World pvp (at least read the start)
No problem, I just hit ignore and move on; reporting the guy so I can watch the GMs' workload skyrocket. Think they never show up in a reasonable amount of time now? Wait until this starts.
Unfortunately for me, I don't have time to wait for a GM to get around to my petition because the eager to PvP me d00d is now doing everything he can to annoy me. Bouncing around, spamming AoE powers, killing anything near me if I'm trying to do a hunt mission and if I'm really, really lucky he'll pull a nice friendly mob into me. All to "encourage" me to set my flag correctly.
No thanks.
"Mastermind Pets operate...differently, and aren't as easily fixed. Especially the Bruiser. I want to take him out behind the woodshed and pull an "old yeller" on him at times." - Castle
No thanks. There are already a grand total of two active zones across the entire US server list (11 servers @ 4 zones each = 44 zones, meaning only about 5% of available PvP zones will have activity at a given time), spreading out the small remaining PvP population won't help anything.
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
Develop and propose reasonable and possible solutions to issues such as groups of PvPers blocking doors to force players to fight them, lag issues resulting from large groups of PvPers congregating, PvPers deliberately interrupting RP events, "/duel spamming" and other examples of "upstanding, courteous" behavior, and fix the numerous balance issues with PvP itself (something that still hasn't been accomplished twelve issues after PvP was tacked on to the game), and it might be an idea worthy of consideration.
Until such time as those and other issues can be addressed responsibly and intelligently, I remain adamantly opposed to open PvP. Last thing I care to experience in this game is dealing with a turd-monkey following me around, bleating epithets at me in /b and /t, throwing out /duel popups and demands and trying to annoy me into fighting him/her until a GM can handle it (which could be the next day), then having to deal with his/her "friends'" childish retaliatory attempts to prevent me from playing.
This is completely NOT mandatory, world pvp will be a total choice! If you choose not to do you won't lose anything if you do it you can only gain!
I'm imagining this would be in issue 19 or 20 at the soonest. The Story Paragon City was at the calmest it could get. This newfound peace let the Heroes go help the world in other places such as Hati (Hero Corps think the earthquake was caused by a Villain.) While Paragon was at it's weakest, Lord Recluse sent an army of Archanos soldiers led by his super-humans to to take over the city. The remaining Heroes forced the army back to it's boat base. Paragon was safe, for now. Lord Recluse was shown on every T.V. declaring "war" on Paragon City. There weren't enough Archanos spiders to attack again, so Recluse started sending his super-humans to kill the Heroes. It was a battle of the Supers. Villain against Hero, powers shooting through the sky, cars flying into buildings, it was chaos. The mayor quickly sent out a message to all Heroes to return A.S.A.P. Now at war with Recluse, all the Heroes must do their best to stop the Villains, and the Villains must stop the murder attempts on their Lord Recluse. The Rules/Restrictions 1. You can't go over to opposite faction land until you're level 10 2. No way to attack any player 6 levels under or above you. 3.If you're killed as a villain you go back to the boat, as a hero you go back to Paragon 4. No more than 2 people to another player 5. Only certain NPC's can be killed (PPD, Arbiters etc.) 6. Safe spots are; Hospital, Vault Reserve, University, Icons, WW/Market, Tram, and near trainers (Pocket D obiviously too) 7. No spawn killing (maybe reportable) 8. Sorry Villains, no killing citizens (otherwise it would be M if i'm correct) but you can rob banks, flip cars over (?), murder signature characters, and take people hostages (take them to the top of a roof and a message goes out to all heroes who have PVP toggeled on. 9. (in Rogue isles) Heroes can; save hostages, protect citizens (not letting them die), and arrest signature characters 10. more to come probably The Rewards/Players 1. Players can only kill other plays 5 levels above or below them. 2. No full safe zones 3. Rewards for defeating players include; inf, inspirations, enhancements, salvage, recipes, PVP points, merits, and badges (dropped at random not by players) 4. New rewards for PVP points; inspirations, enhancements, salvage, recipes, and costume parts (maybe emotes?) There might be more to add later |
This is completely NOT mandatory, world pvp will be a total choice! If you choose not to do you won't lose anything if you do it you can only gain!
