Open PVP and Full Loot

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January 27, 2012 at 8:43 pm #11987
Avatar of nohero
nohero
Player

Esquire, where you see UO succeeding in that transition to elective PVP is exactly where I see it failing. Yes, the introduction of Trammel came before UO’s subscription peak but that is being biased in the sense that it also came before UO’s mass exodus.

Up until Trammel, UO’s problem was not retaining customers as they saw steady increases consistently in subs right until about a year after Trammel… people then achieved everything they wanted in a “safe” environment and then subsequently quit the game with nothing left to explore.

I see this as the problem.

Trammel lured the mainstream gamers to UO which of course boosted its subscription count. It prospered while all of these new players enjoyed what the game had to offer in complete safety and eventually “finished” the game (at least their personal version of finish as it’s different for everyone). At this time, they left. Throughout this process, those who enjoyed full freedom of action became frustrated with the changes and the somewhat “removal” of one of their playstyles. They left too.

In the end, the game died out. I’m confident it could have maintained a steady increase in subscribers and am just as confident that its current subscription level would still be profitable if not much better than the state of the game as it is now.

Where you see Trammel as a precursor to its peak, I see it as a catalyst for its eventual failure. Technically, we’re both right because record numbers of new subscribers came but so did record numbers of players quitting.

The easier they made it to get to endgame, the more accessible the game became but only at the expense of longevity. The brightest flame burns quickest after all.

January 27, 2012 at 8:55 pm #11988
Avatar of nohero
nohero
Player

I want a game in which the devs cater to players that want to live in this world, not to players that are only interested in passing through. I know there are less of us. I know gamers like you are interested in experiencing what a game has to offer then leaving for another one. I want to stay and I want there to be new challenges and exciting things for me to try for as long as my imagination can think of them without being limited in my actions or led on tracks.

I played UO for 4 years, D2 for 5 years, SWG for 6 months, WoW for 7 years. Those are my only MMOs. I am a loyal gamer that doesn’t want “the new game”, I want to stick with the game I love. All of these games “changed” to cater to the masses and each one scared me away by doing so. While I am the minority, I am proof that your overall concept that PVP scares people out of a game is not universal. I’d still be playing UO today if it hadn’t changed, I’m certain of it.

I want a game that me and my ilk can play together in without the concern of the devs chasing the money by catering to the people who join and leave games on a whim like you describe.

I have nothing against mainstream gamers or carebear gamers. They drive the market and they love their games every inch as much as I do. I just want there to be a small home for players like me in games that I prefer.

Perhaps Dawntide won’t be that game but I’m hoping it can be. From what I understand, Eve Online seems to be up my alley but I’m not into sci-fi or space fantasy at all… I want medieval fantasy.

January 27, 2012 at 9:04 pm #11989
Avatar of nohero
nohero
Player

Sorry for droning on with multiple posts but another problem with “safe zones” or “PVE servers” is that a very large portion of these gamers are eventually interested in trying PVP but because they’ve been coddled for their entire existence in the game, they are not capable of handling themselves in that environment.

They play a year on PVE-only then give PVP a shot and the people who’ve been there from the start are handing them their carcasses over and over. It’s not fun. I agree that the helpless feeling that you think people hate is a terrible feeling, it’s not fun and it causes people to leave. I think protecting people when they want it only lends to this problem. It compounds it. They will never truly enjoy PVP because of it and that closes off an entire dimension of a game to them, only making them get bored faster.

Make people defend themselves from the start, make them learn how to survive, how to counter different skill sets. Make them survive in a harsh world and they’ll be better for it. The first time they actually successfully defend themselves will be their happiest day in the game world yet. The first time they see someone powerful come to their aid will only make them aspire to one day be that avatar for someone else.

People want to be inspired, they want to have a sense of accomplishment, they want to earn things, they want to feel joy. None of these things exist without contrast. Without dark there is no light, without evil there is no good. You have to feel the lows to appreciate the highs. It creates a much more fulfilling experience in gaming just as it does in real life.

