Promotiong Interfaction Strife: A think tank.


Aura_Familia

 

Posted

Problem: Heroes and Villains have been repeatedly pushed toward mutual understanding, love, peace, and cooperation.

In the beginning, it was Pocket D. A fun little distraction with a weird mission involving valentine's day.

Then came the coop zones and TFs.

Then came the grey moralities.

These are all great things, but with I19 around the corner advertising even more cooperative content, I fear we've lost sight of something.

Heroes and Villains are not friends. They are as diametrically opposed in ideologies as it gets.

Villains and Vigilantes are even less so. Vigilantes don't want Villains Arrested. They want them DEAD.

Heroes and Rogues are about as morally compatible as it gets in the general theme of things. Rogues aren't picky as long as there's a payday involved, and Heroes might logically tolerate them as long as they're not being TOO evil... at the time.

I'm not saying these features are bad. The coop zones are fun, and from a development standpoint a smart way to design content that can reach a broader number of players.

However, I am saying that with all of these optional systems to enable cooperation, why haven't there been similar systems put in place to encourage being enemies?

Yes, PvP zones exist. However they were implemented at one point, found unpopular, and forgotten. Part of it is the repeated changes and updates which turned PvP in to a buyer's game. Part of it is that those systems require the player to stop what they're already doing to go enforce the law or sense of powersonal power upon someone else.

Why does a vigilante go to the rogue isles? Thematically, he's be doing it to punish the wicked. In reality, he's going there to get lovey dovey with the enemy.

Thus, I begin this thread to focus on think tanking optional systems to promote the struggle of good versus evil in the player space.


 

Posted

System 1: The Archnemesis.

The Archnemesis system aims to put two players from opposing factions in to a long terms relation of mutual disdain. Its design goals are to promote interaction and combat between the two players in a manner that is acceptable to both of them, and create a gameplay environment where awareness of ones Arch is an inescapable fact of life for both players.

Upon reaching level 50, the player will be given the option to opt in to the Arching system via notoriety contacts. Each player selects the level of involvement they prefer from among the following options:

Legal attack conditions - Where can I be attacked by my Arch? City zones, SG base, inside instanced missions, on TFs, etc. It is important to tailor these options so that players can specifically choose their level of involvement.

Death Penalties - None, inspiration drops, salvage drops, recipe drops.

These conditions go both ways. When you've selected the specifics of your arching arrangement, the system will randomly select a player from the opposing faction with matching conditions. This means if you want the potential to beat down your arch for recipes by ambushing him in the middle of a door mission, your arch can do the same to you. This is a mutual system that ensures the players involved get exactly what they signed up for. The system is random to promote player interaction and target diversity, as well as prevent exploitation of additional reward mechanics.

Tracking - Okay, great, you've got an Arch. Where is that arch? With the vastness of the game, how do we find out where to spring our trap, or stop that villain from finishing off a longbow base?

The answer is informants. Informants are an inf sink which allows each player to spend a specific amount of infamy on a per zone basis to keep a "man on the street" with an eye out for your arch. For each zone I want watched, I can pay an informant contact a static amount in inf to notify me via the events channel for 24 hours if my arch is sighted in that zone. If I am normally unable to travel to that zone, I would have the opportunity to do so as as long as my arch has not travelled to another zone. (Example: My Arch was sighted in Atlas park, but I am a villain. I can travel to Atlas Park, and remain there even if he enters door missions or his SG base. However, if he hops a train to go to another zone, I will be ejected.)

Additionally, if my arch is a moral tourist (vigi or rogue) I will be automatically notified by any NPC my arch talks to on my "home turf" (E.G. If my vigilant arch sells salvage at the Cap Au Diable black market, Shady Mia would tell me about it.)

Rewards!

In addition to the optional loot drops, The arching system confers a themed power called victory. Victory is roughly equivalent to an accolade power in terms of effect and recharge. There are multiple versions of victory, and they are all self-only powers. These include a full range buffs (self +damage(all) Self +res(all), etc.) but I can only select one.

However, if I am defeated, I lose access to the victory power. In turn, my arch gains access to his. This means that between the two characters, only one will have access to victory at any given time... the current victor of our last battle.

