No Faction jumping or going rogue. I hate that mess.
Reward Faction members who save and defense weaker players of their Faction with bounty hunter system that leads top players to hunt down other top killers of enemy Faction.
The recent classic servers on WoW showed when one sides starts to dominate people just leave or don't log on or reroll on another server. Everyone rushed to 60 so they would not be ganked when they introduced the ranks for points. When it got bad and some servers were offered transfers whole factions left a server and descended on another server and disrupted the balance there.
It was an interesting observation on human behaviour and how the majority of PvP players only want to play on the winning side. It caused many servers to become essentially controlled by Horde or Alliance depending on the server. Many people warned Blizzard that right from the very beginning on the creation of the servers they should have controlled the number of people rolling on each faction to have averted this problem they said had happened in Vanilla too.
1, you have to flag 2, you can't run into a safe zone "flagged" in order to get away. The opponent could follow you in there and the fight would continue.
No stealth. You could shut off your name tag and hide but no I'm invisible and get to unleash a barrage of attacks before you know what hit you.
The game would probably be more skill based over having super levels where you can stand there being attacked by a guild and not break a sweat because you are uber high level.
Castle system like Lineage 2 with territory control. Including the smaller keeps.
I like the idea of declaring war like Black Desert but I also would like it so a war doesn't end unless both sides agree.
About Stealth: If a thief/rogue successfully hides in shadows, he/she could basically be invisible until he/she moves out of the shadows. Also, if a thief/rogue successfully moves silently, then he/she could basically disappear for a moment or a few moments (because how else would players not notice the thief/rogue when they can see behind their character's head? But as soon as the thief/rogue attacks or does some action besides moving, he or she would be revealed.
But I agree there should no One Ring wielding Rogues. Unless the game allows for a character to find the One Ring of Power. But if it does, it should probably start corrupting him/her and trying to bring him into the clutches of Sauron. I don't know if Wizards should be able to cast invisibility spells or not.
Vs. Stealth, what about a Perception Skill? Something that has an increased chance to spot a Stealthed, or Hidden, Character if Actively used, but still a small chance even if not actively being employed. Modified by the Hide or Stealth Skills of the Thief, Ranger Character. Modified by Int. Modified by Race (Elves, Halflings). Or not.
Maybe some semi-transparency used based on success chances?
Players and NPCs who are on active guard should be able to spot a Stealther better than someone just passing through an area and not searching.
Why does it sound like all your ideas come from here?
If you mean P+P D&D, they didn't have a perception skill in the versions I know of. If DDO, I didn't know they had it. Never played it because it didn't actually have a world to run around in.
LOL, Pathfinder has a "Perception" skill which was a catch all, 5th Edition AD&D has a "Perception" skill, AD&D to to 3rd edition had Search and Spot skills.
Funny how so many people don't play the games that the features they think they want exist in.
Eternal Crusade, with is a 3rd Person Arena Fighting game, also uses a "Hidden" style stealth system that fades away as you move, and goes away when you attack, as opposed to a vanish/invisibility effect. Facing a Stealthed unit, will bring them into view, and Using scopes will automatically spot hidden players.
and LOL, DDO has a vast world to explore, too bad so many people need to have everything fit into their little bubble of how they think a game should be. DDO is an MMO, with thousands of people playing, I don't get the attraction to filling my screen with the clutter of a bunch of other players that can't even be rendered in real time by all but the most powerful of systems.
But hey, if that is what you need, then, I guess DDO is not the game for you. No loss on anyone's part.
Egotism is the anesthetic that dullens the pain of stupidity, this is why when I try to beat my head against the stupidity of other people, I only hurt myself.
No Faction jumping or going rogue. I hate that mess.
Reward Faction members who save and defense weaker players of their Faction with bounty hunter system that leads top players to hunt down other top killers of enemy Faction.
The recent classic servers on WoW showed when one sides starts to dominate people just leave or don't log on or reroll on another server. Everyone rushed to 60 so they would not be ganked when they introduced the ranks for points. When it got bad and some servers were offered transfers whole factions left a server and descended on another server and disrupted the balance there.
It was an interesting observation on human behaviour and how the majority of PvP players only want to play on the winning side. It caused many servers to become essentially controlled by Horde or Alliance depending on the server. Many people warned Blizzard that right from the very beginning on the creation of the servers they should have controlled the number of people rolling on each faction to have averted this problem they said had happened in Vanilla too.
GW2 had a real issue with server stacking.
Funny thing in GW2, there used to be Guilds that servers could hire out to give their side a advantage that week to win.
Didn't work for Tier 1, as they were already full up, but, the mid range tiers, a single guild of skilled dedicated PvP players could turn a losing match into a steamroll win.
Egotism is the anesthetic that dullens the pain of stupidity, this is why when I try to beat my head against the stupidity of other people, I only hurt myself.
Give me a list of your Top 5 OWPvP games. Once you manage to come up with that list, than we can discuss this topic. Here, I'll even help you...
Ultima Online
Asheron's Call
Shadowbane
Mortal Online
Darkfall
Ok, lets take a look at these amazing games. What do they all have in common? They're all dead games, even UO. So if you want my honest opinion, there just isn't a market for OWPvP games. People will play them until they get to the point they are either overwhelmed by a giant guild zerg or after being ganked several dozens times at a respawn.
