12-05-2003, 10:14 AM
DAOC style is really the best of both worlds.
At least when I played, DAOC worked like this:
Beyond level 35 or so you really wanted to start hitting the higher level mobs.
The higher level mobs were in the PvP zone.
So you still had that Everquest sense of danger in that you could be out PvE'ing and have to keep your eyes peeled for enemy players that could come down on you, and similarly you could head into this high level area to hunt for people who were trying to XP.
If I remember right, you COULD level to 50 without entering the PvP area, but all the good stuff was out there. Risking PvP pretty much became mandatory at high levels.
Although what really made it feel right, and I doubt Warcraft will do this, is that each team's PvE zones were seperate. It made the world smaller, but you never came across an enemy in a PvE area and said, "Damn! This guy killed me last week and now I can't kill him!" The only place you would ever run into the other team was in the PvP zones.
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PvP zones can't just be The Arena, like a big open zone with nothing in it. That's fine for tournaments but it's not going to give you good PvP. You need it to be like AC2 (regular servers) or DAOC: you eventually WANT to enter to PvP zones if not for the PvP, then because there's something else there, like good XP, good dungeons or just something worth fighting over.
That's what I hope WOW does, if it's true that 10% of the world will be PvP. That 10% should have some of the coolest dungeons and monsters and stuff to do.
At least when I played, DAOC worked like this:
Beyond level 35 or so you really wanted to start hitting the higher level mobs.
The higher level mobs were in the PvP zone.
So you still had that Everquest sense of danger in that you could be out PvE'ing and have to keep your eyes peeled for enemy players that could come down on you, and similarly you could head into this high level area to hunt for people who were trying to XP.
If I remember right, you COULD level to 50 without entering the PvP area, but all the good stuff was out there. Risking PvP pretty much became mandatory at high levels.
Although what really made it feel right, and I doubt Warcraft will do this, is that each team's PvE zones were seperate. It made the world smaller, but you never came across an enemy in a PvE area and said, "Damn! This guy killed me last week and now I can't kill him!" The only place you would ever run into the other team was in the PvP zones.
-----
PvP zones can't just be The Arena, like a big open zone with nothing in it. That's fine for tournaments but it's not going to give you good PvP. You need it to be like AC2 (regular servers) or DAOC: you eventually WANT to enter to PvP zones if not for the PvP, then because there's something else there, like good XP, good dungeons or just something worth fighting over.
That's what I hope WOW does, if it's true that 10% of the world will be PvP. That 10% should have some of the coolest dungeons and monsters and stuff to do.