The Strength of victory is directly proportional to the amount of legal attack methods I have selected. If I have selected zone-only vulnerability, my victory power (and that of my arch) will be far less powerful than that of someone who has elected to be vulnerable at all times.

Quitting -

I can end the arching relationship at any time by visiting an notoriety contact and surrendering. If my Arch surrenders, I gain not only badge progress, but I get to keep a disposable (stacking) temp power version of the victory power. In addition, my Arch's name is added to my personal info under "Arch-nemeses Defeated" to prove that I am clearly the superior crimefighter/agent of discord. My defeated nemesis gets to keep nothing.


 

Posted

Sorry, but as a tank, I'm too busy smashing stuff up to worry about thinking.



Unfortunately, with an archnemesis system like you're talking about it only really works if both sides consent, are on at the same time, and want to actually stop what they're doing to go mash their opponent's face (sorry, gotta leave the Hami raid! Have to go beat down my archnemesis so he still knows I care!).

Also, how do you balance say an IO'ed-to-the-gills Brute against an SO'ed-at-best Defender?

Honestly, I believe such a system will fail due to apathy over time.



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Posted

Quote:
Originally Posted by Hyperstrike View Post
Sorry, but as a tank, I'm too busy smashing stuff up to worry about thinking.



Unfortunately, with an archnemesis system like you're talking about it only really works if both sides consent, are on at the same time, and want to actually stop what they're doing to go mash their opponent's face (sorry, gotta leave the Hami raid! Have to go beat down my archnemesis so he still knows I care!).

Also, how do you balance say an IO'ed-to-the-gills Brute against an SO'ed-at-best Defender?

Honestly, I believe such a system will fail due to apathy over time.
This wasn't really conceived as something you'd want to be doing all day every day. By nature, it's a system that's more about assigning an optional PvP risk to your every day activities with the option to be proactive if you're bored.

Its far more about your Arch coming to screw with you while you're in the middle of something than it is about you going to screw with him.

The system itself is consentual by nature. I don't believe anyone who doesn't WANT to face a random faceplant from an Arch should have to.

As for the balance question, my thinking was simply: Don't balance it.

Another option would be to attempt selection of an Arch that is roughly my equivalent AT/powerset. So brutes would match with brutes or tanks, scrappers with scraps/stalkers, etc. However I think its simply more fun to forget balancing it, and just let players find that perfect long term arch through trial and error.

Lets face it, the players that opt in to such a system clearly know what they're getting in to.

If I'm clearly outmatched, I surrender and get on with my life. My Arch has proven himself the victor, gets a couple shinies and I'm no worse for wear. I can move on to the next arch, or take a break from arching and maybe work on my build before I decide I want to try it again.

As for the online timing issues I can see where that would be a problem. Perhaps the best solution would be to give the participants the option to specify a playtime window to help the system match arches. Barring that, perhaps an option to 'truce' if no blows have been traded in the space of a week, allowing the two to move on to more compatible arches without the embarassment of ending up on someone's defeated list.

I don't think its an apathy risk as much as other forms of PvP simply because its designed to foster some pretty impressive loot rewards, and it gives the participants the unique opportunity to absolutely mangle another player pretty much anywhere (within their chosen Arch limits) which creates a very comic book experience.

If anything, I'd see the typical arch fight like mad for the first few days, then taper off to occasional battles when one or the other wants to stir up trouble.

It's a 50s system designed to create a more extensible endgame. Like the incarnate system, it serves as an option for people that have hit the enhancement ceiling and want good reasons to play that favorite 50 rather than reroll.

There's too little incentive to stick with your 50s IMO.


 

Posted

You lost me at PvP, I'm afraid. I'm not opposed to a nemesis style system, but I don't think it's something you want to tie to PvP, simply because it isn't needed. Now, having an option to assign a real player as your nemesis, that I can't really argue about, but if that nemesis HAD to be a player, then I'm not interested.


Quote:
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.

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
You lost me at PvP, I'm afraid. I'm not opposed to a nemesis style system, but I don't think it's something you want to tie to PvP, simply because it isn't needed. Now, having an option to assign a real player as your nemesis, that I can't really argue about, but if that nemesis HAD to be a player, then I'm not interested.
There's actually a lot of chatter in my thread on SG systems with the same sentiment, and you bring up a good point.

So, let's think shall we? After all, it is a think tank.

