Coh/Cov pvp & "realism".


Anti_Proton

 

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Originally Posted by Aura_Familia View Post
In fact there is very MUCH data that this game's playerbase as a whole DOESN'T enjoy pre-i13 or post i13 pvp. Data that others above have alluded to, some of which comes directly from the devs.
Thanks for the news! But the reason we are coming up with these ideas IS that noone really likes pre-i13 or post- i13 pvp. d´uh.

It does NOT matter how many people are using pvp right now. I dont even pvp.
Well, > I < know why I dont visit the arenas and why you wont see me in the pvp areas anytime soon.
so...

Number of people not Pvping right now= Number of people not interested in a new working pvp system -this is a faulty deduction.

@FROSTICUS

You are right about that, my icy companion
Only that I am not asking the people on this thread to consent.
At the end of the day its not us who will decide, its the devs.
I believe no matter how many people kick and scream about server merger suggestions - one sweet day it is going to happen.
So I keep posting ideas regardless....


 

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Originally Posted by Anti_Proton View Post
I still think something can be done about PvP (and´as many know, I no fan). The problem seems to be the fact that this game has been geared toward team play to the point where PvP is pointless without one. If you are going to have PvP in that environment, then it should be team-only. Open PvP zones should be team-only, dueling should have it's own mechanics were powers are geared toward one-on-one and should only happen in designated places. I have yet to see anyone go into a PvP zone with the intent of single-handedly taking on an 8-man (Purple IOed) team.
that is actually not such a bad idea.


 

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Originally Posted by Aura_Familia View Post

The idea that there is some hidden MASSIVELY LARGE elventy1111!!! audience in game that is gung ho on open pvp or dueling is a fallacy.
I certainly never implied this. In fact my statement about expanding the target market would suggest that this "massively large elventy1111!!! gung ho pvp audience" is in fact outside of this game. Ergo "expanding the target market". Shifting the activity of an existing customer is generally not as conducive to earning revenue as adding more customers, unless the shift makes them start paying a lot more.

Perhaps that is a part of why pvp always seems like an afterthought. Without significant marketing to support the branding of a "pvp atmosphere" it would probably result in a very small increase in subs and primarily just be about shifting existing players around.

Think of it like when a female designer adds a men's line of clothes. Or closer to home, how many game companies have started targeting female players in what was once thought to be an almost entirely male market. Such things don't just happen it usually takes considerable effort to get the message out.

In the end though that boat has sailed as far as I'm concerned. Reinventing image is difficult, probably too difficult and lets face it, more than likely a waste of time for this game.

Though I have wondered how awesome this game could have been for people like me. I mean I obviously like this game I'm at my 39mth vet reward now, but the grass is always greener. I've always felt like something (well several somethings) are missing that prevented this game from taking off. I know I always enjoy my time in the arena, but for w/e reason have always felt it is has very limited accessibility. That doesn't make a lot of sense I know, I mean it is in lots of zones, but I'm not sure how to better describe it. I guess I think it feels like too much effort is required to activate pvp.

Case in point, standing around outside of a mission waiting for a couple laggers to show up. /duel would friggen make my day then. And I know they have greatly eased travel times and/or the necessity to even move to get to a mission, but ya.


EDIT: did it ever occur to anyone that a large part of why the arenas failed was because the majority of the features didn't' work and the UI was (and pretty much still is) a complete mess? Can you imagine the fallout if AE was implemented and subsequently ignored that badly? it would make the initial Posi posts look like a stroll in the park.


 

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Originally Posted by TresCool View Post
@FROSTICUS

You are right about that, my icy companion
Only that I am not asking the people on this thread to consent.
At the end of the day its not us who will decide, its the devs.
I believe no matter how many people kick and scream about server merger suggestions - one sweet day it is going to happen.
So I keep posting ideas regardless....
To you I say, "stay thirsty my friend".

I posted that so that you won't get discouraged and just to ensure you were aware of why you were getting the feedback you are getting (or at least a part of why).