Did you miss in the OP where I said I didn't want to discuss if OWPVP games were failures or trainwrecks.
The point is simply this.. if you were given the chance to make one, what would you make.
I see in your case.. you would just pass on the opportunity and there is nothing wrong with that.
Have a good day.
I didn't miss anything. You started a thread asking what you would do to make an OWPvP game work. Aside from FPS games, you won't ever make an actual MMORPG OWPvP game work and maintain a successful period of existence. My list proves that because even UO which has been touted as one of the best OWPvP games around ended up with Trammel consensual PvP ruleset less than 2.5 years after the game launched. Trammel quickly became the more popular facet of the game.
So my question to you is, why do people continue to beat this dead horse? OWPvP MMORPGs do NOT work and never will be popular.
Eve online is very much alive because they got a formula correct. I played DFO for 4 years. Longer than I played any other MMO in existence except EQ and Eve Online. yes, sounds like such a failure. UO has many free shards with varying rule sets including full open pvp. Not to mention according to the OPs own ideas (agree with the definition or not) the current production UO still counts as "Open World" if you consider everything outside of Trammel to be the "open world".
Also, don't confuse "open world pvp" with "free for all" pvp. You can have rule sets like toggles in open world pvp as long as it's possible to pvp anywhere in the "open world". According to this threads guidelines.
DAOC is still onine. Mortal is still online with MO 2 coming. DFO was revived in the form of Rise of Agon and is still going even though it's completely open nature. Asheron's Call lived for what? 18 fucking years? OMG WHAT A FAILURE.
Stop with the "does NOT work" nonsense. Just because YOU don't like something doesn't mean it can't or doesn't work.
Give me a list of your Top 5 OWPvP games. Once you manage to come up with that list, than we can discuss this topic. Here, I'll even help you...
Ultima Online
Asheron's Call
Shadowbane
Mortal Online
Darkfall
Ok, lets take a look at these amazing games. What do they all have in common? They're all dead games, even UO. So if you want my honest opinion, there just isn't a market for OWPvP games. People will play them until they get to the point they are either overwhelmed by a giant guild zerg or after being ganked several dozens times at a respawn.
Did you miss in the OP where I said I didn't want to discuss if OWPVP games were failures or trainwrecks.
The point is simply this.. if you were given the chance to make one, what would you make.
I see in your case.. you would just pass on the opportunity and there is nothing wrong with that.
Have a good day.
I didn't miss anything. You started a thread asking what you would do to make an OWPvP game work. Aside from FPS games, you won't ever make an actual MMORPG OWPvP game work and maintain a successful period of existence. My list proves that because even UO which has been touted as one of the best OWPvP games around ended up with Trammel consensual PvP ruleset less than 2.5 years after the game launched. Trammel quickly became the more popular facet of the game.
So my question to you is, why do people continue to beat this dead horse? OWPvP MMORPGs do NOT work and never will be popular.
I tried to make it clear that I don't care if the idea that someone would put out would be popular or not, this is just some fun nonsense to think about what would you do.
If that is not what you find fun, then this this topic is not the topic for you, so much like OWPvP, feel free to unsubscribe.
Egotism is the anesthetic that dullens the pain of stupidity, this is why when I try to beat my head against the stupidity of other people, I only hurt myself.
Give me a list of your Top 5 OWPvP games. Once you manage to come up with that list, than we can discuss this topic. Here, I'll even help you...
Ultima Online
Asheron's Call
Shadowbane
Mortal Online
Darkfall
Ok, lets take a look at these amazing games. What do they all have in common? They're all dead games, even UO. So if you want my honest opinion, there just isn't a market for OWPvP games. People will play them until they get to the point they are either overwhelmed by a giant guild zerg or after being ganked several dozens times at a respawn.
Did you miss in the OP where I said I didn't want to discuss if OWPVP games were failures or trainwrecks.
The point is simply this.. if you were given the chance to make one, what would you make.
I see in your case.. you would just pass on the opportunity and there is nothing wrong with that.
Have a good day.
I didn't miss anything. You started a thread asking what you would do to make an OWPvP game work. Aside from FPS games, you won't ever make an actual MMORPG OWPvP game work and maintain a successful period of existence. My list proves that because even UO which has been touted as one of the best OWPvP games around ended up with Trammel consensual PvP ruleset less than 2.5 years after the game launched. Trammel quickly became the more popular facet of the game.
So my question to you is, why do people continue to beat this dead horse? OWPvP MMORPGs do NOT work and never will be popular.
Eve online is very much alive because they got a formula correct. I played DFO for 4 years. Longer than I played any other MMO in existence except EQ and Eve Online. yes, sounds like such a failure. UO has many free shards with varying rule sets including full open pvp. Not to mention according to the OPs own ideas (agree with the definition or not) the current production UO still counts as "Open World" if you consider everything outside of Trammel to be the "open world".
Also, don't confuse "open world pvp" with "free for all" pvp. You can have rule sets like toggles in open world pvp as long as it's possible to pvp anywhere in the "open world". According to this threads guidelines.