Something we went in to with the SG arc system was leveraging the Kheldian mob replacement systems to create SG arcs that layered on top of existing content by chaining events for the SG.

Now, Approaching an arching system in the same fashion is completely doable, however it doesn't address the problem that spawned the thread in the first place:

Promoting inter-faction strife. Creating reasons why players of opposing factions should genuinely be uncomfortable with each other. How can we leverage a system that doesn't include PvP (as I know the very mention of PvP makes some people very uncomfortable) to accomplish that goal?

I'm at a loss on this one, as I can't honestly think of any reason outside of direct player intervention that players of opposing factions WOULD be uncomfortable with each other. This is the situation we have now. Vigilante visits the rogue isles to be buddies with villains rather than stop villains from committing crimes. This is thematically all kinds of wrong, and takes quite a bit away from the concept of having a side in the first place.

I'm not against side switching, and I'm not against grey moralities. What I am against is the mindset grey moralities currently carry. Taking that grey morality should be about PUNISHING evildoers, or EXPLOITING do-gooders, not helping them with whatever nefarious/charitable tasks they're in to.

The extremes of that grey area are already really well done in the tip missions, as is the moral slide in to light or darkness respectively. I had a lot of fun sliding from hero, to vigilante, to villain on my warshade.

What isn't well done is the execution of those grey moralities in a thematic sense as a long term alignment. Taking a rogue to paragon city doesn't feel any more dangerous than staying at home. Nobody's wary of my motives, nobody's ready to tell me they don't work with scum like me unless it absolutely necessary. Nobody's threatening to have me arrested if I step out of line for even a second. Hell, everyone's happy to see me, wants me to join their posi taskforce, and then throw flowers and ******* lollipops at me for being such a cool random guy walking the streets.

This feels wrong. Not just in a roleplaying sense, but in a general gameplay sense. Every stick of every bit of anything presented in the entire game indicates that I am the enemy here. The problem is that the gameplay doesn't reflect that lore at all.

I guess I'm trying to say that it's not so much a thread about PvP as it is a thread about reinforcing that line. We were advertised shades of grey.

What we have now is one big blob of grey with no more black or white.


 

Posted

Gonna point out some devils advocate factors.

1. Villains are not always committing crimes 24/7. When they're not committing crimes, there's not a damn thing a true hero can do about i because they're doing nothing "wrong".

2. Villains and heroes meet and negotiate all the time. They aren't allies but they do not like each other obviously. Pocket D has changed this, there's nothing you can do about that really :/

3. Heroes and villains do occasionally work together. However, ICly places like the rikti war zone are not the norm

4. Player attitudes are not entirely the games fault, they are players faults. The player decides what his character is going to do and not do. The game just fosters the already present scene and lets it thrive.

5. It's difficult to RP truly evil characters in public for the very reason that it often either involves PVP or RP fighting in which someone "god modes" and kills the fun.


 

Posted

Eh, once on my vigilante I went from Paragon to Rogue Isles to join the Barracuda Strike Force upon which I immediately went back to Paragon and started robbing the hell out of it.


 

Posted

What about instead you do things to disrupt your arch instead of directly PvP them (but perhaps leave direct PvP as one of the opt in options). For example, you hear Bob is on a mission, so you go do X. Once you've done X, a squad of Longbow ambush Bob in his mission. Or he gets hit with a Chemical Warhead nuke. Or somesuch or othersuch that'd be debilitative and disruptive without direct conflict between the players.


 

Posted

I am in complete agreement with you here Shadestorm, particularly the bit about "one big blob of grey with no more black and white."

Currently, I only have one vigilante, and it is because I had him written as a vigilante from day 1 of his existence. Naturally, I made him an official vigilante once Going Rogue went live, but I have no intention of ever setting foot in the Rogue Isles with him. Because, as you said, in my mind a Vigilante is a character who punishes the wicked rather than simply subduing and arresting them. I also agree that the tip mission choices encompassed that mentality quite well.

Now, I understand that the intention behind the Hero-->Vigilante-->Villain progression was that at some point a vigilante might go too far and kill someone by accident, or that didn't deserve it, or whatever, and complete their "journey towards the dark side."

