Babu
10-13-2009, 09:43 PM
IMO, a major problem pertaining to small scale PvP in Darkfall is that there is no centralized PvP location due to the unavailability of *cheap and fast* travel. Runestones are simply not cheap enough. There's a huge problem of coordination failure when it comes to small scale PvP. A lot of people want to do it, but they don't know where to go to engage others looking to do the same thing.
I greatly appreciate the fact that it's a sandbox game and that there is no centrally organized arena. However, the fact that players are not given cheap means to get quick small scale PvP is a problem, especially when the population is small.
An easy solution to this is to make runestones bound in certain public areas (e.g., in dungeons) to be reusable. In a sandbox game, a solution *should* be endogenous, i.e., created by the players. The devs just need to supply players with easy means to create it.
There are actually advantages to the fact that runestones are somewhat difficult to obtain (e.g., city defense), and one doesn't have to toss that away to solve the coordination problem. That's why I suggest dungeons -- they give people something to do (kill mobs) while waiting for PvP, while not interfering with city defense. They also greatly improve travel throughout the map by allowing players easy access to all of the dungeon locations, which are fairly spread out.
Centralized dungeons for small scale PvP (ala Deceit, Wrong, etc in UO) will quickly emerge.
I greatly appreciate the fact that it's a sandbox game and that there is no centrally organized arena. However, the fact that players are not given cheap means to get quick small scale PvP is a problem, especially when the population is small.
An easy solution to this is to make runestones bound in certain public areas (e.g., in dungeons) to be reusable. In a sandbox game, a solution *should* be endogenous, i.e., created by the players. The devs just need to supply players with easy means to create it.
There are actually advantages to the fact that runestones are somewhat difficult to obtain (e.g., city defense), and one doesn't have to toss that away to solve the coordination problem. That's why I suggest dungeons -- they give people something to do (kill mobs) while waiting for PvP, while not interfering with city defense. They also greatly improve travel throughout the map by allowing players easy access to all of the dungeon locations, which are fairly spread out.
Centralized dungeons for small scale PvP (ala Deceit, Wrong, etc in UO) will quickly emerge.