DAOC is still onine. Mortal is still online with MO 2 coming. DFO was revived in the form of Rise of Agon and is still going even though it's completely open nature. Asheron's Call lived for what? 18 fucking years? OMG WHAT A FAILURE.
Stop with the "does NOT work" nonsense. Just because YOU don't like something doesn't mean it can't or doesn't work.
To be fair, Ashron's Call only closed down because Turbine opted to leave the MMO industry, and the Dev Team that was working on DDO/LotRO, bought the rights to those two games.
If Turbine had not made that decision, AC might still be around.
Egotism is the anesthetic that dullens the pain of stupidity, this is why when I try to beat my head against the stupidity of other people, I only hurt myself.
Give me a list of your Top 5 OWPvP games. Once you manage to come up with that list, than we can discuss this topic. Here, I'll even help you...
Ultima Online
Asheron's Call
Shadowbane
Mortal Online
Darkfall
Ok, lets take a look at these amazing games. What do they all have in common? They're all dead games, even UO. So if you want my honest opinion, there just isn't a market for OWPvP games. People will play them until they get to the point they are either overwhelmed by a giant guild zerg or after being ganked several dozens times at a respawn.
Did you miss in the OP where I said I didn't want to discuss if OWPVP games were failures or trainwrecks.
The point is simply this.. if you were given the chance to make one, what would you make.
I see in your case.. you would just pass on the opportunity and there is nothing wrong with that.
Have a good day.
I didn't miss anything. You started a thread asking what you would do to make an OWPvP game work. Aside from FPS games, you won't ever make an actual MMORPG OWPvP game work and maintain a successful period of existence. My list proves that because even UO which has been touted as one of the best OWPvP games around ended up with Trammel consensual PvP ruleset less than 2.5 years after the game launched. Trammel quickly became the more popular facet of the game.
So my question to you is, why do people continue to beat this dead horse? OWPvP MMORPGs do NOT work and never will be popular.
Eve online is very much alive because they got a formula correct. I played DFO for 4 years. Longer than I played any other MMO in existence except EQ and Eve Online. yes, sounds like such a failure. UO has many free shards with varying rule sets including full open pvp. Not to mention according to the OPs own ideas (agree with the definition or not) the current production UO still counts as "Open World" if you consider everything outside of Trammel to be the "open world".
Also, don't confuse "open world pvp" with "free for all" pvp. You can have rule sets like toggles in open world pvp as long as it's possible to pvp anywhere in the "open world". According to this threads guidelines.
DAOC is still onine. Mortal is still online with MO 2 coming. DFO was revived in the form of Rise of Agon and is still going even though it's completely open nature. Asheron's Call lived for what? 18 fucking years? OMG WHAT A FAILURE.
Stop with the "does NOT work" nonsense. Just because YOU don't like something doesn't mean it can't or doesn't work.
To be fair, Ashron's Call only closed down because Turbine opted to leave the MMO industry, and the Dev Team that was working on DDO/LotRO, bought the rights to those two games.
If Turbine had not made that decision, AC might still be around.
They did not OPT to leave , Warner bros owns them and now has them making mobile games
1, you have to flag 2, you can't run into a safe zone "flagged" in order to get away. The opponent could follow you in there and the fight would continue.
No stealth. You could shut off your name tag and hide but no I'm invisible and get to unleash a barrage of attacks before you know what hit you.
The game would probably be more skill based over having super levels where you can stand there being attacked by a guild and not break a sweat because you are uber high level.
Castle system like Lineage 2 with territory control. Including the smaller keeps.
I like the idea of declaring war like Black Desert but I also would like it so a war doesn't end unless both sides agree.
About Stealth: If a thief/rogue successfully hides in shadows, he/she could basically be invisible until he/she moves out of the shadows. Also, if a thief/rogue successfully moves silently, then he/she could basically disappear for a moment or a few moments (because how else would players not notice the thief/rogue when they can see behind their character's head? But as soon as the thief/rogue attacks or does some action besides moving, he or she would be revealed.
But I agree there should no One Ring wielding Rogues. Unless the game allows for a character to find the One Ring of Power. But if it does, it should probably start corrupting him/her and trying to bring him into the clutches of Sauron. I don't know if Wizards should be able to cast invisibility spells or not.
Vs. Stealth, what about a Perception Skill? Something that has an increased chance to spot a Stealthed, or Hidden, Character if Actively used, but still a small chance even if not actively being employed. Modified by the Hide or Stealth Skills of the Thief, Ranger Character. Modified by Int. Modified by Race (Elves, Halflings). Or not.
Maybe some semi-transparency used based on success chances?
Players and NPCs who are on active guard should be able to spot a Stealther better than someone just passing through an area and not searching.
Why does it sound like all your ideas come from here?
If you mean P+P D&D, they didn't have a perception skill in the versions I know of. If DDO, I didn't know they had it. Never played it because it didn't actually have a world to run around in.
Shadowbane did, one ranger type class could detect thieves who were nearby.
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
Give me a list of your Top 5 OWPvP games. Once you manage to come up with that list, than we can discuss this topic. Here, I'll even help you...