I also get, and respect, that the alignment/morality system was kept general in order to allow for everyone to write/create their own story. That openness and flexibility is one of the reasons I love the game. However, I agree that there could be something more in there. But that's for a later post.

Personally, I love the idea of having an arch-nemesis, but I hate the idea of someone being able to ambush me wherever, even if they were in the parameters of what we set when we made the nemesis "agreement." My alt-oholism aside, eventually I would forget, and then get really pissed when I wound up dead while, say, crafting something in my SG base. I know it would be way different, but too many times have I been innocently trying to gather ore samples in Bloody Bay and had a big red "ASSASSIN'S MOVE" appear above my head.

Alternatively, completing tasks that would make things more difficult for my nemesis, or add a certain complication to my nemesis's missions, is an idea I really like. I would be all for options like:

  • Giving your nemesis a random ambush per day.
  • A booby-trapped drop at the completion of a mission, which would give some kind of random debuff or other semi-annoying-but-not-altogether-hindering effect for a certain amount of time (and perhaps ways to get around this i.e. a minor DoT effect simulating poison could be removed by visiting a hospital nurse).
  • An instanced mission given as a response to any mission you just completed. For example: "While you were busy completing that task, your nemesis has made a bomb threat against the city. It is set to blow in 15 minutes!" Thus you have 15 minutes to get to a train station and load into one of the large scale city maps and find the explosives before time runs out.

I stuck to the "upon mission completion, you get..." idea because I think that would be the easiest in-game trigger for the tech side of it, and also most likely be the least intrusive to the player. Obviously, it would be restricted from happening during TFs and the like, where it would be intrusive to the player moreso than to their character.

I have a lot more to say on this, more than I thought I would! But I'll leave it there for now to hear some responses.


@Winter. Because I'm Winter. Period.
I am a blaster first, and an alt-oholic second.

 

Posted

Quote:
Originally Posted by Shadestorm View Post
I'm at a loss on this one, as I can't honestly think of any reason outside of direct player intervention that players of opposing factions WOULD be uncomfortable with each other. This is the situation we have now. Vigilante visits the rogue isles to be buddies with villains rather than stop villains from committing crimes. This is thematically all kinds of wrong, and takes quite a bit away from the concept of having a side in the first place.
I think the solution to that is simple, and it lies in the Dopelganger system. Let us either design a nemesis or pick one from our roster of opposing characters. Once that's done - and it's as technically doable as putting your own clone in - then just have that nemesis show up in random missions either in place of the mission boss, in addition to the mission boss or just in a spawn somewhere along the way. Give him a few generic lines of dialogue, like "I strike when you least expect it!" or "We meet again, Mr. Bond!" or something along those lines. That's pretty much all you need. At most, replace his surrounding spawn with Mastermind henchmen of your given choosing and be done with it.

Quote:
What isn't well done is the execution of those grey moralities in a thematic sense as a long term alignment. Taking a rogue to paragon city doesn't feel any more dangerous than staying at home. Nobody's wary of my motives, nobody's ready to tell me they don't work with scum like me unless it absolutely necessary. Nobody's threatening to have me arrested if I step out of line for even a second. Hell, everyone's happy to see me, wants me to join their posi taskforce, and then throw flowers and ******* lollipops at me for being such a cool random guy walking the streets.
Well, Rogues in Paragon City have their own unique briefing options for Tip missions, and they can't really do much more, such as regular contacts. They are, in fact, not welcome, because no-one will work with them. You CAN still team with other players, but I don't want to encourage strife between players, themselves. Faction on faction and fiction on fiction feuds I'm perfectly fine with, but under NO circumstances do I want to encourage players to be hostile to each other. That's the prime reason I hate PvP - I much prefer cooperation over competition and backstabbing. People will naturally want to be friendly and play together because that's what players do. Write the environment to be hostile, but don't try to make the players hostile to each other.


Quote:
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.

 

Posted

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Originally Posted by Samuel_Tow View Post
I think the solution to that is simple, and it lies in the Dopelganger system. Let us either design a nemesis or pick one from our roster of opposing characters. Once that's done - and it's as technically doable as putting your own clone in - then just have that nemesis show up in random missions either in place of the mission boss, in addition to the mission boss or just in a spawn somewhere along the way. Give him a few generic lines of dialogue, like "I strike when you least expect it!" or "We meet again, Mr. Bond!" or something along those lines. That's pretty much all you need. At most, replace his surrounding spawn with Mastermind henchmen of your given choosing and be done with it.

