Ashes of Creation

Mahes

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The best way PvP works is akin to Dark Ages of Camelot. Use an entire area designed for Realm verse Realm that is separate from Player verse Area. It is of course to late for that design now. The problem he is running into is the reality that most players are not interested in his design but rather hope for more of a Player verse Area with some PvP thrown into the mix. Of course he is also finding out that having PvP and PvE doubles the amount of work creating both systems. One reason why the game is so far out from completion.

Dec. 11th is going to be interesting to watch. I would say play, but I doubt playing will be a viable option. Who knows, maybe Intrepid becomes the company that actually fixes most of the shit with a large patch.
 
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Gravel

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I have watched a small segment of people demand PvP over and over again in games year after year and unless the game is designed around it and focused on, like Arc Raiders/The Division or Shadowbane/Arch Age, or as stated, Eve Online, and it ruins games and attracts predators, looking "good fights".

Steven wanting to make this game like Arch Age in the freedom sense seems great but then that warning goes off in my head.
I mean, if we're being honest, even in games like Arc Raiders it puts people off the game.

I'd say the only place it's actually ever been successful is battle royales, the CoD/BF franchises, and for some reason Eve. Outside of that, pvp is just toxic every time.
 
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Dr.Retarded

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The best way PvP works is akin to Dark Ages of Camelot. Use an entire area designed for Realm verse Realm that is separate from Player verse Area. It is of course to late for that design now. The problem he is running into is the reality that most players are not interested in his design but rather hope for more of a Player verse Area with some PvP thrown into the mix. Of course he is also finding out that having PvP and PvE doubles the amount of work creating both systems. One reason why the game is so far out from completion.

Dec. 11th is going to be interesting to watch. I would say play, but I doubt playing will be a viable option. Who knows, maybe Intrepid becomes the company that actually fixes most of the shit with a large patch.
DAOC had a pretty killer PVP system. The Mordred server though was fucking awesome. Going out to the frontiers for better XP farming was pretty fun. Darkness Falls is so one of the coolest dungeons and any MMO, and the whole experience of going in there was always adrenaline fused.

I also say UO for just open world PVP and the murder system was pretty good. On those occasions where you would see a red player run into an area just murder hoboing, pretty much everybody around would go after them.

You didn't really care about full loot because none of the gear other than occasionally having a vanquishing weapon that you could farm for in various dungeons didn't really mean it was a huge loss if you got killed out in the open.

Worst thing was losing all of your spell reagents or you're way stones. God forbid you actually kept your house key on you like a retard. Anytime you murdered somebody and if they had a bag and some keys you would port to every spot and check all the houses around to rob them. Most of the time it was a bust but every now and then you'd make the big score.
 
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rhinohelix

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I mean, if we're being honest, even in games like Arc Raiders it puts people off the game.

I'd say the only place it's actually ever been successful is battle royales, the CoD/BF franchises, and for some reason Eve. Outside of that, pvp is just toxic every time.
It's super interesting from a sociological/psychological perspective, the way PvP changes people's behavior a full matrix of active and passive positive and negative behaviors. One can see how societies and areas of lawlessness developed and "how the West was won" so to speak, in that order was brought to areas previously unsafe to travel in.

I have never enjoyed the PVP parts of any MMO games because that's not why I play RPGs. FPS games were always how I played PVP; short matches, equal equipment, small maps. People who want to PVP in RPG MMOs aren't looking for that kind of setup; typically when someone says "good fights" and there are those people who are interested in them, what they mean are unbalanced fights "newb stomps" spawn camp murder sprees etc. It's like the RL "hunters" sitting with 20k gear in a deer stand waiting to shoot a yearling. That's not hunting.

Eve is the perfect example of how a PVP MMO should work. It's what New World needed to prevent the bottoming out of prices and/or constant inflation as players constantly pumped currency and items into the game.

-Corps drive everything outside of 0.0, player generated content
-New/low skilled players could contribute right away as tacklers on large target ships in combat or as miners/transporters.
-Area control was not quickly achieved but delivered real rewards in the form of defense, resources, and money making potential
-Economy/itemization is driven by the constant destruction.
-Named items/green/blue/purple/orange rares don't drive itemization; best items are player made and store/stall/station bought
-Allows trade route/trade wars to be a part of player generated content
-Destruction by combat drives churn in gear and limits player attachment, incentivizing risk taking and limiting fear of loss
-Provides a role for those who don't want to participate in risk/pvp by allowing basic mining and crafting/transport of said goods to contribute to upper end econ and war effort.

DAOC when I played also worked pretty well, 3 separate borderlands where folks knew there would be PVP. ESO did it pretty great as well I thought.

It's so hard to get both the balance right and attract/keep the right crowd so one doesn't drive off the other.

Edit: I would have loved to play a more traditionally formatted Eve PvE Campaign, and I know they have had their moments of it but between my work schedule, my experience with MMO guilds, and my ADD I am not interested in Corp intrigue. I've got a few multi million skill point characters stranded at what were at the time GOON stations a decade ago.
 
