12-04-2003, 12:13 PM
I will accept Sullon Zek style PvP only if one of the following is true:
1) The world is truely massive and the population is split into 2 teams so that only 50% of the population can kill you and there's plenty of space to try and hide from the other 50%
or
2) Newbie vs Veteran combat is relatively even in terms of damage per second, like SWG.
I also think ALL servers should use the same plan. I don't want to be stuck on a backwater server with bugs that never get fixed because the bugs only apply to our server. (Like people figuring out ways to make your pets go poof that only apply to team PvP servers. That bug didn't get fixed in the entire 3 years I played VZ/SZ.)
All deaths must be equal. Whatever happens when you die in PvE should be the same thing that happens when you die in PvP. If monsters don't loot your corpse then neither should players.
I liked the AC2 style death system or the DAOC death system: you die, you lose stats. Enough deaths in a row and you basically suck. Recovery comes either from more XP'ing or from buying back your lost stats. I suggest that either you always respawn with all your stuff or you respawn with everything except maybe 1 or 2 most valuable items. Corpse recovery adds a certain thrill to the game, but it shouldn't result in easy corpse camping because you actually spawn completely naked.
I'm not a fan of one-shot skill abilities for any reason. Remember that guy in The Overthere? Some Shadowknight that would ONLY show up when his Harm Touch ability was active. That's lame.
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Personally, I like the battlefield idea. The world is PvE except for some specific areas that are custom built for PvP. Forts, dungeons, battlegrounds, something special designed for people to have big fights in, with some kind of reward involved for controlling the area.
Running around South Ro attacking people is ammusing, but not as ammusing as actually having a fight to see who gets to control Sebilis. EQ's problem was that with no PvP death penalties, fights like that would never end. We need something to fight over but we also need a way to win.
1) The world is truely massive and the population is split into 2 teams so that only 50% of the population can kill you and there's plenty of space to try and hide from the other 50%
or
2) Newbie vs Veteran combat is relatively even in terms of damage per second, like SWG.
I also think ALL servers should use the same plan. I don't want to be stuck on a backwater server with bugs that never get fixed because the bugs only apply to our server. (Like people figuring out ways to make your pets go poof that only apply to team PvP servers. That bug didn't get fixed in the entire 3 years I played VZ/SZ.)
All deaths must be equal. Whatever happens when you die in PvE should be the same thing that happens when you die in PvP. If monsters don't loot your corpse then neither should players.
I liked the AC2 style death system or the DAOC death system: you die, you lose stats. Enough deaths in a row and you basically suck. Recovery comes either from more XP'ing or from buying back your lost stats. I suggest that either you always respawn with all your stuff or you respawn with everything except maybe 1 or 2 most valuable items. Corpse recovery adds a certain thrill to the game, but it shouldn't result in easy corpse camping because you actually spawn completely naked.
I'm not a fan of one-shot skill abilities for any reason. Remember that guy in The Overthere? Some Shadowknight that would ONLY show up when his Harm Touch ability was active. That's lame.
---------
Personally, I like the battlefield idea. The world is PvE except for some specific areas that are custom built for PvP. Forts, dungeons, battlegrounds, something special designed for people to have big fights in, with some kind of reward involved for controlling the area.
Running around South Ro attacking people is ammusing, but not as ammusing as actually having a fight to see who gets to control Sebilis. EQ's problem was that with no PvP death penalties, fights like that would never end. We need something to fight over but we also need a way to win.