Well, Rogues in Paragon City have their own unique briefing options for Tip missions, and they can't really do much more, such as regular contacts. They are, in fact, not welcome, because no-one will work with them. You CAN still team with other players, but I don't want to encourage strife between players, themselves. Faction on faction and fiction on fiction feuds I'm perfectly fine with, but under NO circumstances do I want to encourage players to be hostile to each other. That's the prime reason I hate PvP - I much prefer cooperation over competition and backstabbing. People will naturally want to be friendly and play together because that's what players do. Write the environment to be hostile, but don't try to make the players hostile to each other.
Ironically, these are the two things I left out of my previous post, so I agree with both of them. I don't mind getting into the mindset of my character, but I would also hate to see people shun other characters because they are a gray morality.

Frankly, I think Rogues function better than vigilantes considering Rogues are basically mercenaries: most of their tip missions involve getting the biggest possible payout, regardless of "good" or "evil." Which is why I understand them being able to team with heroes. Hell, it works with game mechanics: you join up with a group, regardless of morality, and you get more/better rewards.

Vigilantes seem like more of a stretch though. The progress bar says "Becoming an angel of justice..." Now I don't remember offhand what the Rogue bar says, but that statement right there does not seem like one would readily team with evil-doers. I have absolutely no idea how they could now change this up now, but IMO, it could stand to be changed.


@Winter. Because I'm Winter. Period.
I am a blaster first, and an alt-oholic second.

 

Posted

The problem with a Nemesis System.

And forcing PvP is also a huge no-no.

Sooo... Maybe have the Devs write -actual- Vigilante and Rogue content in the Isles and in Paragon so that after my Rogue hits Rhode Island she can be a Rogue, instead of immediately becoming a hero?Or so my Vigilante can dispense some gritty 1970/80s comics style justice in the Etoille instead of immediately robbing banks and kicking puppies for fun?

-Rachel-


 

Posted

Quote:
Originally Posted by Winterminal View Post
Vigilantes seem like more of a stretch though. The progress bar says "Becoming an angel of justice..." Now I don't remember offhand what the Rogue bar says, but that statement right there does not seem like one would readily team with evil-doers. I have absolutely no idea how they could now change this up now, but IMO, it could stand to be changed.
What comes to mind is this, "I don't like you and I should take you down for what you've done. But this guy that you hate, I hate even more than I hate you. So, you help me take him out and I'll give you a break for awhile. So deal? Or do I need to break your other leg?"


 

Posted

Yeah, the jump from vigilante to villain tips is a little jarring.

You go from being maybe a little too willing to let sacrifices be made, to...

"There's a Longbow base in St. Martial... but it's not doing enough! BLOW IT UP!"


 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
Well, Rogues in Paragon City have their own unique briefing options for Tip missions, and they can't really do much more, such as regular contacts. They are, in fact, not welcome, because no-one will work with them. You CAN still team with other players, but I don't want to encourage strife between players, themselves. Faction on faction and fiction on fiction feuds I'm perfectly fine with, but under NO circumstances do I want to encourage players to be hostile to each other. That's the prime reason I hate PvP - I much prefer cooperation over competition and backstabbing. People will naturally want to be friendly and play together because that's what players do. Write the environment to be hostile, but don't try to make the players hostile to each other.
You and I have two extremely different views on what consititutes fun, and I shall respectfully agree to disagree with this point.

That said, it isn't so much about making players shun random dudes because of their morality as it is about thinking up actual valid reasons for having a morality at all.

Currently, there is zero mechanical differentiation in the play of these characters outside of tip missions and where to go. Swapping sides for content would make loads of sense without the grey moralities in a thematic sense. Taking a grey to the other side means you are explicitly there to either solo tip missions to get to another morality, or team with people to do content you can't do solo.

Thus, there's really no point in cutting grey moralities off from soloing that content, and similarly no real point in having those moralities, or any moralities whatsoever.

This is my problem.


 

Posted

/shrug.

I don't see my characters as heros or villains.

they are just characters playing in a game world.

If I had the choice for ALL of my toons to be able to go to any zone or do any content in the game, I'd take it.