I'm imagining this would be in issue 19 or 20 at the soonest. The Story Paragon City was at the calmest it could get. This newfound peace let the Heroes go help the world in other places such as Hati (Hero Corps think the earthquake was caused by a Villain.) While Paragon was at it's weakest, Lord Recluse sent an army of Archanos soldiers led by his super-humans to to take over the city. The remaining Heroes forced the army back to it's boat base. Paragon was safe, for now. Lord Recluse was shown on every T.V. declaring "war" on Paragon City. There weren't enough Archanos spiders to attack again, so Recluse started sending his super-humans to kill the Heroes. It was a battle of the Supers. Villain against Hero, powers shooting through the sky, cars flying into buildings, it was chaos. The mayor quickly sent out a message to all Heroes to return A.S.A.P. Now at war with Recluse, all the Heroes must do their best to stop the Villains, and the Villains must stop the murder attempts on their Lord Recluse. The Rules/Restrictions 1. You can't go over to opposite faction land until you're level 10 2. No way to attack any player 6 levels under or above you. 3.If you're killed as a villain you go back to the boat, as a hero you go back to Paragon 4. No more than 2 people to another player 5. Only certain NPC's can be killed (PPD, Arbiters etc.) 6. Safe spots are; Hospital, Vault Reserve, University, Icons, WW/Market, Tram, and near trainers (Pocket D obiviously too) 7. No spawn killing (maybe reportable) 8. Sorry Villains, no killing citizens (otherwise it would be M if i'm correct) but you can rob banks, flip cars over (?), murder signature characters, and take people hostages (take them to the top of a roof and a message goes out to all heroes who have PVP toggeled on. 9. (in Rogue isles) Heroes can; save hostages, protect citizens (not letting them die), and arrest signature characters 10. more to come probably The Rewards/Players 1. Players can only kill other plays 5 levels above or below them. 2. No full safe zones 3. Rewards for defeating players include; inf, inspirations, enhancements, salvage, recipes, PVP points, merits, and badges (dropped at random not by players) 4. New rewards for PVP points; inspirations, enhancements, salvage, recipes, and costume parts (maybe emotes?) There might be more to add later |
to TO THE END!
Villains are those who dedicate their lives to causing mayhem. Villians are people from the planet Villia!
I support this idea because it would be AWESOME if I'm on a Task Force, and one of my team mates is flagged for PvP, and then we have to wait for him to finish a fight before we can move on.
...No, wait, that would suck and it's why I oppose the idea. My mistake.
Anyone that's been around long enough to remember when we were forced to enter the PvP zones to clear introduction mission will understand why this will never work. Untill you cleared that mission, you couldn't get any others. When you entered the zone, you would get TP Foe and killed. Try to leave the zone? yeah right. TP Foe the moment you step out of the hospital. Don't bother asking them to stop killing you so you can leave. They will just tell you that if you didn't want to PvP, then you shouldn't have entered the zone. The Devs were cheered the day they moved the contacts outside the zones.
At it's peak, a little over 10% of the player base was into PvP. It's not that high now. From a business standpoint, why would NCSoft annoy 90% of their players just to make 10% happy? Cross server PvP zones would be the best way to get the PvP zones more active. At least then you could stay on your server and the non-PvPers wouldn't have to deal with something they don't want.
�Let there be truth, happiness, and waffles�
-Vagabond, Dark Lord & Avatar of Gnarr
The Justiciars
The story is interesting, but it doesn't really work. The only reason the Etoile Islands remain in the hands of Arachnos and Recluse hasn't been Sadamd yet is because they're under the protection of the UN as a sovereign state, and the US is still reeling from the Rikti War. The moment Recluse declares war on America, he basically declares war on the entire world, and he simply does not have the resources to do that. He's campy, but he's not stupid. Not THAT stupid, anyway.
That, the overall hatred for PvP, which I share mind you, and the mechanical difficulties related to instituting PvP zone rules in PvE zones without totally inducing mag 100 knockup on PvE means that I can't stand behind this idea. Moreover, I see neither a need for it, nor a point to having it.