Ultima Online
Asheron's Call
Shadowbane
Mortal Online
Darkfall
Ok, lets take a look at these amazing games. What do they all have in common? They're all dead games, even UO. So if you want my honest opinion, there just isn't a market for OWPvP games. People will play them until they get to the point they are either overwhelmed by a giant guild zerg or after being ganked several dozens times at a respawn.
Did you miss in the OP where I said I didn't want to discuss if OWPVP games were failures or trainwrecks.
The point is simply this.. if you were given the chance to make one, what would you make.
I see in your case.. you would just pass on the opportunity and there is nothing wrong with that.
Have a good day.
I didn't miss anything. You started a thread asking what you would do to make an OWPvP game work. Aside from FPS games, you won't ever make an actual MMORPG OWPvP game work and maintain a successful period of existence. My list proves that because even UO which has been touted as one of the best OWPvP games around ended up with Trammel consensual PvP ruleset less than 2.5 years after the game launched. Trammel quickly became the more popular facet of the game.
So my question to you is, why do people continue to beat this dead horse? OWPvP MMORPGs do NOT work and never will be popular.
OWPvP MMORPGs -do- work. However, they're not everyone's cup of tea. And admittedly, as much as I enjoy OWPvP, it gets stale after awhile. Much like people who solely play PvE, they get bored with the content provided. OWPvP needs constant balancing/tweaks/and new content in the form of new OWPvP objectives in order to succeed.
As an example, I'll present to you Return of Reckoning, the Warhammer Online private server. It's been in development since 2014-2015 time frame, and started off very basic in terms of content both PvE and PvP/RvR wise. Within the last two years alone, they've added Forts and Capital City Sieges, and four or five dungeons. That is huge, and has increased their concurrent player count by almost triple. Before, all the players had for OWPvP objectives came in the form of Keeps and Battlefield Objectives within the RvR lakes, and they had no PvE dungeons, and the population was becoming stagnant as people were getting bored of the same old same old.
TL;DR For OWPvP games to succeed, balance changes need to constantly occur and additional content needs to be created/implemented/supported in order to retain/attract new players.
Give me a list of your Top 5 OWPvP games. Once you manage to come up with that list, than we can discuss this topic. Here, I'll even help you...
Ultima Online
Asheron's Call
Shadowbane
Mortal Online
Darkfall
Ok, lets take a look at these amazing games. What do they all have in common? They're all dead games, even UO. So if you want my honest opinion, there just isn't a market for OWPvP games. People will play them until they get to the point they are either overwhelmed by a giant guild zerg or after being ganked several dozens times at a respawn.
Did you miss in the OP where I said I didn't want to discuss if OWPVP games were failures or trainwrecks.
The point is simply this.. if you were given the chance to make one, what would you make.
I see in your case.. you would just pass on the opportunity and there is nothing wrong with that.
Have a good day.
I didn't miss anything. You started a thread asking what you would do to make an OWPvP game work. Aside from FPS games, you won't ever make an actual MMORPG OWPvP game work and maintain a successful period of existence. My list proves that because even UO which has been touted as one of the best OWPvP games around ended up with Trammel consensual PvP ruleset less than 2.5 years after the game launched. Trammel quickly became the more popular facet of the game.
So my question to you is, why do people continue to beat this dead horse? OWPvP MMORPGs do NOT work and never will be popular.
OWPvP MMORPGs -do- work. However, they're not everyone's cup of tea. And admittedly, as much as I enjoy OWPvP, it gets stale after awhile. Much like people who solely play PvE, they get bored with the content provided. OWPvP needs constant balancing/tweaks/and new content in the form of new OWPvP objectives in order to succeed.
As an example, I'll present to you Return of Reckoning, the Warhammer Online private server. It's been in development since 2014-2015 time frame, and started off very basic in terms of content both PvE and PvP/RvR wise. Within the last two years alone, they've added Forts and Capital City Sieges, and four or five dungeons. That is huge, and has increased their concurrent player count by almost triple. Before, all the players had for OWPvP objectives came in the form of Keeps and Battlefield Objectives within the RvR lakes, and they had no PvE dungeons, and the population was becoming stagnant as people were getting bored of the same old same old.
TL;DR For OWPvP games to succeed, balance changes need to constantly occur and additional content needs to be created/implemented/supported in order to retain/attract new players.
I play War Emu have for 5 years now , currently at RR80 , i also played retail War to RR 83 , and Never once did me or anyone i know log in to War with any enthusiasm at all to PVE , it is the worst in the genre has to offer , and is for the most part avoided there are some places , That have some drops that are visited painfully thru neccessity ..
The recent spike in War pop is attributed solely to CoVid 19 , I imagine it could qualify as Player Vs Enviroment tho (PvE) If that what you meant ,I apolgize
Give me a list of your Top 5 OWPvP games. Once you manage to come up with that list, than we can discuss this topic. Here, I'll even help you...
Ultima Online
Asheron's Call
Shadowbane
Mortal Online
Darkfall
Ok, lets take a look at these amazing games. What do they all have in common? They're all dead games, even UO. So if you want my honest opinion, there just isn't a market for OWPvP games. People will play them until they get to the point they are either overwhelmed by a giant guild zerg or after being ganked several dozens times at a respawn.
Did you miss in the OP where I said I didn't want to discuss if OWPVP games were failures or trainwrecks.