 

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Originally Posted by Frosticus View Post
I certainly never implied this. In fact my statement about expanding the target market would suggest that this "massively large elventy1111!!! gung ho pvp audience" is in fact outside of this game. Ergo "expanding the target market". Shifting the activity of an existing customer is generally not as conducive to earning revenue as adding more customers, unless the shift makes them start paying a lot more.

Perhaps that is a part of why pvp always seems like an afterthought. Without significant marketing to support the branding of a "pvp atmosphere" it would probably result in a very small increase in subs and primarily just be about shifting existing players around.

Think of it like when a female designer adds a men's line of clothes. Or closer to home, how many game companies have started targeting female players in what was once thought to be an almost entirely male market. Such things don't just happen it usually takes considerable effort to get the message out.

In the end though that boat has sailed as far as I'm concerned. Reinventing image is difficult, probably too difficult and lets face it, more than likely a waste of time for this game.

Though I have wondered how awesome this game could have been for people like me. I mean I obviously like this game I'm at my 39mth vet reward now, but the grass is always greener. I've always felt like something (well several somethings) are missing that prevented this game from taking off. I know I always enjoy my time in the arena, but for w/e reason have always felt it is has very limited accessibility. That doesn't make a lot of sense I know, I mean it is in lots of zones, but I'm not sure how to better describe it. I guess I think it feels like too much effort is required to activate pvp.

Case in point, standing around outside of a mission waiting for a couple laggers to show up. /duel would friggen make my day then. And I know they have greatly eased travel times and/or the necessity to even move to get to a mission, but ya.


EDIT: did it ever occur to anyone that a large part of why the arenas failed was because the majority of the features didn't' work and the UI was (and pretty much still is) a complete mess? Can you imagine the fallout if AE was implemented and subsequently ignored that badly? it would make the initial Posi posts look like a stroll in the park.
In reflection, my only desire would be that any "/duel" requests would be level-based and any request attempts would be invisible otherwise.


"Samual_Tow - Be disappointed all you want, people. You just don't appreciate the miracles that are taking place here."

 

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This game can't attract an entirely different audience demographic now. That ship has sailed. This game already has an ingrained reputation for terrible PVP and nothing is gonna change that.

There's another game that implemented massive changes in attempts to attract a new target demographic. It ended up causing almost their entire existing playerbase to quit, and failed to attract any new players at all- in fact, the exodus of players pretty much destroyed the game's reputation forever. Yes, I mean Star Wars Galaxies.


 

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Originally Posted by Prof_Backfire View Post
This game can't attract an entirely different audience demographic now. That ship has sailed. This game already has an ingrained reputation for terrible PVP and nothing is gonna change that.

There's another game that implemented massive changes in attempts to attract a new target demographic. It ended up causing almost their entire existing playerbase to quit, and failed to attract any new players at all- in fact, the exodus of players pretty much destroyed the game's reputation forever. Yes, I mean Star Wars Galaxies.
Troof.

Seriously. If we have "adequate" PVP that's good enough for pretty much most of the player base. Even if it were somehow changed to be the most shining fantastic system in the world - it wouldn't change the rest of the players in the game already, they won't touch it just because most of them *don't do pvp*. If it attracted (somehow) some other group into the game *just for the pvp*, all I can see is even more rifting between the two groups.

Whatever happens to PVP here, needs to NOT, EVER be at the cost of any PVE experiences.


Please read my FEAR/Portal/HalfLife Fan Fiction!
Repurposed

 

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I don't buy the "ship has sailed" argument. A lot of my friends left back in I3 due to lack of content and repetitive gameplay. If similar logic applied, the devs wouldn't bother with new content or gameplay.

I have yet to come across any pvper in this game that finds the pvp adequate. If they improved the system and made it "the most shining fantastic system in the world", more of the current player base would use it AND it would be a selling point for new players.

Bizarro anti-pvp-at-all-costs logic should be apparent when someone describes cox attracting a new demographic as a problem. That's what you want: the game to grow, the company to thrive, more money for development period.