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Cybsled

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Stephen’s primary influence was Archeage - Tuco and myself were in a guild that fought his in that game. He used to complain on the game forums about two main things: pirates not having enough penalties and people ganging up on his guild (including people in his faction that would spy for the rival factions or just grief his guild). He probably thought open PvP with a karma system would solve for that, but it really doesn’t. People will just use throw away characters to grief or be assholes, or use exploits/loopholes to avoid punishment
 
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rhinohelix

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Stephen’s primary influence was Archeage - Tuco and myself were in a guild that fought his in that game. He used to complain on the game forums about two main things: pirates not having enough penalties and people ganging up on his guild (including people in his faction that would spy for the rival factions or just grief his guild). He probably thought open PvP with a karma system would solve for that, but it really doesn’t. People will just use throw away characters to grief or be assholes, or use exploits/loopholes to avoid punishment
Why there haven't been more people who want PVP-centric games copying Eve systems I will never understand. New World's primary failure is implementing their emphasis on crafting and gathering and not copying major facets of their economy. It's not a 1:1 translation re: control but from a PvP perspective they could have built a shadow version on top of the PVE and let people interact as much as they wanted.

Have blueprints drop in dungeons rather than items, and let you have craftsmen get a copy of the BP for making it for someone, 5 or 3 uses: All items decay with use and time, get limited number of repairs, can pay exorbitant amount to reset repair limit, best items are crafted not dropped, craftsmen items are pretty good, no more constant inflow of rare items never removed from economy so over time price of everything drops to nothing, eventually craftspeople can't earn money or even make enough to pay to skill up, all markets eventually turn into a race to the bottom as deflation ruins all markets.

Chase and named items are great but it doesn't work when you have an army of gatherers and craftsmen bubbling up with things to make. In New World's case, it just screams late stage revamp and no one really tore out the old systems when they laid in the new, so you have competing Game Design philosophies working against each other so in the end, your whole game fails.
 
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skylan

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Its disappointing this is one of the few mmorpg in development and they've decided to go pvp focus. I guess DAoC did it right and I played it a bit but even in that game, getting ganked by some high level while you're just trying to finish a quest that then goes and jumps or bends over on your corpse to taunt you is just stupid and not fun.

I don't think pvp and a game that requires grinding to hit max level and gear your character are complimentary of eachother unless it's very segregated as in you choose to go to an arena or something. I'll never have the time to be ahead of the curve so I'll always be prey in these games, and that's just not enjoyable. PVP to me should be games that drop you in on equal footing like CoD CS Rocket League LoL , that kind of stuff.
 

Vinjin

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I've only been keeping tabs on this one from afar due to where it was in development. I understand PvP was always planned to be a big part of the game but I always assumed it would still be a PvE-centric game at it's primary core.

Based on what I'm reading now, am I correct in understanding that, after all of this time, money and energy, they've decided to make it entirely PvP? Because that feels foolish given the state of the MMO space and investment they've made.
 
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Mahes

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NO it is not entirely PvP. In fact you can avoid most PvP if you really want to. The exception to that is, if players decide to sacrifice there character and go red, so to speak. At that point you either try to kill them or get away from the area. During testing I ran into PvP a couple of times but it was not that bad. That being said, the PvE has a lot of work to still be done. Both systems are still very much a work in progress, which is why pretty much everyone thinks the product is not ready for Steam.

At the least the drama around Dec. 11th should be entertaining, even if a player, due to server slam, cannot get into a working game.
 

Valderen

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I still feel that the core gameplay loop where PvE players will end up leveling up nodes and cities only to have PvP wars able to destroy them simply won't work.
 

Hatorade

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Wait, this game uses equipment that can permanently break with player built areas? So Crowfall and every other failed mmo like it?
 

Cybsled

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Why there haven't been more people who want PVP-centric games copying Eve systems I will never understand. New World's primary failure is implementing their emphasis on crafting and gathering and not copying major facets of their economy. It's not a 1:1 translation re: control but from a PvP perspective they could have built a shadow version on top of the PVE and let people interact as much as they wanted.

Have blueprints drop in dungeons rather than items, and let you have craftsmen get a copy of the BP for making it for someone, 5 or 3 uses: All items decay with use and time, get limited number of repairs, can pay exorbitant amount to reset repair limit, best items are crafted not dropped, craftsmen items are pretty good, no more constant inflow of rare items never removed from economy so over time price of everything drops to nothing, eventually craftspeople can't earn money or even make enough to pay to skill up, all markets eventually turn into a race to the bottom as deflation ruins all markets.

Chase and named items are great but it doesn't work when you have an army of gatherers and craftsmen bubbling up with things to make. In New World's case, it just screams late stage revamp and no one really tore out the old systems when they laid in the new, so you have competing Game Design philosophies working against each other so in the end, your whole game fails.

New World crafting also had an extremely high barrier for entry - it took massive investment of money/materials to get to high level. The people who did it first basically got rich and controlled the market

I still feel that the core gameplay loop where PvE players will end up leveling up nodes and cities only to have PvP wars able to destroy them simply won't work.

That is a 100% recipe for failure. Shadowbane had a similar system - you mostly PVE to build a city, then some dipshits roll it and destroy weeks worth of work. You immediately drive a wedge between PVE and PVP players with this and Shadowbane also helped demonstrate that when your city gets destroyed, 90% of the time the people who owned/lived in the city quit the game rather than try to rebuild
 

Neranja

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You immediately drive a wedge between PVE and PVP players with this and Shadowbane also helped demonstrate that when your city gets destroyed, 90% of the time the people who owned/lived in the city quit the game rather than try to rebuild
Even if you segregate your player types this can be bad: Wildstar had a "build your custom battleground" system called warplots. You could build one and face off against the warplot of another player in 40 vs 40 PvP match. All fun and games, except the warplot of the losing player got destroyed.

No one liked that.