January 27, 2012 at 9:07 pm #11990
Avatar of GMPathy
GMPathy
GameMaster

Esquire I dont think WAI are trying to create the next WOW, and are certainly not trying to recreate Darkfall. UO is a close match for style of game, but there are as many differences as there are similarities. Saying that full loot pvp will kill Dawntide, because X happened in UO or Y happens in Darkfall, does not mean it will happen.

I have spent literally weeks trying to work out systems that influence players to be co-operative yet without penalising those that wish to PVP. This game NEEDS to have a PVP community to exist, as the crafting community will quickly leave once they have trained every recipe, built everything they wish and get bored. Crafters want competition in trade, and trade requires buyers. The PVP community will drive the economy, employ the crafters and sometimes even do the gathering themselves.

While some other games have failed to make systems that encourage co-operative play work, I am confident that by making PVP “expensive” then that alone is enough of a deterrent. If the margins for profit are slim then people will only do it if they REALLY want to.

There is far more to consider than simply PVP ruins games because its an easy life. PVP and PK are two very seperate things. PVP will be about land control, and will be fundamental to the game, both politically and economically. Without pvp there will be no reason to have combat skills, you just train 100 armour 100 preservation and have 5 crafting skills, and everyone is self sufficient. PK and PVP can be made a less profitable past-time thus making it a less attractive path.

I have submitted another idea to Wiz earlier today which I have been working on, since the alignment system, regarding a two tier decay system.

By making item decay in PVE encounters relatively low, much as it is now, it allows players to hunt,explore and gather with relative ease and low cost repairs. This is good for everyone, as its how people aquire assets. In PVP however, which is player choice, the rate of item decay would be severely inflated. This has the affect of lowering the profit margins for the PK, increasing demand for crafters in factions, promotes combat and crafters co-operating, and increasing the repair market further benefitting the crafter community. The use of systems already in the game are easier to work with than creating new ones. By having a two tier system it is flexible and you can change one without impacting the other.

The length of beta and dev resource seriously needs to be considered when thinking about any new system or change. The level of impact also needs to be considered. Changing design brief will also affect the target customer base, and will also bring into the equasion that the game would then be competing in a MUCH larger market with more competitors.

I swear every time I post in this thread I think to myself I have nothing left to say, but then a new comment sparks an idea. That idea becomes and obsession and I start thinking about it 24/7 until “PK deterent system 9″ is complete.

Esquire I am not adverse to your reasoning, I do understand that to drive away all crafters is the end of the game, likewise to make it too harsh there will be no reason to PVP and the economy in game will be flat. I have watched the beta community for a long time, and I can safely say there have been FAR fewer pvp focused players than crafters and builders. Maybe because combat is clunky, maybe because pvp was off in some areas for a long time. If crafters make it easy for people to replace gear, and dont factor in losses then they are digging their own grave. The players set the prices, so make people PAY for that uber sword of slaying that you are making. When they enter your town, CHARGE THEM to use the forge or kill them when they leave and rob them. There are plenty of ways to deal with PK’s, including hiring other PK’s for protection.

I will continue to think of ways to assist the crafter community, just like I will push for new and interesting ways to kill each other :D

  • This reply was modified 480 days ago by Avatar of GMPathy GMPathy.
January 27, 2012 at 9:15 pm #11991
Avatar of nohero
nohero
Player

Just think of the gatherer and his mindset. I see myself mining for example. I go max my skill and I learn my way around and I find out that in 1 hour of gameplay I earn x amount of ore which translates to x amount of profit. Every time I log in, my goal is to earn x amount in x amount of time because that’s what mining does. I log in and I mine and nothing else happens except the predictable outcome of obtaining what i always obtain in that timeframe doing that action.

Now think of the miner who has enemies. I spend time between mining sessions learning new skills or ways to survive while mining. I spend my mining time learning new, safer routes. I get killed a few times today and yielded 80 units of ore in the hour I mined. I also learned that x spell will buy me enough time against players using x combat skill to help me get away. Next day I go back out and get better, I get killed twice but avoided three other attempts on my life. I also earned 120 units of ore for my troubles, WOOHOO!

My gaming experience was more full. It was busier. It was less tedious. Sure, I got less ore than I would have in a PVE only world but it’s relative to the landscape. Everyone struggles to earn ore… makes the ore I earn that much sweeter, thank you!