Quote:
Whatever happens to PVP here, needs to NOT, EVER be at the cost of any PVE experiences.
Like badgers cussing me out in pvp zones? Mmmm--hmmmm.....


Blacklisted
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Originally Posted by FrozenDeath View Post

Like badgers cussing me out in pvp zones? Mmmm--hmmmm.....
I'm not seeing how that quote fits in.

Badge hunters truly don't have the right to ***** if they're going into a pvp zone. That's just stupid on their part. The zone's for PVP. I accept that, you accept that. Some people don't.

However, this doesn't at all play into the "must have pvp available *everywhere*" idea.


Please read my FEAR/Portal/HalfLife Fan Fiction!
Repurposed

 

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Whether or not its intended, badging, going for shivans, wb rockets, etc. has affected my pvp experience at times. If I was really intolerant, I might write something like:

"Whatever happens to PVE here, needs to NOT, EVER be at the cost of any PVP experiences."

Capiche?

What's wrong with having pvp available everywhere? I made a proposal above. Why don't you provide some specific feedback?


Blacklisted
"I'AM SATANS FAVORITE CHILD!!"

 

Posted

Better idea, one taken from another game (guess if you can).

A TF/event that enables an invasion on the opposing side. The game the idea is taken from had a PvP event every week in a PvP Zone (say in Recluse's Victory) that after a side one won the event they would "invade" the other side. While the invasion is going on, you would need to use something like GM scaling cause it'll be open PvP in every zone for the invasion's duration. The game I'm taking this from had 2 zones for the invasion event (like lvl 20-35 and 40 -50. much like how Bloody Bay has a cap of lv25 and RV SKs to 50)

this is an example for context: Every say Saturday night at 8pm, Heroes and Villians go to Recluse's Victory and duke it out for control of the zone. If the villains win in RV, they get to go to Paragon City and cause havoc. If the heroes win, then they go to the Isles and beat up Recluse.

Although, i did miss a point somewhere that they actually start in a zone and make they're way to a certain zone in an attempt to do something.

You'll probably be surprised how many people would actually enjoy defending their turf from the opposing side.


 

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I've already contributed more than enough about why the ideas are *bad*.

Your PVP ability is not being *hindered* in any way by people complaining and being idiots in the zones that are *meant* for that use. You can continue to gank them, heck even laugh at them *because that's what they get for playing pve in a pvp zone, right*? You can turn off broadcast/enemy chat, to just avoid it entirely.

It doesn't make THEIR presence make any more sense, because it IS a pvp zone.

However, you bring *heavily interrupted game play* into the pve zones, by introducing *any* amount of pvp there. Period. Your game play in a pvp zone is simply *not affected* by whining on their part. It's a bad example - pvp happens in a pvp zone. That's what it's for.

Pve happens in pve zones. yes, it *can* also happen in those others, but when there ARE people who WANT to utilize it for that - that's it's priority. People who do cross into the zone *know* in no uncertain terms what they're in for - that's why we get the warning countdown.

If they CHOOSE to be whiny tards? You have my permission to gank em.


Please read my FEAR/Portal/HalfLife Fan Fiction!
Repurposed

 

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Originally Posted by Fuzz_JDC View Post
Better idea, one taken from another game (guess if you can).

A TF/event that enables an invasion on the opposing side. The game the idea is taken from had a PvP event every week in a PvP Zone (say in Recluse's Victory) that after a side one won the event they would "invade" the other side. While the invasion is going on, you would need to use something like GM scaling cause it'll be open PvP in every zone for the invasion's duration. The game I'm taking this from had 2 zones for the invasion event (like lvl 20-35 and 40 -50. much like how Bloody Bay has a cap of lv25 and RV SKs to 50)

this is an example for context: Every say Saturday night at 8pm, Heroes and Villians go to Recluse's Victory and duke it out for control of the zone. If the villains win in RV, they get to go to Paragon City and cause havoc. If the heroes win, then they go to the Isles and beat up Recluse.

Although, i did miss a point somewhere that they actually start in a zone and make they're way to a certain zone in an attempt to do something.