The point is simply this.. if you were given the chance to make one, what would you make.
I see in your case.. you would just pass on the opportunity and there is nothing wrong with that.
Have a good day.
I didn't miss anything. You started a thread asking what you would do to make an OWPvP game work. Aside from FPS games, you won't ever make an actual MMORPG OWPvP game work and maintain a successful period of existence. My list proves that because even UO which has been touted as one of the best OWPvP games around ended up with Trammel consensual PvP ruleset less than 2.5 years after the game launched. Trammel quickly became the more popular facet of the game.
So my question to you is, why do people continue to beat this dead horse? OWPvP MMORPGs do NOT work and never will be popular.
Eve online is very much alive because they got a formula correct. I played DFO for 4 years. Longer than I played any other MMO in existence except EQ and Eve Online. yes, sounds like such a failure. UO has many free shards with varying rule sets including full open pvp. Not to mention according to the OPs own ideas (agree with the definition or not) the current production UO still counts as "Open World" if you consider everything outside of Trammel to be the "open world".
Also, don't confuse "open world pvp" with "free for all" pvp. You can have rule sets like toggles in open world pvp as long as it's possible to pvp anywhere in the "open world". According to this threads guidelines.
DAOC is still onine. Mortal is still online with MO 2 coming. DFO was revived in the form of Rise of Agon and is still going even though it's completely open nature. Asheron's Call lived for what? 18 fucking years? OMG WHAT A FAILURE.
Stop with the "does NOT work" nonsense. Just because YOU don't like something doesn't mean it can't or doesn't work.
To be fair, Ashron's Call only closed down because Turbine opted to leave the MMO industry, and the Dev Team that was working on DDO/LotRO, bought the rights to those two games.
If Turbine had not made that decision, AC might still be around.
And DFO only closed because Aventurine made Unholy Wars (df2) instead of the expansion everyone wanted and the player base hated it.
Give me a list of your Top 5 OWPvP games. Once you manage to come up with that list, than we can discuss this topic. Here, I'll even help you...
Ultima Online
Asheron's Call
Shadowbane
Mortal Online
Darkfall
Ok, lets take a look at these amazing games. What do they all have in common? They're all dead games, even UO. So if you want my honest opinion, there just isn't a market for OWPvP games. People will play them until they get to the point they are either overwhelmed by a giant guild zerg or after being ganked several dozens times at a respawn.
Did you miss in the OP where I said I didn't want to discuss if OWPVP games were failures or trainwrecks.
The point is simply this.. if you were given the chance to make one, what would you make.
I see in your case.. you would just pass on the opportunity and there is nothing wrong with that.
Have a good day.
I didn't miss anything. You started a thread asking what you would do to make an OWPvP game work. Aside from FPS games, you won't ever make an actual MMORPG OWPvP game work and maintain a successful period of existence. My list proves that because even UO which has been touted as one of the best OWPvP games around ended up with Trammel consensual PvP ruleset less than 2.5 years after the game launched. Trammel quickly became the more popular facet of the game.
So my question to you is, why do people continue to beat this dead horse? OWPvP MMORPGs do NOT work and never will be popular.
Eve online is very much alive because they got a formula correct. I played DFO for 4 years. Longer than I played any other MMO in existence except EQ and Eve Online. yes, sounds like such a failure. UO has many free shards with varying rule sets including full open pvp. Not to mention according to the OPs own ideas (agree with the definition or not) the current production UO still counts as "Open World" if you consider everything outside of Trammel to be the "open world".
Also, don't confuse "open world pvp" with "free for all" pvp. You can have rule sets like toggles in open world pvp as long as it's possible to pvp anywhere in the "open world". According to this threads guidelines.
DAOC is still onine. Mortal is still online with MO 2 coming. DFO was revived in the form of Rise of Agon and is still going even though it's completely open nature. Asheron's Call lived for what? 18 fucking years? OMG WHAT A FAILURE.
Stop with the "does NOT work" nonsense. Just because YOU don't like something doesn't mean it can't or doesn't work.
To be fair, Ashron's Call only closed down because Turbine opted to leave the MMO industry, and the Dev Team that was working on DDO/LotRO, bought the rights to those two games.
If Turbine had not made that decision, AC might still be around.
And DFO only closed because Aventurine made Unholy Wars (df2) instead of the expansion everyone wanted and the player base hated it.
I have no idea what DFO is, but, keep in mind Turbine set to close down ALL their MMO's regardless of how successful they were. The dev team that had been working on DDO and LotRO formed SSG, and bought the right to those two games, as a separate an independent company, with no ties to Turbine or WB.
Egotism is the anesthetic that dullens the pain of stupidity, this is why when I try to beat my head against the stupidity of other people, I only hurt myself.
IDK about Aventurine's true passion towards their game but i i played it and it was terrible.
My exit point was when i was standing at a point in the water and seemed to bug the combat so that nothing could hit me,i took zero damage and could stand right in front of the goblins forever,well as long as i was in the water.
The entire world was empty,boring.
Did it work for open pvp,no because people were cheating.Like how did they honestly THINK a 3-5 second Fireball could actually hit it's target from afar?OH you lead your target dummy,umm yeah don't worry i know how to play pvp lol.
