Do you think anyone would like the idea of PvP without actually PvPing?
I don't like it. Personally, I enjoy this kind of competition even less than direct competition. At least standard PvP is somewhat under my control, but this kind of thing is just a no-win situation. What I'm saying is I don't like the prospect of other people undoing what I've done.
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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I like the idea of a zone with "action and response" game play, but it would be much more interesting with PvP. In the "burn a building" event you suggested, it would be more fun if villains were tasked to burn it and ensure it burns while heroes are simultaneously tasked to thwart the villain and put out any fires that are lit. Of course rewards, possibly tickets that can be used to purchase stuff, would go a long way towards encouraging participation.
When I briefly played... Warhammer Online I think it was... there were areas with missions that affected the zone/war without being direct PvP. Which is something I don't mind doing. In LotRO I would occasionally go into the PvP zone and do missions while avoiding direct conflict - mainly because I was interested in playing some of the available beasties.
Which is to say that, if there were a zone where I could contribute to a zone-altering PVP effort and be assured of not getting directly involved in PVP, I might be up for it.
Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
-- The Fox and the Hound
I like this idea, I would be into it.
I don't like it. Personally, I enjoy this kind of competition even less than direct competition. At least standard PvP is somewhat under my control, but this kind of thing is just a no-win situation. What I'm saying is I don't like the prospect of other people undoing what I've done.
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I think it's a pretty cool idea, namely because it (unlike PvP) has absolutely zero effect on anyone who doesn't care to take part in it.
Thought for the day:
"Hope is the first step on the road to disappointment."
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I'd be up for something like this.
Thing is, it's not really competition. Don't like it? Don't think about it and it wont affect you in the least.
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Well, unless you want to code this in such a way that it has NO effect on anyone who isn't directly involved, but even Warburg - which has no visual cues for one side winning - still has those buffs and debuff that make a practical difference.
Any time you involve other players into shaping up my gaming experience, I start looking for a way to not be affected.
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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Unless I look where I'm going. If we're going off the Recluse's Victory model, then villains winning will turn the location into a rat hole. So if I'm on a hero and I'm in this rat hole, then others' actions very much do affect me.
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C'mon. This is a theoretical exercise, you're free to imagine that the changes would be on a level that doesn't make you want to dig your eyes out with a spoon. Or, I suppose, you can just assume the worst.
Thought for the day:
"Hope is the first step on the road to disappointment."
=][=
As an avid PvPer who has played many different MMOs, including Warhammer online which has a system almost identical to what you are talking about, let me tell you how that would go in this game...
Heroes control every zone, all of the time, the end.
No relation to Arachnos!
Part Pack: Now the majority of players know how we, PvPers, have felt for years now. Don't want to be so "civil" now that you have been completly ignored, do you?
I like this idea and all, but I have played a game where it works this way. Yeah it's fun at first that is till one side has control and the other side doesn't wanna do anything to combat the other side. This normally ends up with one side changing stuff back when the other side is no where to be found.
I don't know what has bugged me about the PvP in this game is that it is more or less just one big open area where it's run in hit run out or TP. For a super hero game base on comics I would think the PvP would do more with stuff like stopping a bank being robbed or something, but not so simple like.
Why not something that is set up kind of like the Itrials but for pvp. something with say maybe 3 phases or so, most points or defeats win in the end or something. I don't know maybe like the Villains are trying to launch a missile at the dam in Faultline and the heroes have to stop it?
Phase one could be like trying to break in or cut off the power to the to the missile or something. Heroes going in with back up from Longbow NPCs enough but not a ton where the NPCs do all the work, while the Villains are backed up by the Spiders with the same in mind. Both sides having a AV type boss that comes into play later or something.
Phase two could be like the Heroes working their way to the control room to shut down things. Like a good fight working your way up floors or in the hallways.
And the final phase can be trying to take down the AV boss, who is trying to teleport out but can't till the computers reboot or something along those lines. So the last fight would be to a timer.
I'd say depending on how well things went you give out Hero or Villain Merits, to and maybe make Vig and Rogue merits to (We need love too!) Heck even normal Merits. Make it where you can get exp and drops off the NPCs running around, that way I'd say a good from level 10 and up could join in and play, or make it at a level cap somewhere.
A few set up PvP games like this and not only could you level up while pvping, but get stuff too, and even more so end game?
I don't know just something I was thinking off the top of my head.
Interesting idea. I like the idea of interactive environments.
To take it one step further, if we could get the devs to code ....let's say AP with a sg's colors/emblem ona building for being the top prestige holder, I think we would have a great inf sink, and fulmens and the crazy 88s would weep tears of joy.
Guildwars and others tried this and it didn't work at all
As an avid PvPer who has played many different MMOs, including Warhammer online which has a system almost identical to what you are talking about, let me tell you how that would go in this game...
Heroes control every zone, all of the time, the end. |
given imbalance of sides either heroes would control every zone
or villains would need such a massive benefit that hero actions would be meaningless - I.E. heroes completing a mission gave 1/10 the bonus that villains completing a mission would do. Which would make participating feel was useless.
