Or it means "we've looked at AC1, and we liked how managing item drop on death was a whole subgame".That means either: Gear is plentiful so it doesn't matter if you lose a random item (which blows) or Gear is very rare and the developers are sadists (which blows).
AC1 added no drop items fairly quickly(hollow weapons, shadow armor, not sure if they added more later on). UO added deeds to make some items no drop too later on(like much later, after trammel and all that shit).Or it means "we've looked at AC1, and we liked how managing item drop on death was a whole subgame".
(probably not)
people always say this shit in every game, and ive played hardcore pvp games a long time., but the PvP has to be designed to be more small scale than recent games.
Why not? Just create aoe's that punish zergs.people always say this shit in every game, and ive played hardcore pvp games a long time.
I'm gonna assume you don't play pvp games, because the majority of people who say this shit don't. What do you mean just design pvp to be more small scale? You fucking cant if its open world.
Nobody has ever come up with a system that both lets people participate in pvp freely (an absolute requirement of open world) and caters to small scale pvp. You -CAN NOT- combine the two. Its one or the other, unless you are a game design genius that surpasses all previous designers ever.
Punishing people who are uncoordinated zergs is a very different thing than the idea of designing a game around small scale pvp. I agree games should have options to punish poor zergs, and aoes are often the best method of this. Note that I said uncoordinated though. AoEs rarely do much to fight coordinated and skilled zergs.Why not? Just create aoe's that punish zergs.
Easy. First you design objectives that can be completed with small groups and ones that can only be handled by larger ones. A small group objective might be something like, sabotaging a stockpile to reduce the enemy faction's war resources. A large group objective would be to defend a keep from invasion.people always say this shit in every game, and ive played hardcore pvp games a long time.
I'm gonna assume you don't play pvp games, because the majority of people who say this shit don't. What do you mean just design pvp to be more small scale? You fucking cant if its open world.
Nobody has ever come up with a system that both lets people participate in pvp freely (an absolute requirement of open world) and caters to small scale pvp. You -CAN NOT- combine the two. Its one or the other, unless you are a game design genius that surpasses all previous designers ever.
You say that like it works. It doesn't and hasn't. You can't tailor things to small groups. You say make these commando targets because they'd only be doable by small groups, WHY? why would only small groups be able to do them. If a 1-3 man command force can take them, why wouldn't a 40 man commando force want to go after them? The problem with ideas like you are saying is that the only way to stop a zerg from doing the exact same thing is to make these points entirely worthless beyond the satisfaction of having them, which defeats the entire purpose. Any other scenario makes it so an objective that takes 3 people to take is better done with 20, and thus 20 people will go do it.
I agree that pvp needs to be important, to the point where players are incapable of accomplishing any worthwhile goal without participating in it. In an open world pvp setting that is pretty crucial.You say that like it works. It doesn't and hasn't. You can't tailor things to small groups. You say make these commando targets because they'd only be doable by small groups, WHY? why would only small groups be able to do them. If a 1-3 man command force can take them, why wouldn't a 40 man commando force want to go after them? The problem with ideas like you are saying is that the only way to stop a zerg from doing the exact same thing is to make these points entirely worthless beyond the satisfaction of having them, which defeats the entire purpose. Any other scenario makes it so an objective that takes 3 people to take is better done with 20, and thus 20 people will go do it.
That's why so many of these mmo pvp games end up being absolutely shit, there's nothing to fight over.
Games need to push toward the direction that PVP areas have importance, and this importance isn't some shitty buff. The best places to play, to farm, to do things are in the pvp areas, and the pve starting realms are worthless shit that lets you get into hobo gear for the real world. If you want pvp to matter, force people to go into it if they want to be good, make money. Forcing people who don't pvp to move around in the world provides targets for commando style players. These targets aren't objectives and they don't have some map objective value, but pvpers like to know they fuck some joe blow over, and thats exactly what you'd do killing them.
This is why darkness falls worked so damn wall in daoc, this is what made pvp on rallos zek relevant. This is an idea that eve latched onto. Unfortunately, most mmos have moved away from making pvp matter, and all this crap about SMALL GROUP OBJECTIVES WURRDUR is the wrong direction. You need to make pvp itself matter, then create enough chaos that small groups can create their own objectives, not try to ham fist something that you think should exist in for no real reason, especially since its intrinsically doomed to fail from conception.
So what you are saying is the perfect pvp game is a giant blank space, sort of like the construct in the Matrix, where 10,000 naked people beat the shit out of each other for no reason other than to say they did. The moment anything is introduced into this space, a tree, a rock, a pair of pants... this produces a clear and unfair advantage to whoever can utilize it best and dilutes the purity of the pvp experience.Beliefs like yours are what perpetuate the awful pvp games of the future.
You say you want to make targets for the little man, support pvp for the little man, yet your entire core concept is based around giving an established force a massive advantage, making it much harder for invaders, and designing around the idea that power is a crutch to be undone.
Ideas like this are why virtually every pvp game becomes worthless, or quickly stacked on one side. Make it so those in power keep power, and people will flood to the side that has the power. These sort of things do absolutely nothing to help the little man or make covert operations in any way better. The scenarios you described about weakening defenses. If 5 people could do it, why not 100 people doing it at once? The zerg always wins when they have objectives to fight over.
That sounds like pgood game if you put a reason to fight in.So what you are saying is the perfect pvp game is a giant blank space, sort of like the construct in the Matrix, where 10,000 naked people beat the shit out of each other for no reason other than to say they did. The moment anything is introduced into this space, a tree, a rock, a pair of pants... this produces a clear and unfair advantage to whoever can utilize it best and dilutes the purity of the pvp experience.
by moving away from the KEEEEPS! mentality. Its old and boring, at least in its current form(s)If you remove mobility from potential defenders (which I agree is a good idea) in a keep setting, you end up with needing people to defend something that's not actually under attack, or at least watch over it Patrol the vicinity and what have you. How do you add entertainment to those tasks so they're actually done by players, instead of two zergs swapping empty keeps because nobody can be bothered to stand on a castle parapet watching tv. Hey maybe thats a niche for the old eq crowd.