You'll probably be surprised how many people would actually enjoy defending their turf from the opposing side.
Unless you're a new player who's never known this "schedule" of events, and are trying to make it to your mission door... Once more, you get into the "if it's not instanced or zone-specific, it's interrupting other play experience". It's a better idea than some - but we HAVE RV and it does change based on who wins. It's a good zone, it's fun that way. But I wouldn't want it to bleed over into Atlas or another zone - we had griefers do that and it was clamped down on.


Please read my FEAR/Portal/HalfLife Fan Fiction!
Repurposed

 

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Originally Posted by Zekiran_Immortal View Post
If it attracted (somehow) some other group into the game *just for the pvp*, all I can see is even more rifting between the two groups.

Whatever happens to PVP here, needs to NOT, EVER be at the cost of any PVE experiences.
Marketing isn't voodoo magic.

Your last sentence is cute. If you repeat it enough it might even be true.


 

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I've already contributed more than enough about why the ideas are *bad*.
If you don't want to reply to specific suggestions made, why are you posting here? It's obvious you don't like pvp, it doesn't need to be repeatedly endlessly.

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However, you bring *heavily interrupted game play* into the pve zones, by introducing *any* amount of pvp there. Period.
Please explain how my suggestion above does so. Did you even read it?


Blacklisted
"I'AM SATANS FAVORITE CHILD!!"

 

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Originally Posted by Prof_Backfire View Post
This game can't attract an entirely different audience demographic now. That ship has sailed. This game already has an ingrained reputation for terrible PVP and nothing is gonna change that.

There's another game that implemented massive changes in attempts to attract a new target demographic. It ended up causing almost their entire existing playerbase to quit, and failed to attract any new players at all- in fact, the exodus of players pretty much destroyed the game's reputation forever. Yes, I mean Star Wars Galaxies.
Umm by and large this game has attracted NO audience. Do you have any idea how many mmo players have never even heard of CoX? I don't either, but it is vast.

The ship has NOT sailed from a marketing standpoint, nor from a rebranding standpoint, nor from an expanded target market standpoint.

It sailed because of Castle and Posi dynamiting any possibility of integrating pvp with pve in i13.

In fact this game has almost no pvp reputation at all in the market. In the eyes of most it is neither great, horrible, or anywhere in between, it is nothing. However, in the limited scope that this game has covered it has gained a pve reputation. One that has prevented it from growing even with industry leading innovations such as AE, or even when the world can't get enough super hero action.

Surely because one mainstream MMO tanked due to a bad move no other company should ever take any risks... Thankfully even the team here isn't that carebear or else you wouldn't have AE to plug into.


 

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I made the mistake of omitting some details:
the whole invasion event only lasts exactly an hour after winning the event, there is a big reward for getting to the end and once a side has won, EVERYONE has the chance to participate. Also, the time in which to complete the PvP zone part was like 1hr and 30mins.
So in theory, 5 people from each side could play in the event then if villains win, every villain can jump to the hero side to accomplish a goal of some sort.
The teaming system is the only restriction on this because from memory everyone from one side was teamed together (team sizes were big, like at least 20 people)

It's so easy to explain if villains win, cause you know, they can rob atlas park (again).

oh, missed one thing. It was NOT instanced, it was in the live zone. I remember running back to the castle because the guards were impossible to kill (much like the police drones).

Quote:
Originally Posted by Frosticus View Post
Surely because one mainstream MMO tanked due to a bad move no other company should ever take any risks... Thankfully even the team here isn't that carebear or else you wouldn't have AE to plug into.
because it's pros and cons were weighed up and AE works, unlike changing a solid system. AE is an expansion not a complete overhaul of a system. (like what they did with SWG)

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Originally Posted by Frosticus View Post
It sailed because of Castle and Posi dynamiting any possibility of integrating pvp with pve in i13.
My idea doesn't involve much and it doesn't break anything to get it. Plus it's provides a balance over open PvP cause it creates open PvP for a limited time. The game is to embedded in PvE for there to be a massive change like open PVP straight out.


