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Currently i dislike openworld PvP MMORPG's as there is only reason to kill others and no reason to stay alive...
Deathpennalties don't work for PvP as they ruin the fun....
In FPS games killing as many mobs without dieing unlocks new and awesome abbilites. I really liek this, it gives people a reason to survive.. I'd love to see this in MMO's where every consecutive PvP kill unlocks new abillities, maybe even unlocking Elite status and better stuff at certain points. And giving more Honor or whatever system that measures succes in PvP with every kill.... This would give people a reason to want to survive as long as possible and still killing as much as they can... Dang i want that nuke....
Why haven't we seen a system like this in any MMO?
Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)
Comments
NOt a bad idea. UNfortunatly in PvP there is usually a far smaller number of targets compared to PVE. Also you often dont live past the 2 or 3 if your a melee DPS.
I believe I read a preview that DCUO has something like this (kill streak). NOt sure if its PvP or only PVE.
Torrential: DAOC (Pendragon)
Awned: World of Warcraft (Lothar)
Torren: Warhammer Online (Praag)
There is always full item looting which has an incentive to stay alive. Something about "kill streaks" just screms console gaming to me. Don't like it.
then you would get "fights" like in EvE with people just running away from everything, pass on that. rather than staying to fight and you atleast getting a good fight.
SKYeXile
TRF - GM - GW2, PS2, WAR, AION, Rift, WoW, WOT....etc...
Future Crew - High Council. Planetside 1 & 2.
First of i played DAoC, for over 3 years after release... And the realm point system was great, DAoC was the best PvP ever, i hope that soon GW2's WvWvW can compete on the same level.
But this system has no relationship whatsoever with the proposed killstreak system
Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)
I think the OP highlights a valid problem but there are a couple of fundamental problems with the killstreak solution:
1 - It tends to reward people who play the system rather than those who play the game skillfully.
2 - It heavily favours those classes which can pick and choose their targets. For instance, a stealth archer type could amass a huge kill streak simply by waiting patiently for vulnerable targets.
Do the special abilities go away when you die, and then you can get them again?
Probably because it's not so good an idea in an MMORPG.
You know that it would cause veteran players to kill newbies all day long? After all that would be the perfect strategy to unlock your new and awesome abilites ...
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This would be great in games without excessive death penalty.
I always felt Planetside-as-a-MMORPG would probably work, and killstreak rewards (a'la Modern Warfare 2) would be a good fit for such a game (or even for Planetside.)
Still it's not without problems. As people have mentioned, killstreak rewards cause players to play defensively, which (especially in a game like Planetside) can be frustrating to those wanting to win (in Planetside if your teammates were too busy cowering and not rushing the enemy base, you'd lose.)
The other downside is it's a "rich get richer" sort of mechanic, so it needs to be carefully balanced. Even in MW2 it can occasionally get out of hand.
If we're talking about world PVP games, then this mechanic would give yet another reason not to budge from one's turtle shell without a huge zerg force. Those games need more reasons for players to fight, not less.
"What is truly revealing is his implication that believing something to be true is the same as it being true. [continue]" -John Oliver