Sorry.
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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World PVP in any shape or form is a non-starter as far as I am concerned, and would likely lead to a large number of canceled accounts from previous comments in many similar threads.
@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617
Hey look, another World PvP suggestion!
Feel free to try out my AE mission arc, # 473452: Praetorian Redemption
@Valerika
Firstly - you aren't justifying the suggestion here. You're putting out world PVP as an inherent good - and I don't think that is self evident. Secondly - for those that want this - why not just level up in the zones? Perhaps the better suggestion would be to add at least radio/paper missions in the PvP zones.
I like world PvP in games were the design makes sense. CoX is not one of those games.
Initially - there is the issue of how the powers operate PvE verses how they operate PvP. If you flag for PvP in a PvE zone - what rules do you use? Would you be subject to DR and TS there too? I think you'd have to be. You can't have different rules for PvP based on what zone you are in.
Next - world PvP works in games where you level up in the world. It adds excitement as you train to gain XP, trying to avoid getting ganked, or alternatively - laying in wait preparing to strike. Most of levelling in CoX is done in instances - so the whole "keeping on your toes" thing is not really a factor. Basically - world PvP would affect people who flag at WW/BM, those afk, those respec at the NPC, flagged RPers in zones and those flagged writing AE missions. Most of those situations would have the player being a sitting duck, and likely unflagged.
So then? What is the justification to make this change? How is the game improved where the benefit for the playerbase would outweight the cost of the resources to develop it? As most of the playerbase seemingly has no interest in PvP (in this game,) the resource cost would have to be next to nothing and even then, there is still the unanswered question of how this benefits the game before this suggestion can be taken seriously.
hmm, this is true almost all pvp in any game is populated by whiners and sore-losers (in wow there's a language barrier but that wouldn't work here) But you can always ignore the person.
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I suggested ages ago that PVP should be CROSS SERVER.
Please get behind that idea, instead of trying to ruin PvE game with PvP. |
WoW's PvP instances are cross server and it works well... but even if they were to do that in CoX how would open world PvP ruin your PvE experience if it's not mandatory? PvP is like AE in that if you want to be involved in it then great if you don't... then it has absolutely no effect on you other than (as has been pointed out) maybe witnessing it which can be entertaining in and of itself.
Global @radubadu
Usually playing one of the following toons blueside on Virtue:
Cadler 50 WP/SS tanker
Radubadu 46 Fire/Fire blaster
Hell Runner 35 Fire/Fire brute
^ This. I happened to love PvP in WoW and I understand that it's not popular here but the question I would ask is why? Especially the way it's being suggested here... if it's an issue of being flagged or not. Not being flagged means you don't have to worry about it so where's the problem?
WoW's PvP instances are cross server and it works well... but even if they were to do that in CoX how would open world PvP ruin your PvE experience if it's not mandatory? PvP is like AE in that if you want to be involved in it then great if you don't... then it has absolutely no effect on you other than (as has been pointed out) maybe witnessing it which can be entertaining in and of itself. |
WE DON'T WANT WORLD PVP
There are far more PvE players than there are PvP players. The majority rules.
Go back to the Arena, Bloody Bay, Siren's Call, Warburg, or Recluse Victory. If we ever need you we'll come to you.
But don't hold your breath.
OK, where to start.
First, philosophically... PVP just doesn't *go* in this game. Yes, there are some people who enjoy it - I'm one of them - but even at its peak, it had only a tiny portion of the population actively involved. Yes, there were some decent sized SGs (Lions Den comes to mind,) but even so, not long after the release of the zones, it was rare to see much activity. COH/COV just hasn't been a big PVPing stomping ground. |
Compare it to something like LotR, or other standard fantasy settings - the number of named, personalized evil people is way, way smaller than the number of heroes - the good side is usually outnumbered, so the focus is more on them than the hordes enemies - but superheroes are heavily invovled in personal duels all the time.
@Golden Girl
City of Heroes comics and artwork
I don't think you are comprehending what we are saying.