There lies maybe the BIGGEST factor in a successful pvp design>>>cheat protection,is it even possible?I have NEVER sen it work,so there you go.If someone can solve cheating,you have the first big major step in the right direction.
Never forget 3 mile Island and never trust a government official or company spokesman.
IDK about Aventurine's true passion towards their game but i i played it and it was terrible.
My exit point was when i was standing at a point in the water and seemed to bug the combat so that nothing could hit me,i took zero damage and could stand right in front of the goblins forever,well as long as i was in the water.
The entire world was empty,boring.
Did it work for open pvp,no because people were cheating.Like how did they honestly THINK a 3-5 second Fireball could actually hit it's target from afar?OH you lead your target dummy,umm yeah don't worry i know how to play pvp lol.
There lies maybe the BIGGEST factor in a successful pvp design>>>cheat protection,is it even possible?I have NEVER sen it work,so there you go.If someone can solve cheating,you have the first big major step in the right direction.
Yah, cheating has always been a problem with PvP games, like all of them and any of them, cheating has always been an issue.
Egotism is the anesthetic that dullens the pain of stupidity, this is why when I try to beat my head against the stupidity of other people, I only hurt myself.
No Faction jumping or going rogue. I hate that mess.
Reward Faction members who save and defense weaker players of their Faction with bounty hunter system that leads top players to hunt down other top killers of enemy Faction.
The recent classic servers on WoW showed when one sides starts to dominate people just leave or don't log on or reroll on another server. Everyone rushed to 60 so they would not be ganked when they introduced the ranks for points. When it got bad and some servers were offered transfers whole factions left a server and descended on another server and disrupted the balance there.
It was an interesting observation on human behaviour and how the majority of PvP players only want to play on the winning side. It caused many servers to become essentially controlled by Horde or Alliance depending on the server. Many people warned Blizzard that right from the very beginning on the creation of the servers they should have controlled the number of people rolling on each faction to have averted this problem they said had happened in Vanilla too.
2 or 3 Factions is not enough for PVP, IMHO.
"If everything was easy, nothing would be hard."
"Show me on the doll where PVP touched you."
(Note: If I type something in a thread that does not exactly pertain to the stated subject of the thread in every, way, shape, and form, please feel free to send me a response in a Private Message.)
No Faction jumping or going rogue. I hate that mess.
Reward Faction members who save and defense weaker players of their Faction with bounty hunter system that leads top players to hunt down other top killers of enemy Faction.
The recent classic servers on WoW showed when one sides starts to dominate people just leave or don't log on or reroll on another server. Everyone rushed to 60 so they would not be ganked when they introduced the ranks for points. When it got bad and some servers were offered transfers whole factions left a server and descended on another server and disrupted the balance there.
It was an interesting observation on human behaviour and how the majority of PvP players only want to play on the winning side. It caused many servers to become essentially controlled by Horde or Alliance depending on the server. Many people warned Blizzard that right from the very beginning on the creation of the servers they should have controlled the number of people rolling on each faction to have averted this problem they said had happened in Vanilla too.
No Faction jumping or going rogue. I hate that mess.
Reward Faction members who save and defense weaker players of their Faction with bounty hunter system that leads top players to hunt down other top killers of enemy Faction.
The recent classic servers on WoW showed when one sides starts to dominate people just leave or don't log on or reroll on another server. Everyone rushed to 60 so they would not be ganked when they introduced the ranks for points. When it got bad and some servers were offered transfers whole factions left a server and descended on another server and disrupted the balance there.
It was an interesting observation on human behaviour and how the majority of PvP players only want to play on the winning side. It caused many servers to become essentially controlled by Horde or Alliance depending on the server. Many people warned Blizzard that right from the very beginning on the creation of the servers they should have controlled the number of people rolling on each faction to have averted this problem they said had happened in Vanilla too.
2 or 3 Factions is not enough for PVP, IMHO.
2 is good
3 is perfect
more is messy
Messy is good. I would like to play an MMORPG where politics is important or more important.
"If everything was easy, nothing would be hard."
"Show me on the doll where PVP touched you."
(Note: If I type something in a thread that does not exactly pertain to the stated subject of the thread in every, way, shape, and form, please feel free to send me a response in a Private Message.)
No Faction jumping or going rogue. I hate that mess.
Reward Faction members who save and defense weaker players of their Faction with bounty hunter system that leads top players to hunt down other top killers of enemy Faction.
The recent classic servers on WoW showed when one sides starts to dominate people just leave or don't log on or reroll on another server. Everyone rushed to 60 so they would not be ganked when they introduced the ranks for points. When it got bad and some servers were offered transfers whole factions left a server and descended on another server and disrupted the balance there.
It was an interesting observation on human behaviour and how the majority of PvP players only want to play on the winning side. It caused many servers to become essentially controlled by Horde or Alliance depending on the server. Many people warned Blizzard that right from the very beginning on the creation of the servers they should have controlled the number of people rolling on each faction to have averted this problem they said had happened in Vanilla too.
2 or 3 Factions is not enough for PVP, IMHO.
2 is good
3 is perfect
more is messy
Messy is good. I would like to play an MMORPG where politics is important or more important.
fuck politics.
