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02-27-2012, 10:59 PM | #1 |
Pledge
Join Date: Feb 2008
Posts: 0
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Thoughts on this.
Hi all I played RO and loved the pvp and team work iv moved away from it when every one I knew stopped getting on. Now to what I want to ask you guys there is a game that is going to have a pvp of WvWvW which is 3 servers 2k people in total fighting much like in RO you take a keep and castle but you take mines and lumber mills and so on and build cannons and catapults to fight with and hold your keeps and castles and it goes on for 2 weeks. Now my question do you think this style will work with all the other mmo pvp who think that pvp is just kill kill kill? I came here because iv seen some amazing things come out of the strategies that people have made here. Thanks
ps. if this is in the wrong place please move it really dent know were to put it thanks. |
02-28-2012, 06:42 AM | #2 |
Initiate
Join Date: Feb 2012
Posts: 196
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I do think that, if we get these mills/dungeans/mines that you can capture, the game would be more fun and also a bit more of a challenge (since it will be harder to defend all the forts/mines/mills and the castle etc. etc.
About the rest... Hmm I dont know. |
02-28-2012, 10:18 AM | #3 |
Marquis
Join Date: Aug 2007
Location: Germany
Posts: 1,843
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I wouldnt give too much weight on such "candy", rahter try to see the implications behind. When you design a game you start simple. With 2 sides that fiht eachother. Then you add some steps to give the sides more handle on how it goes. The question that matters in this case in the end is how much handle do you have with capturing these locations. Like - is it just something to slow things down (not neccessarily bad) or do they actually supply a new layer of tactics, and if so - what qualities those tatics have? If theres just one perfect way to achieve the win it will get boring. All sides will just follow this simple path and it boils down to just fights at different locations.
But i.e. if theres some rock-paper-scissors game on that layer. like you have the lumber mill and the mine and are well set, but if your opponent captures the water supply these recieve heavy cuts thus a dynamic gameplay evolves on that more global tactical-layer as well - then it might get interesting. Just, if theres imbalances with numbers it will always boil down to boring fights that end in the same manner evry fucking time. Like the WoW world PvP-event zones. Back when i played it, Winterspring i.e. was a nice idea but it got totally fucked up by number imbalances, and not even blizzard managed to come up with a working plan to resovle it. Greetings. |
02-28-2012, 11:19 AM | #4 | ||
Banned
Join Date: Feb 2012
Posts: 2
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Quote:
Expanding on resource points, lumber mills, mines and the like will generate NPC caravans to the controlling faction, which will deliver resources to the nearest outpost/fort/castle in real time, and of course they can be attacked, so it isn't enough to simply control something and magically get what you want as in Regnum. Resources can be used to purchase bonuses or physical upgrades such as boiling pots, ballistae, or cannons, and you can decide where to place them. The game decides very little for you and instead give you the options and tools to create your experience, thus, you as a player create your own experience and can carve a different battle everytime. Regnum is a linear experience where you follow what happens and repeat the same objective everytime, because you have to OR ELSE (Stupid mechanics like invasions where one side basks in glory and the other suffers, oh my how rewarding and caring for players). Quote:
Furthermore these battles end every 2 weeks, and they rotate your next match depending on how you performed. If your server wins, they will fight their next match against another server who won. If your server loses, you will fight against another server who looses. Thus, if I as a player play to the best of my abilities and wish to be rewarded for it, I will be pitted every 2 weeks against harder players, surely providing a different and more challenging experience. |
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02-28-2012, 11:43 AM | #5 |
Master
Join Date: Dec 2011
Posts: 479
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So this game world is not really persistent?
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02-28-2012, 12:01 PM | #6 |
Banned
Join Date: Feb 2012
Posts: 2
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PvP is completely persistent. PvE has small instances like player homes.
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02-28-2012, 12:16 PM | #7 |
Master
Join Date: May 2010
Location: Ireland
Posts: 438
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Capturerable locations giving benefits to the occupying realm and with their benefits interlinked for extra tactical complexity? Cool, not sure how well it would work in RO though, we don't even have balanced gem and castle locations and would end up with the lumber mill located in Skolheim or some such madness.
Siege weaponry and fortifications would be nice but it's hard enough to balance 6 classes and their associated powers, it would be almost impossible with these kind of additions, look at the damage done to balance in RO just by warmaster powers. Balance is almost impossible to achieve while keeping individuality between classes, that's why so many games have all classes almost equal in attack and defence and hide the issues behind never ending level raises and equipment upgrades. |
02-28-2012, 01:39 PM | #8 |
Marquis
Join Date: Aug 2007
Location: Germany
Posts: 1,843
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Well in many games it is. Im just hinting on looking on the implications of those secondary missions or "steps" to victory. If well done it can supply nice dynamics, still its kind of a task to not let it slip into a numbers game.
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03-03-2012, 10:37 AM | #9 |
Initiate
Join Date: Oct 2007
Location: Where the internet is bad
Posts: 119
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Very interesting idea. Forts and castles should have more purpose.
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"My friends call me Big Phil, but you can call me sir" |
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