I would actually do the reverse - a zone where every success "hurt" you.
Imagine Striga gives a 200% XP bonus for mission complete. But every mission complete reduces the bonus by 5% for 1 hour. If no one has done the zone for awhile you get a bonus. If people do it alot you move to a zone which still has its bonus.
A variation could be to split the zone into 3 areas - a Hero area that only Hero actions could affect, a Villain area that only Villain actions could affect, and a neutral area in the middle that both sides could affect.
@Golden Girl
City of Heroes comics and artwork
Do you think anyone would like the idea of PvP without actually PvPing?
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She said, "I like cats - as long as they don't touch me or get near me."
Paragon City Search And Rescue
The Mentor Project
While not *exactly* what's described....
I played Aion for a while. There are some missions (this is, admittedly, in The Abyss, the open PVP zone "between the worlds" - kind of a PVPVE zone full time) that can be unable to be completed depending on the results of raids and the like.
For instance, I was handed a mission to talk to some NPC. The problem with that mission? The location I was sent to was hostile - it wasn't one that *directly* changed hands via Fortress control, but it was affected by either the fortress or who had overall control of the zone. (It's been a while.) And this was not related in the mission information - I had to do some digging to find out. Ended up with a few deaths (and unlike COH, those could get *expensive*) trying to figure out JUST where the heck this guy I was supposed to talk to to continue the mission was.
Another had you going to free some prisoners. Again, though... my faction controlled the zone area the prison was in... for *months.* So the mission was just not able to be done at all. I held on to it for the heck of it, to see how long it would take before I could do it. A few months later, the Asmodeans FINALLY took control of that island and I just sort of scythed through the (very grey) NPCs to finish it.
Would I mind it? *In general,* no. However, having it done in a way that wouldn't be exceptionally frustrating to one side or another (or pointless, for the other extreme) would be exceptionally difficult, I'd think.
This is probably seriously impractical (or maybe the game even has something like this already, and I just haven't seen it yet), but given how the other threads on PvP cited griefing and bullying as barriers, I wonder if missions where both a team of heroes and a team of villains accept to fight against each other would go better. Kind of like the Arena, except it'd be one group versus another on a specific story arc, like a "Battle for Terra Volta" where the villains are trying to storm the complex and the heroes are defending it, or the opposite, where heroes go to the Rogue Isles to arrest someone and the villains are on the defensive, or a neutral ground where they're both racing through a level to secure an artifact or invention.
That sort of structured PvP could be more fun than just roaming around a PvP zone hunting each other down, and the fact that both sides have to seek each other out to start the mission could help ease the negativity (or at least, word would quickly spread about who not to play with). On the other hand, it's hard enough to find people for missions on blueside/redside alone, without having to recruit both...
"Now, I'm not saying this guy at Microsoft sees gamers as a bunch of rats in a Skinner box. I'm just saying that he illustrates his theory of game design using pictures of rats in a Skinner box."
That sort of structured PvP could be more fun than just roaming around a PvP zone hunting each other down
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I've mentioned in the past an experience in Bloody Bay - no "X is in the zone" mention like Siren's (needed for bounty.) During one of the winter events, I was running around and saw a pack of the frost bests standing around. Now, I'd passed that area just a short time before and not taken the present from there (don't remember if I was going after a shivan or not,) so I knew there was "someone" in the zone.
Quick /whoall - nothing.
Hmmm... interesting.
And so the hunt began. I started working out from there to figure out just what path they were taking. Eventually found a few other presents opened.
I'm not sure if the other person saw me or not and just high tailed it out of there, or if they were opening them on the way to one of the missions or what, but I never *did* find that person. The hunt, though - not knowing if it was friend or foe or just what I'd be facing - that was a *lot* of fun to me. And not something we really get anywhere else in the game.
I'm not sure if the other person saw me or not and just high tailed it out of there, or if they were opening them on the way to one of the missions or what, but I never *did* find that person. The hunt, though - not knowing if it was friend or foe or just what I'd be facing - that was a *lot* of fun to me. And not something we really get anywhere else in the game.
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As for the OP's idea, I would definitely give it a shot. I find cause and effect in-game to be utterly fascinating and engaging.
@Winter. Because I'm Winter. Period.
I am a blaster first, and an alt-oholic second.
I look at Recluses Victory and see how the zone changes depending on who has control, and now I look at the new tech that they've been using which allows the zone to change for each hero depending on how "they shape the world".
My question is, do you think it'd be cool to have a zone(s) introduced that allowed both heroes and villains in the zone were they can't attack eachother. However, there are missions given in the zone to each side which affects how the zone is. For example... maybe a villain player is given a mission to set a building on fire. After doing so, the heroes could recieve a mission to put the fire out. A very brief example that could probably be expanded on A LOT, and have deeper things to do.
Maybe Heroes and Villains would get some sort of small benefit for controlling the zone.
What do you guys think? Could the idea be expanded upon?
"He who controls the Past commands the Future, he who commands the Future conquers the Past."