Arya_Yeshe wrote: » No casuals dropped cash to play alpha
Andi wrote: » People will protest against this, of course, because they know a PVE server will absolutely kill the PVP servers - because all their "walking content" will switch there, leaving them alone on the PVP servers with the other antisocials.
Xeeg wrote: » Andi wrote: » People will protest against this, of course, because they know a PVE server will absolutely kill the PVP servers - because all their "walking content" will switch there, leaving them alone on the PVP servers with the other antisocials. PVE servers will die when people hit 25 because there is no PVE left. The only reason to get gear after 25 is to PVP with.
Noaani wrote: » But then, what is the point of PvP?
Noaani wrote: » I agree - and this will also be the case on live servers when people hit the level cap. But then, what is the point of PvP?
Arya_Yeshe wrote: » For example, why can a mayor just declare war on any node whenever he feels like it? No cooldown or anything? Why not limit a mayor to declaring up to three wars and with upgrades that let them declare more wars? There could even be war declarations by votes that doesn't require any node upgrade. Let the citizens vote to declare war on each node, and if they want to go to war with everyone, they can vote for it.
Kotako wrote: » ..... In conclusion, adopting a consensual PvP system can lead to a more inclusive, enjoyable, and sustainable gaming environment, aligning with both player preferences and successful industry practices already tested by other successful teams leading to player retention which of course is what we all agreed on and are aiming for in the discussions here.
Caww wrote: » keep AoC from becoming a niche game
Ludullu wrote: » Caww wrote: » keep AoC from becoming a niche game It literally being built as a niche game. Steven has said so himself countless times at this point. PvP environment is already too damn soft. People just see the reports of literally broken unfinished systems and keep fucking thinking THAT IT'S THE ENTIRE GAME. It is not, ffs.
Xeeg wrote: » Yeah but a niche game that has a pop of 5k users on 1 server? or are they trying to make a "Massive" multiplayer game?
Ludullu wrote: » Noaani wrote: » But then, what is the point of PvP? In my experience the point is to get better. Better gear, better coordination with your mates, better guild coordination, better gameplay skill, better tactic skill - all of that requires you to pvp over and over, especially if the design supports different party/char builds, where your opponents can counter your own builds well.
Noaani wrote: » You know that the players you come up against only have access to the same mechanics you have.
Noaani wrote: » A niche game with a target of 50k players making each server home. It isn't a niche game, it is an ill-considered game.
Kotako wrote: » As promised here we go again. We all understand that the evolution of PvP systems in MMORPGs has been influenced by the need to balance competitive gameplay with player retention and satisfaction. If the develpers get it wrong, people will leave in masses. A lot of successful MMORPGs have adopted consensual PvP models, allowing players to choose when and how to engage in PvP combat. Here's an analysis for all considerations on how this approach has impacted games like World of Warcraft (WoW), Final Fantasy XIV (FFXIV), The Elder Scrolls Online (ESO), Guild Wars 2 (GW2), and New World (NW). World of Warcraft (WoW) Initially, WoW featured distinct PvP and PvE servers, with PvP servers enabling open-world PvP. Over time, Blizzard introduced the War Mode feature, allowing players on any server to toggle PvP on or off at will. This shift provided players with the flexibility to engage in PvP when desired, without the constant threat of unsolicited combat. As a consequence: • Increased Player Satisfaction: Players appreciated the autonomy to choose their PvP engagement, leading to a more personalized gaming experience. • Balanced Server Populations: The removal of strict PvP/PvE server distinctions helped in balancing server populations and reduced the fragmentation of the player base. Final Fantasy XIV (FFXIV) FFXIV has predominantly focused on PvE content, with PvP elements being entirely optional and confined to specific zones or events. This design ensures that casuals and players who prefer PvE can enjoy the game without unexpected PvP encounters. As a consequence: • High Player Retention: The game's emphasis on rich storytelling and cooperative gameplay has attracted a broad audience, contributing to its sustained popularity. • Positive Community Reputation: The consensual nature of PvP has fostered a welcoming environment, enhancing the game's community appeal. The Elder Scrolls Online (ESO) ESO segregates its PvP content to the Cyrodiil region and specific battlegrounds, allowing players to opt into PvP experiences without affecting their PvE exploration and enjoyment of the world. As a consequence: • Diverse Player Engagement: Players can choose to participate in large-scale PvP battles or focus solely on PvE content, condescending with varied playstyles. • Sustained Growth: This flexibility has contributed to a steady increase in the player base, as individuals can adapt their experiences to whatever they want. Guild Wars 2 (GW2) GW2 offers optional PvP modes, such as Structured PvP and World vs. World, separate from its PvE content. Players can engage in PvP without impacting their PvE progression. As a consequence: • Seamless Transition: The ability to switch between PvP and PvE modes without penalties has been well-received, encouraging participation in both aspects of the game. • Community Inclusivity: By not forcing PvP, GW2 has maintained an inclusive environment, appealing to both competitive and casual players. New World (NW) Originally designed with a strong emphasis on open-world PvP, New World faced challenges with player griefing and imbalance which sounds very familiar to what is happening in Ashes at the moment. In response, Amazon Games implemented a consensual PvP system, allowing players to choose when to flag for PvP. As a consequence: • Reduced Griefing: The opt-in PvP system minimized unwanted player confrontations, addressing early concerns about player harassment. • Broadened Appeal: By accommodating both PvP and PvE enthusiasts, the game attracted a more diverse player base, enhancing its overall appeal. The argument can certainly be made that New World was a failure at launch, and that would be an entirely fair assessment. However, it wasn’t the PvP approach that caused its initial downfall, it was the unfinished state of the game, plagued by technical issues, lack of content, and numerous design flaws which they have now fixed and the game is ranked at number nine in popularity according to PCGamesN If we are to follow history and not repeat mistakes and errors by other development teams the adoption of consensual PvP systems in these MMORPGs has generally led to positive outcomes, including increased player satisfaction, community inclusivity, and sustained growth. By allowing players to choose their level of PvP engagement, these games have successfully catered to a wider audience, balancing competitive elements with cooperative gameplay. Some people are suggesting traditional servers with the option to toggle PvP on and off and others with PvP permanently flagged all the time and in my opinion, this might be a solution and scenario to take in consideration by the Intrepid team. Picture this: Instead of having one PvP system for all players, Ashes of Creation could introduce two types of servers: • Standard Servers: Toggle on/off PvP of course without the current corruption system which fails anyways to deter large guilds and zergs and only punish solo players and small groups, allowing PvP only when desired, while still enabling PvE-focused gameplay. • Hardcore PvP Servers: No corruption penalties, full open-world PvP, and more PvP based rewards for risk-takers and hardcore players with all the time in the world to play the game. I think this will satisfy all players. In conclusion, adopting a consensual PvP system can lead to a more inclusive, enjoyable, and sustainable gaming environment, aligning with both player preferences and successful industry practices already tested by other successful teams leading to player retention which of course is what we all agreed on and are aiming for in the discussions here. Thanks again for taking the time to read and answer the post.
Ludullu wrote: » Noaani wrote: » You know that the players you come up against only have access to the same mechanics you have. Imo this comes down to augment and gear design.
Ludullu wrote: » I'm not fully sure what you mean here. Is it that a megaserver, like Albion/EVE would be better, or is it that servers should be smaller so that the game doesn't feel dead as quickly after the release player crash?