Also got a wicked story to tell my guildmates about the time the 2 casters jumped me and I ended up killing one and scaring the other one off… all with only my miner!!

Maybe I’ll start a caster and show these punks how it’s done…

January 27, 2012 at 9:40 pm #11993
Avatar of Esquire
Esquire
Player

“I know gamers like you are interested in experiencing what a game has to offer then leaving for another one.”

Sorry, but I tend to have more time in single games that you do. I played SWG for upwards on 8 years. I’ve played Entropia Universe for about 6 years. I have played STO since closed beta, 2.5 years. I have left games that I have tried rather quickly before, Wow (couldn’t make it thru the 30 days that came with the box), AoC – was just a very poor game after Tortage, and maybe a couple of others as well. But, sorry, I look for games that are never ending. Sandbox tends to do that. Themeparks have an end. In SWG, we all said the game began at 90 not the game ended at 90.

I’m not the “average” gamer that wants to play themeparks, and I’m certainly not the “carebear” that doesn’t like PVP gameplay as I tend to partake in PVP almost 90+%. The labels that some PVP players tend to thrown around simply do not apply here. I also dislike the phrase “IPWNDJOOOO” to the utmost.

What I also did, along with playing all the PVP I did/do is run guilds and fleets. I seen 1st hand what gamers want from an MMO and while their playstyle may differ from mine that does not belittle their playstyle. I have also found there are MANY more potential customers for a MMORPG that do NOT like nor partake in PVP gameplay than do. My own wife, being one of them.

You guys want what you want. I get it, it’s all about your wants and your gameplay. It doesn’t matter if it’s at the expense of some1 else who pays a fee for the same game. You call his subscription – content, as he’s there for no other reason except to PK/grief. I tend to look for what will keep a game up for the next 8 years as the closure of a game your invested in, vai time and money, is not a really fun thing to have happen to you. As stated, full PVP/full loot has been done, and not just via Darkfall either, there are a few games that include this and all are not doing well. (some counters are less than 400 at peak US times) You actualy believe that is sucessful? You actualy believe that a development company can survive on that? You think that DT can somehow, “break the mold” and all these old UO pre-trammel players will flock here? According to Rubenfield, UO only had a little over 100K subs, pre-trammel. STO is supposedly a “failed” game and it has that today. SWG closed with about 30K subs and was called and considered “dead” before C6CD (after NGE) when Smedly released that SWG had 100K subscriptions.

The question remains, why would we want DT to go there? There are many other development systems other than PVP to enjoy. Why should 1 system compleyly override another? Why would any1 develope a game, and put all the time and monmey into it, with even an large chance that it will fail?

Developing WoW and haveing a chance to be sucessful is certainly 2 different items. There still has to be a market and what the market has said, so far, is EVE is the only exception. Is the market large enough for another? We will see, I suppose. What I propose with the 2 server system, is a failsafe just in case the market is not large enough for another, the existing players to EVE just don’t want to leave, or the PK guilds move in and create /ragequit all over a server. 2 servers make ALL possible. You can still PK, on your server, the crafters, support players, etc can still do what they want on their server. EV1 wins. (as long as you don’t run every1 off of your server to the other)

  • This reply was modified 480 days ago by Avatar of Esquire Esquire.
January 27, 2012 at 10:14 pm #11995
Avatar of Kaclys
Kaclys
Player

About Darkfall; I was around when the first issues of beta were announced. The invites were given out at certain times, and you had to register on the website, pay an initial fee, etc. The servers got swarmed with tens of thousands of people, if not hundreds of thousands, wanting to play Darkfall — causing the beta servers to repeatedly crash on end, and the only way you could get through the process is by repeatedly refreshing the page hoping it would load up. People LOVED the idea of Darkfall, but the problem with it was that it was so poorly executed; it wasn’t the open-world free-loot PvP that killed it, but the game engine and design itself.

I, myself, left Darkfall for a number of reasons. For one, the system they had for open-PvP greatly benefited naked griefing; players who wore absolutely nothing and a shoddy sword to absolutely mitigate any losses they might have to essentially make it a reward-only system. An even bigger, more blatant reason for leaving was that they did not have any sort of a skill cap in place. A huge design flaw by my standards, this made everyone in the end-game become clones of one another; everyone had maxed out skills so there was no variety. Some other reasons were the lack of the ability to drop items on the ground, the grindfest that was crafting/resource gathering, and terrible PvE design.