 

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Originally Posted by FrozenDeath View Post
If you don't want to reply to specific suggestions made, why are you posting here? It's obvious you don't like pvp, it doesn't need to be repeatedly endlessly.
No, actually it DOES need to be repeated endlessly until people get it through their heads that this will never be a PvP game, nor will you ever get people who dislike PvP to engage in it, hence, any suggestions for bringing PvP to the PvE masses are bad by default.

And whether or not the rule of PvP not affecting PvE is valid (developers have said they strive for that), there has never been a rule stated or even implied that PvE will not affect PvP. That might be true now that powers have PvE and PvP stats, but any illusions that PvE content shouldn't exist in PvP encounters are quite unrealistic. In fact, PvP's quintessential failing is that it has almost no PvE components and what it does have is relies on AVOIDING PvP, rather than participating in it.

Stick to improving PvP without butting it into PvE zones.


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Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

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No, actually it DOES need to be repeated endlessly until people get it through their heads that this will never be a PvP game, nor will you ever get people who dislike PvP to engage in it, hence, any suggestions for bringing PvP to the PvE masses are bad by default.
Again, you are repeating the same sentiment and not even listening to argument. Advocating improvent to pvp, which is something the Devs support in a misguided way, does not mean making cox a "pvp" game. It means making it more appealing to segments of the current playerbase as well as attractive to potential new players who want a pvp aspect in the game they buy.

You will never get people who are dead set against pvp to like it. These are a part of the playerbase, not ALL of it. Many people do not pvp because of the implementation, not the idea of pvp itself.

I was the PVPEC rep on Protector for a while. I hosted beginner friendly pvp events that drew in quite a few people that didn't normally pvp. This is because I acted as a kind of quality control for the event. The problem was that a player had to take the initiative to do it. When the reps weren't hosting, the people didn't come out for it. It shouldn't fall to players to tailor things for these people, it should be part of the game design.

As for the idea of putting a duel function in pve zones, I made a concrete proposal. You haven't commented on why it or an idea like it is unacceptable.


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Originally Posted by FrozenDeath View Post
When the arena went live, it took me a couple days to even try it due to the lag from people joining matches. First couple issues after I4 arena activity was steady and you had people going to test for things like cross server battles, regularly scheduled arena nights, and eventually the pvp sg ladder.

When zones were introduced there was pretty steady action up until i13. A regular night in Siren's or RV on Freedom might have had 50-60 people fighting in one zone. Now Freedom is more like Protector in its heyday. Generally, new pvp features resulted in a spike of interest followed by a slow decline resulting from nerfs or slow pace of development.



That might be a realistic outlook, but it's not constructive criticism for a suggestion. If everyone had perfect faith in the planning of the dev team, there'd be no point in having this forum to begin with. If something is never gonna happen, there's no point in railing against it and choking the discussion because it poses no threat.

It's more constructive to imagine a way that the idea would be good under ideal circumstances, then try to adapt it towards the actual circumstances of this game. Maybe the idea would fail at that point. Maybe it would spur another idea that would work. There's no harm in speculation.
LOL, Freedom really isn't a great guage of the overall pvp in this game. Prior to i13 it always had the most pop in the pvp zones, due to it ALWAYS having the most players. Many a pvper in the pre-i13 pvp era would often say "lol protector" or this server or that in terms of pvp. In fact the LACK of pvp population is one of the reasons that cross server arenas (and later zones) has been so heavily requested.

So no again, there most definetly MORE folks (waaaay more on some servers) using the pve zones than the pvp zones.

My point was that the devs have had years to improve pvp. The haven't. It's telling that many pvp players say they'd rather go back to i12 pvp than continue with i13 pvp. For whatever reason the devs just don't grasp pvp. Anything they do to add to it, I'm all for. Just like I'm all for more options for base builders, badgers, even farmers (see issue 16). However, in the case of pvp, I just don't have faith that they'll do it all that well. If they can't get the basics down, it doesn't give me a lot of faith that they can do more advanced options that other games have.