WE DON'T WANT WORLD PVP There are far more PvE players than there are PvP players. The majority rules. Go back to the Arena, Bloody Bay, Siren's Call, Warburg, or Recluse Victory. If we ever need you we'll come to you. But don't hold your breath. |
Please don't speak as though you speak for all... personally I'd like to see some kind of world pvp implemented, yes there would be potential issues but nothing that couldn't be worked out. They could after all make an official PvP server since we don't have one. Yes, Freedom is the unofficial one but there is still no open world PvP.
Also, the devs rule... not the majority, and aside from that 51% is technically a majority... so by your logic it'd be ok for the devs to ignore the request of a minority group even if it's almost half their playerbase. I know the ratio is no where near 50/50 but do you really think the devs want to ignore any requests regardless of the percentage of players that do and do not want it? I'm sure they're not going to make PvP their focal point for the time being but I'm sure it's something that they'd like to get involved in to possibly get back those customers that did enjoy PvP before I13.
Global @radubadu
Usually playing one of the following toons blueside on Virtue:
Cadler 50 WP/SS tanker
Radubadu 46 Fire/Fire blaster
Hell Runner 35 Fire/Fire brute
I don't think you read the story, Recluse has declared "war" (you can't really declare war against a city so he's just trying to kill all the heroes in Paragon) on Paragon and the Heroes have to defend it. The Heroes go over to Rogue isles so they can try and the "war" by arresting Archanos soldiers/Villains and help the longbow protect the citizens.
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Do they make hats in "Hati"?
(It's Haiti)
I'm reasonably sure the mechanics are switched per-zone, not "per what you're fighting."
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Which of course just makes it more complicated to figure out what your powers are doing in PvP if PvP gets enabled outside of the PvP zones.
http://www.fimfiction.net/story/36641/My-Little-Exalt
Please don't speak as though you speak for all... personally I'd like to see some kind of world pvp implemented, yes there would be potential issues but nothing that couldn't be worked out. They could after all make an official PvP server since we don't have one. Yes, Freedom is the unofficial one but there is still no open world PvP.
Also, the devs rule... not the majority, and aside from that 51% is technically a majority... so by your logic it'd be ok for the devs to ignore the request of a minority group even if it's almost half their playerbase. I know the ratio is no where near 50/50 but do you really think the devs want to ignore any requests regardless of the percentage of players that do and do not want it? I'm sure they're not going to make PvP their focal point for the time being but I'm sure it's something that they'd like to get involved in to possibly get back those customers that did enjoy PvP before I13. |
He may not be speaking for you, but I would place you in the > 10% of the game.
Actually, if any MMO would be expected to have PvP, it's a superhero one
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He is speaking for atleast 90% of the game. We do NOT want World PvP.
He may not be speaking for you, but I would place you in the > 10% of the game. |
I'd love to see where you got your figures but I bet I know and on second thought I'd rather not see it.
Even assuming they're accurate last I heard CoX has over 100K subscribers... so do you really think NCSoft wants to ignore 10,000+ customers? That's a source of over $150,000 a month that I'd see what I could do to make happy.
Global @radubadu
Usually playing one of the following toons blueside on Virtue:
Cadler 50 WP/SS tanker
Radubadu 46 Fire/Fire blaster
Hell Runner 35 Fire/Fire brute
Even assuming they're accurate last I heard CoX has over 100K subscribers... so do you really think NCSoft wants to ignore 10,000+ customers? That's a source of over $150,000 a month that I'd see what I could do to make happy.
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I think NCSoft and Paragon Studios are perfectly happy to lose $1,500/mo if it means retaining $13,500,000/mo.
http://www.fimfiction.net/story/36641/My-Little-Exalt
^ also a good point.
I'd love to see where you got your figures but I bet I know and on second thought I'd rather not see it. Even assuming they're accurate last I heard CoX has over 100K subscribers... so do you really think NCSoft wants to ignore 10,000+ customers? That's a source of over $150,000 a month that I'd see what I could do to make happy. |
And 90% of that 10% is perfectly content with PvP zones and the arena. So not spending money and developer time on world PvP would then only be ignoring 1,000 customers, or $15,000/mo. And maybe 10% of that 1% would be willing to quit over the issue, for a loss of $1,500/mo.
