Quote:
Originally Posted by EQBallzz
[You must be logged in to view images. Log in or Register.]
Open world PvP blows because the prevailing strategy is just to use overwhelming numbers so your opponent has no chance.
|
It's definitely something that needs to be curbed, with limited guild sizes and providing other opportunities to the non-zerg entities.
Structured PvP with equal number of players on each side needs to be a thing. World PvP can be fun, and for a "Good vs. Neutral vs. Evil" type of World PvP you can implement interesting zone-specific features, but ultimately you need some form of "Battlefield" PvP where individual guilds and players can compete in a way that is all about skill and coordination, rather than extraneous factors.
Structured PvP can inform the World PvP and PvE too. In Guild Wars 1 it was "America vs Europe vs Asia" and in order to enter the top PvE area of the game, the majority of your party had to be part of the favored faction. This was determined by the dominate nationality of the 8-person group that was winning in the Hall of Heroes at the time, an 8v8 (sometimes 8v8v8) PvP mode where you had to win battles consecutively to get to the Hall of Heroes.
I didn't do PvE hardly at all in Guild Wars 1 (pretty much just to get some skill unlocks for PvP), but it was fun to PvP in Hall of Heroes and you can see how they can be linked together. The individual group that won Hall of Heroes would get PvE rewards as well. There are other things you could implement in this vein, such as weekly 8v8 tournaments with a set amount of teams from each faction. The winning team's faction could get a small exp boost in PvE for a week and perhaps a small PvP bonus towards invading the "stronghold" zones of the other factions. The individual winning 8-person team would of course get their own specific reward too...including real life money if the PvP mode of a game like this became a popular e-sport.
Quote:
Originally Posted by lowner411
[You must be logged in to view images. Log in or Register.]
The best PvP game I ever played was Darktide on Asheron's Call. Unfortunately, the "evil" guild, which ganked anyone they wanted and prevented people from leveling up, beat the "peace" guild which wanted to defend the newbies--in part because the former spent more time levelling and the latter spent time running round defending the newbie areas. I saw the same thing on Sullon Zek, as the "evil" side just leveled, and the "good" and "neutral" defended.
Whatever you think of it (and I never played it) I think this is what DAOC wanted to eliminate--create areas and rewards for PvP, and areas for those who just want to level.
|
Level-restricted PvP, level-restricted gear, and multiple ways of obtaining the gear pretty much solves that problem.