Egotism is the anesthetic that dullens the pain of stupidity, this is why when I try to beat my head against the stupidity of other people, I only hurt myself.
IDK about Aventurine's true passion towards their game but i i played it and it was terrible.
My exit point was when i was standing at a point in the water and seemed to bug the combat so that nothing could hit me,i took zero damage and could stand right in front of the goblins forever,well as long as i was in the water.
The entire world was empty,boring.
Did it work for open pvp,no because people were cheating.Like how did they honestly THINK a 3-5 second Fireball could actually hit it's target from afar?OH you lead your target dummy,umm yeah don't worry i know how to play pvp lol.
There lies maybe the BIGGEST factor in a successful pvp design>>>cheat protection,is it even possible?I have NEVER sen it work,so there you go.If someone can solve cheating,you have the first big major step in the right direction.
Yah, cheating has always been a problem with PvP games, like all of them and any of them, cheating has always been an issue.
No game out has ever had more that %1 hackers I can guarantee this. Most are more on the lines of .0001 ie apex legends.
Mmorpg are much much lower because The use of aimbots wall hacks and such are irrelevant. Cheats in mmorpgs a usual the result of a bug. Again even these things are far and few in between.
Personally I believe the perception of cheating by players who are more skilled/experienced is the cause of many less skilled/experienced players yelling “THIS GAME US FULL OF CHEATERS”.
These players look for any excuse to explain their pwning except themselves. I’ve found those types are usually the PvE only guy just trying out pvp or the part time pvpr. The lack of understanding is at the heart of the issue.
No Faction jumping or going rogue. I hate that mess.
Reward Faction members who save and defense weaker players of their Faction with bounty hunter system that leads top players to hunt down other top killers of enemy Faction.
The recent classic servers on WoW showed when one sides starts to dominate people just leave or don't log on or reroll on another server. Everyone rushed to 60 so they would not be ganked when they introduced the ranks for points. When it got bad and some servers were offered transfers whole factions left a server and descended on another server and disrupted the balance there.
It was an interesting observation on human behaviour and how the majority of PvP players only want to play on the winning side. It caused many servers to become essentially controlled by Horde or Alliance depending on the server. Many people warned Blizzard that right from the very beginning on the creation of the servers they should have controlled the number of people rolling on each faction to have averted this problem they said had happened in Vanilla too.
2 or 3 Factions is not enough for PVP, IMHO.
2 is good
3 is perfect
more is messy
Messy is good. I would like to play an MMORPG where politics is important or more important.
Perhaps we're confusing the terms Alliance and Faction. (Or maybe I was the only one who was confused.)
One Alliance can be made up of many different Factions, each with their own individual interests, goals, and concerns.
It's probably best for a game world if there are only 2-3 major Alliances. But I don't think that an Alliance should always take for granted that each Faction within the Alliance will always want what's best for the Alliance as a whole. Nor should it be taken for granted that a member of an Alliance cannot betray another member of the Alliance or even the entire Alliance.
Also, another word for Politics in this respect can be Diplomacy.
"If everything was easy, nothing would be hard."
"Show me on the doll where PVP touched you."
(Note: If I type something in a thread that does not exactly pertain to the stated subject of the thread in every, way, shape, and form, please feel free to send me a response in a Private Message.)
IDK about Aventurine's true passion towards their game but i i played it and it was terrible.
My exit point was when i was standing at a point in the water and seemed to bug the combat so that nothing could hit me,i took zero damage and could stand right in front of the goblins forever,well as long as i was in the water.
The entire world was empty,boring.
Did it work for open pvp,no because people were cheating.Like how did they honestly THINK a 3-5 second Fireball could actually hit it's target from afar?OH you lead your target dummy,umm yeah don't worry i know how to play pvp lol.
There lies maybe the BIGGEST factor in a successful pvp design>>>cheat protection,is it even possible?I have NEVER sen it work,so there you go.If someone can solve cheating,you have the first big major step in the right direction.
Yah, cheating has always been a problem with PvP games, like all of them and any of them, cheating has always been an issue.
No game out has ever had more that %1 hackers I can guarantee this. Most are more on the lines of .0001 ie apex legends.
Mmorpg are much much lower because The use of aimbots wall hacks and such are irrelevant. Cheats in mmorpgs a usual the result of a bug. Again even these things are far and few in between.
Personally I believe the perception of cheating by players who are more skilled/experienced is the cause of many less skilled/experienced players yelling “THIS GAME US FULL OF CHEATERS”.
These players look for any excuse to explain their pwning except themselves. I’ve found those types are usually the PvE only guy just trying out pvp or the part time pvpr. The lack of understanding is at the heart of the issue.
I'd love you believe you, but I was watching Video's of Hack programs for GW2 being displayed.
My personal belief is that anyone who denies the presence of hackers and cheaters, chances are, is one.
Egotism is the anesthetic that dullens the pain of stupidity, this is why when I try to beat my head against the stupidity of other people, I only hurt myself.
With a dev team/investors who won't cave to PVE crybabies who aren't happy with the 95% of the games that are made for them already.
That's nice.. so tell me more about this game you would build.
Egotism is the anesthetic that dullens the pain of stupidity, this is why when I try to beat my head against the stupidity of other people, I only hurt myself.