OFCOURSE they should continue to improve pvp. BUT they need to get the hell away from this idea that they need to be looking for this all NEW zOMG large pvp audience to spring up in this game. It's not going to happen. There has been TOO much time and bad blood regarding the way pvp is implmented that I don't think anything they do at this time can increase it's audience. We can agree to disagree on this but after 5+ years and numerous attempts I'm not holding my breath. I'll be glad to be proven wrong if it happens after GR is out.

To be honest with you I'm not against a pvp duel option, provided that the DEFAULT for it it OFF. Meaning, you need to TURN IT ON to even see duel requests.

However, my overall point of saying discussing this now is pointless is because the devs ARE NOT going to revert back to i12 pvp. Let me ask two questions based on what I've read in this thread.

1. Assuming the devs keep on with ZONE pvp in it's current format (that's an assumption I 100% stand by based on various dev comments), would a /duel option be really that loved? Think before you answer this and keep in mind I haven't seen one of the old pvp group that says that current i13 pvp is fun.

2. If there were an option to do the pve stuff in the pvp zones without having to do pvp (a toggle that you could turn on that made you immune) would that be alright? That is you can get shivans, nukes, etc., without ever having to pvp in the pvp in the pvp zones, would that be okay for the devs to implement?

3. For anti duel crowd, if /duel (assuming option 1 is in) took both directly to a nearby ARENA would that be okay?

Some might see where I'm going with this.

I await the pro pvp anit pvp in pve zones crowd's answers.

EDIT: Those so vehemently against it are so (at least from what I comprehend in this thread) because they don't even want to SEE it AT ALL while they pve. They LIKE that they can go to another zone and do pvp and see it when they want to.

I agree that a duel option that takes you and duelee (is that a word? :-P) directly to the arena would be good. added that in above.


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Quote:
Originally Posted by Fuzz_JDC View Post
Better idea, one taken from another game (guess if you can).

A TF/event that enables an invasion on the opposing side. The game the idea is taken from had a PvP event every week in a PvP Zone (say in Recluse's Victory) that after a side one won the event they would "invade" the other side. While the invasion is going on, you would need to use something like GM scaling cause it'll be open PvP in every zone for the invasion's duration. The game I'm taking this from had 2 zones for the invasion event (like lvl 20-35 and 40 -50. much like how Bloody Bay has a cap of lv25 and RV SKs to 50)

this is an example for context: Every say Saturday night at 8pm, Heroes and Villians go to Recluse's Victory and duke it out for control of the zone. If the villains win in RV, they get to go to Paragon City and cause havoc. If the heroes win, then they go to the Isles and beat up Recluse.

Although, i did miss a point somewhere that they actually start in a zone and make they're way to a certain zone in an attempt to do something.

You'll probably be surprised how many people would actually enjoy defending their turf from the opposing side.
Sounds interesting.actually exciting.
Defending your home is a perfect motivation to engage in PvP, even for people who normally dont PvP.
If there was also some sort of reward system to it,that would be great.I am thinking more along the lines of high XP for kills, and low(or no) debts for being killed (to not discourage the casual PvPer).

If u log in during the event, a information window would pop up to inform you about the status of the event ( villains won the event and are attacking Paragon/The heroes are arresting villains by the dozens on the Isles). Similar to the Zombie and Rikti invasions.

Sounds like fun to me.


 

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Originally Posted by TresCool View Post
Sounds interesting.actually exciting.
Defending your home is a perfect motivation to engage in PvP, even for people who normally dont PvP.
If there was also some sort of reward system to it,that would be great.I am thinking more along the lines of high XP for kills, and low(or no) debts for being killed (to not discourage the casual PvPer).

If u log in during the event, a information window would pop up to inform you about the status of the event ( villains won the event and are attacking Paragon/The heroes are arresting villains by the dozens on the Isles). Similar to the Zombie and Rikti invasions.

Sounds like fun to me.
If there were to do this, it'd have to be no debt. The Zombie and Rikti invasions give 0 debt.

I can also see something like this more for Going Rogue, not for the main game.

