with less pvp might attract more people. Which might then lead to more pvp, because there'd be more competition. And Dolyem's server might lose some people to your server or just to other games (would depend on how good AoC is as a game). So the risk/reward equation of both servers would balance out in the long run.