January 27, 2012 at 10:27 pm #11996
Avatar of GMPathy
GMPathy
GameMaster

Esquire I think you have missed the point that games have been developed that have chosen this path. There is a reason that happened, because there is a market for it. Read the mmorpg.com forums and you will see post after post of players complaining about games on rails, themeparks, lack of sandbox, old school world pvp, persistent worlds. This has been going on for years on this site alone, and in response companies have made games that have failed. Mortal Online failed for a number of reasons mainly a buggy launch bad server infrastructure and being in direct release competition with a game with almost identical values. Darkfall was the competition offering less sandbox features but no skill cap and attracted all the wolves to one place. The lack of skill cap, sandbox features and bugs caused the dev team to start again on project Darkfall 2.0. Games companies do not find funding or make games for non-existent markets, but they CAN fail at making good games.

There is scope to capture players from both of those games as they filter into history, they both failed for reasons outside the looting mechanisms. Inherrent design faults caused them to fail, the lack of skill cap in one and bad server infrastructure and lack of testing for the other. EVE is an aging game in a similar market and some players may be filtered from there. As you have mentioned SWG has recently passed away and has a “lost” playerbase that may find a home in Dawntide. I am not saying Dawntide WILL achieve all of its goals, or indeed grab enough market share to survive, but it has the potential to thrive within this niche market.

The key is to have stable servers, very few bugs, fair pvp and looting regimes, other content outside PVP and competent advertising and launch.

Even if only 1/10th of mmo gamers likes FFA PVP there are still well over 1 million gamers in the US alone interested in Dawntide. If only 1/10th of them like the product there is still more people than the servers can handle, without even considering markets outside the US.

The life of the game does not hinge on the pvp looting rules, the implimentation of the design brief is what counts. If there was a PVE realm, it would not be the same game as completely new rules would be required and a different target market would be attracted. The dev team have a design brief and they must focus on that alone 100% to even have a chance of getting it right before the release deadline.

That is not PVP bias, not my fantasy wish list for the game, not even my personal objective. That is just my opinion based on experiences I have had within this game and the mmorpg genre. We all have histories and experiences, desires and preferances. I try to stay objective and criticise what I think is wrong and react proactively to others concerns rather than nay-saying or arguing.

Esquire has raised a concern, that I partially share, and I have attempted on more than one occasion to find solutions, offer alternatives and be reasonable about changes that can be made. I think Esquire is correct that letting PVP run rampant is a mistake, but I dont think the dev team ever intend to let that happen. New players will never be killed before they can find the bank for example, and if that happens then the dev team really have failed. However, removing PVP or sectioning it off in a forgotten corner of the world will have just as much of a devastating effect. There will be no player driven economy, no reason to craft and the game will simply become a building simulator with the odd inconvenient mob and players moaning there is no content.

More rules = less sandbox

I think we all want varying ammounts of sand inside the box that is Dawntide.

January 27, 2012 at 10:54 pm #11997
Avatar of galaneria
Zapier
Player

Yes, I agree with Kaclys.

The issues I had with Darkfall were many and none had to do with it being open pvp/full loot. I came from UO right after it’s T2A days (in fact, I still have a live subscription and so does my brother), and loved every minute. I was and am still not a “PKer”, but I love the thrill of fighting them or trying to escape from them. The risk in losing and the reward of winning feeds the excitement and makes me yearn to do better. Between those times, I killed monsters. I mined. Crafted. Ran around the game world with friends. I rarely sought PvP, and while I hated dying, I never hated the game for it… I hated my own ability to not be better against them… hence friends and relatives to back me up.