Question: How would you balance it for servers that had more than one side, or almost no one on one side?


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Posted

The only way I'd accept any form of PvP in the PvE zones is if I could opt out of it. Completely.

Zone invasion? If I'm not flagged to take part, I'm untargettable and can get on with doing my missions.

Dueling? As above. And having someone ask me to duel more than twice when I'm unflagged, in any chat channel, in any form, gets them an automatic 3 day ban on petitioning.

As long as I get to ignore it pretty much entirely, unless I feel like it, I'm all for PvP. Which, funnily enough, is exactly how the game stands now.


However, it turned out that Smith was not a time-travelling Terminator

 

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Quote:
1. Assuming the devs keep on with ZONE pvp in it's current format (that's an assumption I 100% stand by based on various dev comments), would a /duel option be really that loved? Think before you answer this and keep in mind I haven't seen one of the old pvp group that says that current i13 pvp is fun.
Depends on the implementation. The proposal I made above is structured to address a problem with the extant pvp systems--which is that the best odds for success involve getting your character to 50 (for the max slots), getting all the accolades, and investing a lot of money in IO sets.

A duel function could be aimed at people who are taking a break from leveling and would like to fight someone that was roughly their level, at a similar stage of slotting.

Quote:
2. If there were an option to do the pve stuff in the pvp zones without having to do pvp (a toggle that you could turn on that made you immune) would that be alright? That is you can get shivans, nukes, etc., without ever having to pvp in the pvp in the pvp zones, would that be okay for the devs to implement?
In other words, if they can pvp in my zone why can't I pve in theirs? Personally, I wouldn't be opposed to an observer mode in the zones. You would activate it before entering, you would be phased and unable to read broadcast and enemy messages while in that state. You would be able to observe things, get exploration badges, and accrue time towards pvp badges. To exit observer mode, you'd have to leave the zone again (so no popping in and out as an alternative to phase shift).

I don't think it would be reasonable to include going after things like shivans and nukes. These are potent items and I believe that the devs factored in the idea of pvp when structuring these rewards. It's already a joke, because BB and Warburg are dead zones on most servers anyway.

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EDIT: Those so vehemently against it are so (at least from what I comprehend in this thread) because they don't even want to SEE it AT ALL while they pve. They LIKE that they can go to another zone and do pvp and see it when they want to.
Nobody would be forcing you to watch people dueling in a zone. Nobody forces you to watch costume contests. Having it visible, while not actually affecting other players, is part of the appeal.


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Originally Posted by FrozenDeath View Post
Depends on the implementation. The proposal I made above is structured to address a problem with the extant pvp systems--which is that the best odds for success involve getting your character to 50 (for the max slots), getting all the accolades, and investing a lot of money in IO sets.

A duel function could be aimed at people who are taking a break from leveling and would like to fight someone that was roughly their level, at a similar stage of slotting.



In other words, if they can pvp in my zone why can't I pve in theirs? Personally, I wouldn't be opposed to an observer mode in the zones. You would activate it before entering, you would be phased and unable to read broadcast and enemy messages while in that state. You would be able to observe things, get exploration badges, and accrue time towards pvp badges. To exit observer mode, you'd have to leave the zone again (so no popping in and out as an alternative to phase shift).

I don't think it would be reasonable to include going after things like shivans and nukes. These are potent items and I believe that the devs factored in the idea of pvp when structuring these rewards. It's already a joke, because BB and Warburg are dead zones on most servers anyway.



Nobody would be forcing you to watch people dueling in a zone. Nobody forces you to watch costume contests. Having it visible, while not actually affecting other players, is part of the appeal.
Except that you would be watching it if you could do this while waiting for say an AE mission to start, and two folks were deuling right in front of you. Costume contests aren't the same thing as you actively have to go to the zone they are in or step out of the AE and walk over to where they are ususally held to see them. Not quite the same thing.

With that said I would no tmind a /duel option if the DEFAULT was to OFF. Meaning you have to turn it ON to even see duel invites.

EDIT: I also would not mind the phase or observer mode.


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