Losing your equipment/loot when you die has never been appealing to me. I have played games like that and it's kind of bad on 3 fronts. There is the playing it safe aspect that means your always using the crappy stuff in case you lose it. Like I would own swords of super killing, but I wouldn't use them. Your not encouraged to take risks. Enemy 10 levels below me? All right lets get fighting. Dieing is basically a I quit moment. You just got stomped not all your cool stuff is gone you wasted the last 10 hours and your not getting them back.
It really depends on the value/effort of the items. Dropping nothing is pointless, but dropping everything can lead to people running around in starter gear or naked.
Dropping everything can also be great if it's just a decent penalty but not earth shattering to replace.
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
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"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
Preference can most easily be determined by the market, don't care what some people think. If you really want to know the interest in a game style look what is out there and how well they do. A poll like this is useless.
“It's unwise to pay too much, but it's worse to pay too little. When you pay too much, you lose a little money - that's all. When you pay too little, you sometimes lose everything, because the thing you bought was incapable of doing the thing it was bought to do. The common law of business balance prohibits paying a little and getting a lot - it can't be done. If you deal with the lowest bidder, it is well to add something for the risk you run, and if you do that you will have enough to pay for something better.”
First off, there should be an option to vote against non-consensual open-world PvP.
I like how PoTBS does it: you create enough unrest at a port and it creates a PvP zone. Nobody *has* to go there, so there is no forced PvP. If you do decide to risk it, then if you get sunk, you lose your ship and the enemy can loot some of your cargo, depending on yours and theirs abilities.
Look at the question this way. If you create a game with Open World PvP and loot option A, that game will attract players who like that specific set of options. It is unlikely to attract those that like Open World PvP with loot option B, or loot option C, or D, or E, or F. It doesn't matter what that option is.
Polling to determine a consensus isn't any way to develop a game, because the consensus might not be exactly what the developer wants. This means they will lack conviction in developing that particular system. Besides, that consensus is formed from a very inadequate sample of players, and those attitudes are very likely to change over time. And results from a poll are unlikely to represent the market size (or viability) of any specific game niche, nor predict the desirability of that specific set of game options to those who don't share those same set of options as their ideal game.
My suggestion. If this is about how to build a game, build the game the around the mechanics you want to play. That will guarantee that the developer is committed to that game style. Then build the best game you are capable of, and enjoy it. Good luck.
Logic, my dear, merely enables one to be wrong with great authority.
I didn't vote because it all depends on how the game is setup. Noone wants to play a full loot game if it takes you 3 months to get that gear. Noone wants to get 2 random drops from items that you can get in 10 minutes either. All of those ideas can work if the mmo is setup correctly.
Never half-ass anything. If you're going to design bad PVP (open world PVP), go all the way.
Yeah thats why we have so many successfully full loot pvp games on the market
QFT!
I also wonder how many people that are in favour of a full loot system, would not also complain if in game they were ganked and robbed on a regular basis
as far as open world PVP games go, there is nothing as thrilling (and yes, also frustrating) as full loot drop.
it has the highest highs, and the lowest lows.
i find the idea of dropping only what you have in your bag (keeping all your equipped armor/weapons) alluring. however, while it probably would be fun, it would never be as adrenaline fueled as full loot drop kind of game.it would be hard to balance the fact that this would be a ganker's paradise, as they would be able to wear the best gear/weapons without risking anything with an empty inventory. Still, if well done and thought out, it could be very interesting. this type of game would only work without fast travel, and would require a significant logout timer.
I also wonder how many people that are in favour of a full loot system, would not also complain if in game they were ganked and robbed on a regular basis
Exactly. I played UO. I've had that happen. Was something that irritated me as a player. Once that wall is broken, the game loses it's fun factor.
Charging for equipment (through a cash shop) that can be lost in pvp is never a good idea. No game that has ever done that has been very successful. I give you War-Z / Infestation:SS / Aftermath as a prime example. They lose players so fast they have to keep renaming the game to get people to try it.
"Sean (Murray) saying MP will be in the game is not remotely close to evidence that at the point of purchase people thought there was MP in the game." - SEANMCAD
Originally posted by Talonsin Charging for equipment (through a cash shop) that can be lost in pvp is never a good idea. No game that has ever done that has been very successful. I give you War-Z / Infestation:SS / Aftermath as a prime example. They lose players so fast they have to keep renaming the game to get people to try it.
The moment I see one of those games it gets blacklisted immediately. It's pretty obvious the developers intend to milk their players repeatedly for the same items when you look at designs like that.
It was also a large part of why I immediately turned away from Albion Online's founder packs. "Here, look at all the lovely exclusive rewards you're paying for. PS: They can be looted by the first idiot that jumps you."
My SWTOR referral link for those wanting to give the game a try. (Newbies get a welcome package while returning players get a few account upgrades to help with their preferred status.)
Whatever gets looted, it should take 30 seconds to do the looting
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“Microtransactions? In a single player role-playing game? Are you nuts?” ― CD PROJEKT RED
Why do you guys never put the option for random loot tables to be applied to players as if they were npc's? That's what Warhammer Online did and it seemed to satisfy most players.
Yeah thats why we have so many successfully full loot pvp games on the market
Sarcasm right? What full loot PVP games even exist nowadays which can be considered successful?
The list of successful non-full-loot PVP games is way longer than this long list.