I think NCSoft and Paragon Studios are perfectly happy to lose $1,500/mo if it means retaining $13,500,000/mo. |
So, when you can't reply with facts you rely on sarcasm. Duly noted.
Global @radubadu
Usually playing one of the following toons blueside on Virtue:
Cadler 50 WP/SS tanker
Radubadu 46 Fire/Fire blaster
Hell Runner 35 Fire/Fire brute
personally I'd like to see some kind of world pvp implemented, yes there would be potential issues but nothing that couldn't be worked out. |
They could after all make an official PvP server since we don't have one. Yes, Freedom is the unofficial one but there is still no open world PvP. |
1. Convert an existing server into the "official" PvP server. This would upset a lot of current players, and probably lead to a mass exodus. Many of those players would quit in a fit of nerdrage rather than transfer to another non-PvP server.
2. Make all server PvP servers, but only one is "official". You know how empty the PvP zones are? Imagine if the entire server had the same population as a PvP zone. Now imagine the entire game with that same population...
3. Make a seperate codebase and a seperate, new PvP server. This would be a coding/maintenance/updating nightmare.
Also, the devs rule... not the majority |
I know the ratio is no where near 50/50 but do you really think the devs want to ignore any requests regardless of the percentage of players that do and do not want it? |
I'm sure they're not going to make PvP their focal point for the time being but I'm sure it's something that they'd like to get involved in to possibly get back those customers that did enjoy PvP before I13. |
Feel free to try out my AE mission arc, # 473452: Praetorian Redemption
@Valerika
How would they lose $13,500,000? If they created a new server (cost aside) that was an official PvP server that allowed for open world PvP the 90% you and PP claim to represent would not be affected.
So, when you can't reply with facts you rely on sarcasm. Duly noted. |
and if they opened it up on the servers they have now, a huge portion of the player base would up and quit. they would lose even more money. then you would not have a game to play. again, does that clear it up for you?
OK, where to start.
First, philosophically... PVP just doesn't *go* in this game. Yes, there are some people who enjoy it - I'm one of them - but even at its peak, it had only a tiny portion of the population actively involved. Yes, there were some decent sized SGs (Lions Den comes to mind,) but even so, not long after the release of the zones, it was rare to see much activity. COH/COV just hasn't been a big PVPing stomping ground.
Related to that - if I want PVP action, I know I can go to one of five places to find it (the four zones and the arena.) Think of it this way - you're asked to find three people. In the first try, you're given a two story house to find them in. Think you can find them pretty quickly? OK. Next, you're told to do so in a skyscraper. How are your chances now? Our city zones (using the term for both games) are pretty big - even if someone's called out ("Hey, Villaindude is in IP, someone want to get him?") how long will it take you to find them?
Now, let's tie the first two points here together - and your OP doesn't mention flagging/unflagging. You have a population that mostly doesn't care for PVP. They un-flag it (which I would assume would be the default.) The would-be invader can't do much of anything (no attacking NPCs for the most part, etc, etc, etc.) Finding someone INTERESTED in PVP takes even longer (who then has to be in the proper level range) ... why would this system work out? Answer: It wouldn't. It would frustrate the few people interested because they cant' find a fight, it'd irritate the ones who get conned into flagging for PVP when they don't really want to.
Also, you're ignoring one thing - the major mechanics difference between powers in PVE and PVP. I'm reasonably sure the mechanics are switched per-zone, not "per what you're fighting." I know my Tanks can get mezzed while they're in the PVP zone if there's a mezzing NPC around, for instance - don't forget, all mez protection does in a PVP zone is cut duration. And many of these mechanics have proved so popular with PVPers that the devs added options to turn them off in the arena....
Between how the game works, the low PVP-willing population (PVP just wasn't a big draw before, and I don't see a population spike coming in with this added - though I do know of several who would just quit outright,) and all the restrictions you've added in what I'd assume is an attempt to make it "fair," well... I just don't see it working.