I played the same way in Darkfall. I had friends… guilds to back me up… and a city to live in and support it’s growth. Most of the PvP I dealt with was groups of PKers coming into the unfinished city to kill and loot and move on. Most of the time it was fun. The problem with Darkfall came with time. With time came the lack of fixing bugs and broken designs (most notably the gap in the wall of our ‘predesigned city’ that we as players could not fix and was left as an entry point that bypassed the relatively easy defenses anyways) for months on end, the gap between new players and old players (or afk macroers and people who actually logged out when they were no longer playing) because of a lack of a skillcap, lack of open PvE (having only a handful of small locations for goblins or kobolds made PKers able to camp places easier) for people not PvPing, having no real penalty for being ‘red’ as there was really no reason to stay in NPC cities anyways nor did dying red really penalize you, and finally the seemingly out of control hackers who could fly, teleport, etc. became unbearable.

All those issues helped only a small group of ‘griefers’ abuse broken systems without much work at all on their end. The average PvPer was never the issue and dealing with those other problems was on the developer’s hands. The community could not fix that. As long as the developers can maintain and create ways for the communities themselves to essentially regulate or police themselves in a way that doesn’t make it easy for the ‘hardcore’ griefers to overpower even larger groups of people getting griefed, then it falls on us, the players, to decide if we want rampant, meaningless PvP, or meaningful PvP.

Ultima Online lost my interest, not because of griefers, but because the game simply evolved into a PvE world (Trammel being the first big one… they copied the world and linked it via moongates. I’m all for expanding protected areas for newer players but making the exact same world available with or without PKing well most will choose non-PKing. Even people who enjoyed being a PK still went to Tram when they wanted to go farm elder gazers or dragons because it was simply easier), with insurance systems (just repair your gear, you rarely ever had to buy all new that ruined crafting business), artifacts that made crafted gear mostly worthless (although they have continuously tried to balance that), bonding with pets (that ruined the taming market), and the continued expansion of the ‘non-PvP’ worlds. After EA got UO, PvP became an afterthought. A side hobby. The excitement was no longer there… PKer or PKee.

I’ve played many games over the years since becoming bored with UO and trying to find a good sandbox to plant my roots into. I’ve tried most all the major MMOs and even smaller market ones. These days the sandboxes have seemed to cater towards becoming one-man armies or just pure grief-fests. Opting to PvE or PvP systems just seems ridiculous in my eyes. That’s not a good solution. The solution is giving enough protection or help to people who want protection, while still offering incentives and rewards to venture out beyond that protection without completing forcing them to in order to experience a good portion of the game, while similarly providing enough punishment or inability for the griefers to get away with doing so constantly. As Pathy said, PvP and PK are two very different things. Control the PKing in a way that doesn’t make it become rampant, especially against players just starting out (probably DFs biggest issue imo) while not restricting good and meaningful PvP (as in taking control of lands or resources or even punishing griefers).

January 28, 2012 at 2:22 am #11999
Avatar of Esquire
Esquire
Player

/read ALL of what the 3 above posters had to say and even /agree to a certain extent.

I looked at the last beta build of DT very well when it was up, got a toon close to max level that was a gatherer of sorts and combat, and then leveled a toon completly with 700 points all in combat skills, like a PKer would. The PK toon was WAY more capable, could “tank” more, throw more DPS (even some 1 hit kills to be honest), and really had no combat drawbacks I could find at all. The system was ripe for exploit and favored PKers. I, like Pathy, have a very hard time figureing out just exactly how to make an equitable system that includes all these items with the last combat system of DT. We will have to see if the combat system is re-wrote enough to make such measures a reality in the next build. I just do not anticipate the re-worked combat system to be that much a jump for all of these items as just about ANY development company that has tried, has failed quite miserably.

As for bugs in games? A player will still play a game even if it is buggy as long as the over-all gameplay is well done. SWG included a bug getting into “beetle cave” that was there since TooW was launched. There were bugs/exploits that everyone knew about, had been there since launch, and basicly couldn’t be fixed such as the PVP exploit of hiding in walls to evade attacks. Still, the mainstay of players trudged on until the massive changes. This is the reason I started this thread.

I would be the 1st to come to these forums and raise cain if after launching DT with full PVP/full loot developers decide to take that system away post launch to try and “save the game” after Pkers have destroyed any playerbase the game would of had. That is a trammel and/or an NGE of sorts. Neither is a good alternative even if trammel did recieve 100% more subs as a result. Once a gaming company gets the rep of CHANGING a game (such as SOE with CU,NGE, C6CD) or even STO with nerf, after nerf, after nerf the companies rep is ruined and you might as well write the game off. Players do not tend to give multipal chances to gaming companies once they have been bit.