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Posted

Quote:
Originally Posted by SenseiBlur View Post
Gonna point out some devils advocate factors.

1. Villains are not always committing crimes 24/7. When they're not committing crimes, there's not a damn thing a true hero can do about i because they're doing nothing "wrong".
Unless there's a warrant out for their arrest due to past crimes.


 

Posted

Quote:
Originally Posted by Shadow State View Post
Unless there's a warrant out for their arrest due to past crimes.
If they left witnesses they're clearly not very good at the villainy thing.



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Posted

Quote:
Originally Posted by Samuel_Tow View Post
I think the solution to that is simple, and it lies in the Dopelganger system. Let us either design a nemesis or pick one from our roster of opposing characters. Once that's done - and it's as technically doable as putting your own clone in - then just have that nemesis show up in random missions either in place of the mission boss, in addition to the mission boss or just in a spawn somewhere along the way. Give him a few generic lines of dialogue, like "I strike when you least expect it!" or "We meet again, Mr. Bond!" or something along those lines. That's pretty much all you need. At most, replace his surrounding spawn with Mastermind henchmen of your given choosing and be done with it.
I think this is the way to go. Maybe give a choice of a few types of dialogue (Hateful, Playful, Possessive, ect...) and a choice of what group they'll use as backup (Arachnos, Longbow, Council, CoT, Prisim Rangers), and you're all set.


"I do so love taking a nice, well thought out character and putting them through hell. It's like tossing a Faberge Egg onto the stage during a Gallagher concert." - me

@Palador / @Rabid Unicorn

 

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Quote:
Originally Posted by Rabid_Metroid View Post
I think this is the way to go. Maybe give a choice of a few types of dialogue (Hateful, Playful, Possessive, ect...) and a choice of what group they'll use as backup (Arachnos, Longbow, Council, CoT, Prisim Rangers), and you're all set.
Which is a fantastic idea (which has nothing to do with the thread topic, but still a good idea) except for one thing:

With very few exceptions, superpowered individuals rarely get to choose their nemesis. That choice is thrust upon them through necessity, opportunity, or random chance. If you *were* going to set up such a system, it would make a lot more sense to manage it by generating the properties of the nemesis reactively based upon the choices of the character in question.

Honestly, it's just less fun if I go through and hand design my nemesis. There's an utter lack of suprise in that. Ideally, I think it'd be cool if these sort of arch-events simply proliferated throughout the lifespan of the character, slowly building an arch tailored to the opposite of choices I make.

If I run in to an arch event at level ten, and am given a choice to say something witty, or say something serious... and lets say I choose serious, my arch files that under "arch is less serious" If I'm given a choice of a red or blue door, and I choose red, arch files that under "dislikes the color blue"

Honestly it'd be quite a bit of work to set up, but you'd basically end up with a half decent costumed arch fitted with specific sets and pieces of sets based on what you've chosen you dislike, and mannerisms/attack patterns in direct opposition of the options you choose.

I think it could work as long as the arch system though in terms of groups of costume pieces (body, gloves/boots, shoulders/chest, etc.) and used a harmonic color scheme. Obviously it wouldn't end up as involved as a player designed costume, but it would be rather vast in terms of variable apperances for your arch.


 

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Quote:
Honestly, it's just less fun if I go through and hand design my nemesis
To YOU.

To me, it'd be considerably more fun, because I'd be designing my nemeses (assuming decent customization options, etc) around my characters' stories, instead of a script attempting to cobble something together by trial and error.

I, player/writer, am designing it, not the character.


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Quote:
Originally Posted by Shadestorm View Post
Promotiong Interfaction Strife: A think tank.
Oh the irony.


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Quote:
Originally Posted by Shadestorm View Post
I don't think its an apathy risk as much as other forms of PvP simply because its designed to foster some pretty impressive loot rewards
The real problem I see is that if the system does have impressive loot rewards, then a lot of people will game the hell out of it for shinies, while a tiny handful actually use it for the intended RP/thematic purposes.

On the other hand, if it doesn't have impressive loot rewards, then most people will ignore it completely, while a tiny handful actually use it for the intended RP/thematic purposes.

The second option is probably preferable, but whether that tiny handful would be enough to justify the investment of dev time, I have no idea.


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