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2003-04-27, 09:39 AM | [Ignore Me] #31 | ||||
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2003-04-27, 09:41 AM | [Ignore Me] #32 | ||
Corporal
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I want MMORPG's to have pvp on for everyone all the time, and permadeath for every death. It would teach the fat fucks who play them to not be so careless and would induce heart attacks in their already clogged arteries when there character dies.
Most newbies would be killed off and looted, but some would make it through. Its like when an octupus has babies, they release 40,000 tiny little octapuses into the water, most are eaten, but the ones that bide their time and hide and grow eventually come back to kill everything they see. btw Matuse, pvp worked in the Realm |
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2003-04-27, 10:13 AM | [Ignore Me] #33 | ||
Corporal
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oh btw, non "twitch" combat systems, ie where u put through 5 orders and then just sit back and watch it play out are only put in games because the fat bastards who play them spend all day eating cheezy poofs and cant get their fat greasy fingers to the spacebar quickly enough.
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2003-04-27, 08:17 PM | [Ignore Me] #36 | |||
First Sergeant
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The only game I've ever seen where it really worked well was a DikuMUD called "Dark Mists". Why did it work? 1) Enforced roleplay (Don't roleplay, lose your character) 2) Extremely active staff 3) Very high staff/player ratio 4) Heavy coded restrictions on who could fight who 5) Limited items...if the GM's decide that there will only be 10 greatswords of almighty ass whooping, then if all 10 have been recovered from the monsters, you need to go kill a player to get one. 6) Unlimited looting...if you were PK'd, you could write off every piece of gold, and every item you were carrying. 7) Permenant player death. PvP deaths aged characters, older characters had an increased chance of losing constitution. Zero constitution = erased character, start over. 8) No experience for killing players. 9) Relatively (compared to a MMORPG) small playerbase. Peak time would see 70-100 players online, not 100,000. 1, 2, 3, 5, 7 would never ever work in a MMORPG where the players had to pay for it. The remainder are not enough to base a system around. You can put in a billion hard-coded restrictions about who can fight, how often people can kill others, making skills less effective on other players, etc, etc...but eventually it just gets to the point where you might as well put in mutually consentual duels and leave it at that. The more open a system is, the more freedom the griefers have, and the more GMs are required to moderate what a computer cannot. You can't give a job like that to player volunteers, which means having a HUGE full time (that is, 24 hour a day) staff for it. Not possible to make the game profitable with a staff that large, unless you charge an outrageous amount of money (like $50 a month), which then means you won't have a playerbase. FPS/RTS/Turn based strategy games work on such fundamentally different principles, that PvP works with them quite easily. It just isn't the case in an RPG format. |
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2003-04-27, 11:48 PM | [Ignore Me] #38 | ||
My point was that you seem to think that WoW will have bad PvP simply because it's an RPG. I personally believe that Blizzard will be able to craft an entertaining and exciting form of PvP (and PvE as well) for its game, as that's a pretty crucial part of the big picture and not something they'd neglect. If anyone can do it, Blizzard can. So I really do not believe there's any reason to pass judgement prematurely on it, as PvP will be excellent in WoW. Blizzard wouldn't allow anything short of excellence to be found in its first MMORPG.
But with the players, nothing will change that. Obviously no system will be perfect, but to expect perfection is to be an idealist. Roll with the punches -- it's a social game, social mishaps are part of it. If you can't do that, then you will not find much enjoyment out of MMORPGs, and I'd advise sticking to single-player games, or regular multiplayer ones. Last edited by Warborn; 2003-04-27 at 11:52 PM. |
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2003-04-28, 12:06 AM | [Ignore Me] #39 | ||
Private
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2coasts... you are WRONG, have you ever played EQ PVP? I have played on Sullon-Zek since the server opened, up until a few months ago, and while at the time, I liked to play, looking back I can say the PVP system was horrid.. for one, it isn't skill based, and you cannot hit someone when you are directly behind them..example: I cast darkness on a player, and try to run him down.. I have to be slightly behind and to his left or right side to hit him..RPGs *CAN* have systems that work to a degree, but they will *ALWAYS* be worse than point-and-click games.
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2003-04-28, 03:38 AM | [Ignore Me] #41 | |||||||
First Sergeant
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2coasts:
Warborn:
When WoW comes out in a year, odds are that I'll have long since forgotten about this entire thread and debate, so since I won't be able to do it then, I'll do it now: I TOLD YOU SO!
The worst part is that the problems caused by players being immature lumps of shit will only be dealt with via code, and players are smarter than the code is...even things like secure trading get corrupted by the legions of scum who base their whole lives on doing nothing else. It'll be a lot worse in WoW than UO/EQ, simply because Blizzard has a ready-made (and enourmous) playerbase already lined up and waiting to play.
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