This is why beta is the time for ALL of these concerns to come to the forefront. This appearently is a rather important issue for both camps and to be honest, I just can not see any way to recify the issue except a 2 server option. This would answer the question 110% for DT anyway. We would be able to see how much more (or less) population a PVE server would have. We would also see how much player retention there would be on each server also.

Most games launch with a lot larger playerbase than it will have just a few months later. Ask Dallas Dickerson if you don’t believe that is true. But, with all the Full PVP/full loot games that are out there and now dead or dieing that loss would be more than I would imagine ANY gaming co would want to see. I can see myself playing DT for years as well but if this issue is not answered now, there probably will not be a game to play for years. That is my concern here.

  • This reply was modified 480 days ago by Avatar of Esquire Esquire.
  • This reply was modified 480 days ago by Avatar of Esquire Esquire.
January 28, 2012 at 2:34 am #12002
Avatar of Esquire
Esquire
Player

Pathy, I believe your suggestion of more decay for PVP gameplay would probably stiffle Pking but would most probably stiffle PVP gameplay itself.

As I said before, if PVP gets a little expensive (either in game currency or real money in the case of EU) PVP suffers for a lack of and that is not what I’m trying to do here. What I’m trying to do is have PVP gameplay for those that want it and not have PVP gameplay for those that do not.

January 28, 2012 at 3:47 am #12010
Avatar of Humbold
Humbold
Player

You said that AoC subs went down for having towns in it that can be destroyed thats just wrong!

January 28, 2012 at 4:20 pm #12028
Avatar of nohero
nohero
Player

I didn’t mean to categorize you Esquire, I wasn’t questioning your game loyalty. I wasn;t trying to insult you, I only look at the fact that I’ve seen you talk about dozens of games as though you played them all. You seem to know about every other MMO out there and I’m not sure how you do if you haven’t played them. I have not. I have played 4 MMOs (3 really since D2 isn’t a true MMO) over the past 14 years. I have not tried any other. My only experience comes from devs giving into the masses and changing their games… in every case I’ve hated the result.

UO segregated PVPers and PVEers, this is a problem for me. Some people like both and prefer a world where both are possible and both and forced. You are convinced I’m a PVPer at heart and I use other players only as content. For one, I rarely, if ever, did PVP in UO… I wasn’t looking for a game where I could grief newbies all day but I found it fun that there was a danger at all times someone could do it to me and I may need to react. Trammel came and instead of having 95% law-abiding players with 5% criminals, Tram became 100%-0% and Fel became 50%-50%. I really didn’t PVP at all back then but the real danger was exciting, made tedious tasks more fun.

BOTH worlds were then broken and that’s what happens when you segregate.

There was no longer enough law-abiding people staying in Fel to balance the system there because they were given the chance to take the easy road. I then became MORE hunted in Fel as a law-abiding citizen because we weren’t the majority anymore. This resulted in MORE people leaving Fel and then we were left with the problem you describe which is a game full of PVPers. That only happens when the choice is given which is why I think it`s best not to give people the choice.

SWG felt a bit like a grind to me but the crafting was just epic, kept me glued for about half a year and that`s when huge imabalance issues sucked the fun out of the game for me. The buffs REQUIRED and class REQUIRED to ever be useful anywhere became so anoying. If you didn`t have the buffs to triple your stat pools or if you weren;t a tamer with a rancor then you were useless in PVE and PVP both…

WoW did themepark better than anyone by a mile and the game was fun for a long time but I`ve been yearning for a sandbox for a long time cause I miss the greatest game I`ve ever played, UO. At least in the beginning it was hard to level in WoW, level 60 was an achievement that took several months for reasonably dedicated gamers and even longer for casuals. This changed when BC came out, levelling became easier, endgame became the game and nothing else was worth enjying. When arenas came out, this kept me busy for the remaining 4 years or so… battlegrounds and arena because there was a challenge and it changed every game, it was fresh.