League of Legends
Smite
World of Tanks
Counterstrike (series)
Crossfire
Planetside
DOTA2
Call of Duty (series)
Battlefield (series)
Natural Selection (series)
Starcraft (series)
Mechwarrior Online
Hearthstone
So my implication that full-loot PVP is bad seems rather well-grounded in what people generally prefer in their PVP. None of those games involve open world style PVP (where you can be doing one thing and then PVP is thrust upon you -- you're just always PVPing in these games), and the handful that involve looting (taking someone's Battlefield kit) don't take anything away from the dying player.
"What is truly revealing is his implication that believing something to be true is the same as it being true. [continue]" -John Oliver
I'm afraid that anything between full loot and no loot (options 3 and 4) would be exploited to death. People would do everything to keep their bags empty in PvP, thus killing the whole purpose of looting mechanism.
Another solution would be dropping random items from bags AND bank, but that wouldn't be fun either.
Comments
Everything.
Never half-ass anything. If you're going to design bad PVP (open world PVP), go all the way.
"What is truly revealing is his implication that believing something to be true is the same as it being true. [continue]" -John Oliver
It really depends on the value/effort of the items. Dropping nothing is pointless, but dropping everything can lead to people running around in starter gear or naked.
Dropping everything can also be great if it's just a decent penalty but not earth shattering to replace.
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
--John Ruskin
First off, there should be an option to vote against non-consensual open-world PvP.
I like how PoTBS does it: you create enough unrest at a port and it creates a PvP zone. Nobody *has* to go there, so there is no forced PvP. If you do decide to risk it, then if you get sunk, you lose your ship and the enemy can loot some of your cargo, depending on yours and theirs abilities.
------------
2024: 47 years on the Net.
i miss a loot system..
4. Player drops all currency currently not in bank, but no items.
Herald of innovation, Vanquisher of the old! - Awake a few hours almost everyday!
Look at the question this way. If you create a game with Open World PvP and loot option A, that game will attract players who like that specific set of options. It is unlikely to attract those that like Open World PvP with loot option B, or loot option C, or D, or E, or F. It doesn't matter what that option is.
Polling to determine a consensus isn't any way to develop a game, because the consensus might not be exactly what the developer wants. This means they will lack conviction in developing that particular system. Besides, that consensus is formed from a very inadequate sample of players, and those attitudes are very likely to change over time. And results from a poll are unlikely to represent the market size (or viability) of any specific game niche, nor predict the desirability of that specific set of game options to those who don't share those same set of options as their ideal game.
My suggestion. If this is about how to build a game, build the game the around the mechanics you want to play. That will guarantee that the developer is committed to that game style. Then build the best game you are capable of, and enjoy it. Good luck.
Logic, my dear, merely enables one to be wrong with great authority.
Where is the option for:
-use the dead character's skin for a belt and his/her skull as a drinking cup.
Yeah thats why we have so many successfully full loot pvp games on the market
QFT!
I also wonder how many people that are in favour of a full loot system, would not also complain if in game they were ganked and robbed on a regular basis
as far as open world PVP games go, there is nothing as thrilling (and yes, also frustrating) as full loot drop.
it has the highest highs, and the lowest lows.
i find the idea of dropping only what you have in your bag (keeping all your equipped armor/weapons) alluring. however, while it probably would be fun, it would never be as adrenaline fueled as full loot drop kind of game.it would be hard to balance the fact that this would be a ganker's paradise, as they would be able to wear the best gear/weapons without risking anything with an empty inventory. Still, if well done and thought out, it could be very interesting. this type of game would only work without fast travel, and would require a significant logout timer.
Exactly. I played UO. I've had that happen. Was something that irritated me as a player. Once that wall is broken, the game loses it's fun factor.
That's called Mortal Online
The moment I see one of those games it gets blacklisted immediately. It's pretty obvious the developers intend to milk their players repeatedly for the same items when you look at designs like that.
It was also a large part of why I immediately turned away from Albion Online's founder packs. "Here, look at all the lovely exclusive rewards you're paying for. PS: They can be looted by the first idiot that jumps you."
My SWTOR referral link for those wanting to give the game a try. (Newbies get a welcome package while returning players get a few account upgrades to help with their preferred status.)
https://www.ashesofcreation.com/ref/Callaron/
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
I voted NO DROPS.Who wants to have gankers taking items you spent days acquiring ?
Just people who like to pk others
-ever been pk'd while crafting ?
-ever been pk'd one step from entering your front door of your house ?
-ever been pk'd when you are having a conversation with a close friend out in the middle of no where ?
-ever been pk'd by a group using an exploit ?
-ever been pk'd by enemies and "friends" working together to kill you ?
-ever have pk'rs break into your house and wait for you ?
-ever had pk'rs attack female characters....and.......................... ?
Sarcasm right? What full loot PVP games even exist nowadays which can be considered successful?
The list of successful non-full-loot PVP games is way longer than this long list.
So my implication that full-loot PVP is bad seems rather well-grounded in what people generally prefer in their PVP. None of those games involve open world style PVP (where you can be doing one thing and then PVP is thrust upon you -- you're just always PVPing in these games), and the handful that involve looting (taking someone's Battlefield kit) don't take anything away from the dying player.
"What is truly revealing is his implication that believing something to be true is the same as it being true. [continue]" -John Oliver
I'm afraid that anything between full loot and no loot (options 3 and 4) would be exploited to death. People would do everything to keep their bags empty in PvP, thus killing the whole purpose of looting mechanism.
Another solution would be dropping random items from bags AND bank, but that wouldn't be fun either.