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
With a dev team/investors who won't cave to PVE crybabies who aren't happy with the 95% of the games that are made for them already.
That's nice.. so tell me more about this game you would build.
Apparently one with a team of devs / investors not too interested in making a bunch o' money .
Not sure such a thing exists these days.
Yah. but I didn't care about the fiscal feasibility of such a game, simply the idea if you had the freedom to make one, what would make.
Personally as I said in my OP, if I was going to make an OWPVP game, it would be designed around the idea of players having full freedom in their worlds to make them as they like, but with the working premise of Perma-Death. This way the PvP serves the purpose to drive out and get rid of anyone you don't want in your world.
If you are a dumbass, and drive everyone out of your world, then all you do is hurt yourself.
Actions and Consequences.. I thought it was a novel idea.. seems some here don't like the concept.
Egotism is the anesthetic that dullens the pain of stupidity, this is why when I try to beat my head against the stupidity of other people, I only hurt myself.
Comments
It was an interesting observation on human behaviour and how the majority of PvP players only want to play on the winning side. It caused many servers to become essentially controlled by Horde or Alliance depending on the server. Many people warned Blizzard that right from the very beginning on the creation of the servers they should have controlled the number of people rolling on each faction to have averted this problem they said had happened in Vanilla too.
Funny how so many people don't play the games that the features they think they want exist in.
Eternal Crusade, with is a 3rd Person Arena Fighting game, also uses a "Hidden" style stealth system that fades away as you move, and goes away when you attack, as opposed to a vanish/invisibility effect. Facing a Stealthed unit, will bring them into view, and Using scopes will automatically spot hidden players.
and LOL, DDO has a vast world to explore, too bad so many people need to have everything fit into their little bubble of how they think a game should be. DDO is an MMO, with thousands of people playing, I don't get the attraction to filling my screen with the clutter of a bunch of other players that can't even be rendered in real time by all but the most powerful of systems.
But hey, if that is what you need, then, I guess DDO is not the game for you. No loss on anyone's part.
Funny thing in GW2, there used to be Guilds that servers could hire out to give their side a advantage that week to win.
Didn't work for Tier 1, as they were already full up, but, the mid range tiers, a single guild of skilled dedicated PvP players could turn a losing match into a steamroll win.
Also, don't confuse "open world pvp" with "free for all" pvp. You can have rule sets like toggles in open world pvp as long as it's possible to pvp anywhere in the "open world". According to this threads guidelines.
DAOC is still onine. Mortal is still online with MO 2 coming. DFO was revived in the form of Rise of Agon and is still going even though it's completely open nature. Asheron's Call lived for what? 18 fucking years? OMG WHAT A FAILURE.
Stop with the "does NOT work" nonsense. Just because YOU don't like something doesn't mean it can't or doesn't work.
If that is not what you find fun, then this this topic is not the topic for you, so much like OWPvP, feel free to unsubscribe.
If Turbine had not made that decision, AC might still be around.
They did not OPT to leave , Warner bros owns them and now has them making mobile games
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
As an example, I'll present to you Return of Reckoning, the Warhammer Online private server. It's been in development since 2014-2015 time frame, and started off very basic in terms of content both PvE and PvP/RvR wise. Within the last two years alone, they've added Forts and Capital City Sieges, and four or five dungeons. That is huge, and has increased their concurrent player count by almost triple. Before, all the players had for OWPvP objectives came in the form of Keeps and Battlefield Objectives within the RvR lakes, and they had no PvE dungeons, and the population was becoming stagnant as people were getting bored of the same old same old.
TL;DR For OWPvP games to succeed, balance changes need to constantly occur and additional content needs to be created/implemented/supported in order to retain/attract new players.
My exit point was when i was standing at a point in the water and seemed to bug the combat so that nothing could hit me,i took zero damage and could stand right in front of the goblins forever,well as long as i was in the water.
The entire world was empty,boring.
Did it work for open pvp,no because people were cheating.Like how did they honestly THINK a 3-5 second Fireball could actually hit it's target from afar?OH you lead your target dummy,umm yeah don't worry i know how to play pvp lol.
There lies maybe the BIGGEST factor in a successful pvp design>>>cheat protection,is it even possible?I have NEVER sen it work,so there you go.If someone can solve cheating,you have the first big major step in the right direction.
Never forget 3 mile Island and never trust a government official or company spokesman.
2 or 3 Factions is not enough for PVP, IMHO.
Messy is good. I would like to play an MMORPG where politics is important or more important.
Personally I believe the perception of cheating by players who are more skilled/experienced is the cause of many less skilled/experienced players yelling “THIS GAME US FULL OF CHEATERS”.
My personal belief is that anyone who denies the presence of hackers and cheaters, chances are, is one.
Not sure such a thing exists these days.
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
Personally as I said in my OP, if I was going to make an OWPVP game, it would be designed around the idea of players having full freedom in their worlds to make them as they like, but with the working premise of Perma-Death. This way the PvP serves the purpose to drive out and get rid of anyone you don't want in your world.
If you are a dumbass, and drive everyone out of your world, then all you do is hurt yourself.
Actions and Consequences.. I thought it was a novel idea.. seems some here don't like the concept.