January 28, 2012 at 4:27 pm #12029
Avatar of nohero
nohero
Player

The comment you’ve made about PVPers using PVEers for “content” is rather confusing for me as well. I don’t fully understand how you don’t see this as mutual. Would you play an MMO if there were not enemies of any kind? No animals, no monsters, no thugs, no NPCs to attack you or pose any kind of danger? I only contest that dangers controlled by other players are for more realistic, challenging and fun than dangers created by the devs that only behave one way and are easy to predict/counter.

As a PVEer, I am using PVPers as content. They keep me on my toes. They make my accomplishments that much more fun because I had to beat them to get there (whether by force, cunning or survival).

Isn’t using other players as content the entire philosophy behind a sandbox MMO? Isn’t that the point? Otherwise we’re all playing a solo adventure fantasy game and I can do that without paying a subscription fee.

January 28, 2012 at 8:28 pm #12033
Avatar of Esquire
Esquire
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Humbold, you appearently misunderstood what I said about AoC. I basicly said that after a few short months, no1 used the city destroy development as most in that game just did not want to work a month or more just to have their city destroyed. Most guilds built a city in the instanced PVE areas altho except for crafting, there was little to no benifit to haveing a city there at all. TOrtage was done very well, polished, and well contented. But it seemed that Funcom centered on the “starter” area and left the rest of the game to suffer. Let’s hope that Funcom actualy learned something from AoC and the same mistakes will not be made in Secret World as what they have put out so far looks at the least, interesting. I’m signed up for beta and hopeing that will be a good game.

If your going to play SWG for 8 years, you almost had to try other games as SOE Austin was replete with ways to kill a population with trying to change their game into something else, post launch. At CU, I went and tried WoW. At NGE, I took a 6 month break and went to EU. (I’d play EU everyday if they’d just let me pay 15 a month instead of the buy your bullets development still – it’s a very large sandbox, has PVP toggled, has housing, land ownership, deco, etc etc etc) At C6CD, I went off again to try and find a replacement for SWG as well, trying AoC at launch and a couple of others. The problem, for me at least, is no game “matched” up with the development of SWG. I really liked the crafting (as it seems you did as well), I liked the “sandbox”, the open worlds, the citys, even the PVP (when all the hacks and exploits wern’t going on). There was about 30K of us “diehards” when they announced the closure. I very much looked forward to STO due to the IP and Cryptic had soooo many problems with that game, some still continue such as the inherent lag in the Cryptic engine that makes PVP, at times almost unplayable. (You basicly have to play about 6 seconds in advance of yourself due to the engine lag. You have to heal 6 secs before you need it, you have to use your DPS 6 secs before you want that also.

Nohere, you 1 in a million. I run the “JAG” divison and basicly started the PVP in-fleet night for TOS Vets. This is an over 30 (age) fleet and basicly no1 wanted to use the PVP development in that fleet until I came along. I started getting people interested in PVP via an in-fleet PVP night where no1 yelled “IPWNDJOO”, kills were at the least friendly, and I helped with builds (even posting mine on the fleet website for all to see). Slowly, after people found out that PVP sould be some fun and a change, I involved a complete PVP guild in out night. Bringing their members into our private matches and letting our members see what pre-mades and min-maxers were all about. Many in this guild became avid PVPers but it was a process. Most just did not like getting killed where they never had a chance due to their build, etc and it took even months to help people get over the thoughts they had about PVP in general or even PVPers in general. The fleet leader, in fact, came into the 1st PVP night I threw, I ended up killing him several times, and then trying to help him with builds, weapons (even crafting some for him), and when to use his buffs and when not to, made a joke out of “uttt ohhh, I killed the guild leader, I guess I’ll be a cadet in the fleet forever on vent” and he promoted me in the fleet instantly. I’ve did the same thing in my guilds with PVP over in SWG as well and took many a player who thought PVP was terrible to avid PVPers. The part that makes the most impression is choice. They do not have to go up against the min/maxers right off the bat, they do not have to live in a world where they are constantly killed/cloned just trying to level or gather. They have the choice. That choice increases the PVP community and even gives us min/maxer more to kill. Again, it’s not the system or the development itself, it’s what the community does with it.

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