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View Full Version : Bringing PVP to life small scale.


grimjawinflamez
10-17-2009, 07:52 PM
So you have a system that has epicly large pvp generally that last over the time from 6 hours of tweedling your thumbs and waiting for the action, but your world is so big and there is typically no reason for their to be frequent skirmishes for grind spots or just ease of mode of travel. There is no better reason to hunt on this mob in Yssam because you can find it nearly anywhere else in all of Agon. And you have no easy mode of travel existing in the game.

Darkfall needs more spawns of mobs that only spawn in a certain area, and they drop cool rare drop items or necessary items to craft with. IMO they should drop cool rare drop weapons and what not to spice up the pve loot and make it somewhat useable. Who has heard of a game that has no useful PVE drops at all? Crafted tops all.

On that note you need quest chains and shit that have you travel to different specific areas of agon to mine certain ores to goto this epic plateua that a NPC crafter crafts you this epic "sucha n such weapon". Just a random thought, some how make quest chains for cool weapons and items, that don't doesn't involve other players. Little solo missions you can do by yourself, for yourself, without any player crafters being involved :P

As far as a hub system, why not have a Dungeon located somewhere in each race's mainlands and even possibly 1 dungeon per sub-continent. Each entrance goes to the same place, this epic dungeon that you must run through crazy mobs to get to different portals at the bottom of the dungeon to different mainlands/continents, it should probly be a maze heh. This would make TONS of people use this hub system, and make for a crazy pvp enviroment, you pretty much would not go into the HUB-dungeon without being prepared for portal campers and epic fights heh. Even even once you got to the bottom to choose the portal to whichever location of Agon you want to goto, you can surely expect portal campers at the location where you show up out in the world :ohno: ;)

j0NNy RampagE
10-17-2009, 07:57 PM
Yeah, I have a problem with the best way to find PVP being to go into someone else's city where they have shitloads of buffs, a tower that distracts and dots you constantly, and a bindstone where everyone can instantly teleport in to poop on your pvp group. You should be able to find "even-playing-field pvp" when you want via a portal system, rare nodes in the world, unique spawns, rare drops on specific mobs etc. Great post..

grimjawinflamez
10-18-2009, 03:41 AM
Sign this shit so we can get a hub system guys lol, any epic sandbox mmo you can think of probly had one, and for darkfalls massive world its def. needed. Theres tons of pvp going on out in the world that never meets eachother b/c its such an epicly large world, a hub system would have people swarming there for pvp and easy travels if you can make it past the pvp!! And epic loots from grinding is great for the game, and makes pve more enjoyable along with solo pvp more doable with more soloers out pveing heh.

wargy
10-19-2009, 12:37 PM
/sign for hub dungeon with ports on subcontinents. didn't read the rest though.

kab112
10-19-2009, 12:46 PM
You are quite huggable Grimjaw.

lanigav
10-19-2009, 04:45 PM
The original concept for DF was to have the world actually larger than it is now. They were thinking 4-6 hours to cross it on mount, not the current 1.5 (N to S of the entire map). Then there would be an immense dungeon connecting stuff that would take 2 hours of foot time to simply traverse, assuming you didn't get killed by the many mobs or other players down there farming. Currently the reason you don't see anyone out in the world is not because the world is too big, but because no one overland travels.

The availability of fast travel options (bindstone recall/house recall/runes/bindstone kicks) destroys this idea, people simply teleport to the 20 or so hotspots on the map that are worth going to for whatever reason. Before anything resembling regional resources can be implemented the availability of fast travel needs to be SEVERELY cut (and restricted to being naked with empty backpack) as well as full local banking implemented.

ZtyX
10-19-2009, 04:59 PM
HUb system is good. Chain quests is bad. I hate quests... Dont make them mandatory by giving them epic rewards. Hate having to do quests.

bmfof
10-19-2009, 05:06 PM
I just read the part where you said how they are no rare mobs/drops on certain places.

Then I stopped, appearently!

longclaw
10-19-2009, 09:38 PM
/sign everthing but hub system. How about speed increase for traveling on a road?

Tonak
10-19-2009, 10:36 PM
Hub seems good, hot spots with certain monsters drops something unique and possible only appears so often is good.

/signed

NetZao
10-19-2009, 10:37 PM
How about speed increase for traveling on a road?

This.

I'm imagining highwaymen style traps to gank travelers. I love it.

Yakamoz
10-19-2009, 11:35 PM
PvP lack purpose, because lacks clear objectives.
Aventurine hoped that their conquest system will be the main drive of what's happening in Agon, but cities and hamlets are simply not rewarding enough to make them desirable.

Resources ? You can get them everywhere in the most remote part of the world and in the opposition to cities/hamlets they are limitless just move on to another node.
Facilities, trainers ? To most of them you can get access in starting cities, to rest you can get access easily by walking in, sneaking in or forcing your way to somebodies else city.
Clan cities/hamlets are meaningless and they are supposed to be the main objective in the large scale pvp anyway. Six hours of a siege ?! Seriously ? Why not twenty four ? We will have more time for our real lives then.

What about small scale pvp hot spots then ? Resources nodes ? Mobs spawns ?

You have to be joking me. Good luck with finding a target especially with small server population in the game world with thousands of resources nodes out there !

More likely your target you will naked anyway, he has already calculated in the risk of death. Your kill is meaningless and unchallenging, you will get some ore and that's it. That's not pvp action.
Mobs spawns could be good, but rare spawns and drops are...RARE and most people can live without them. We need something more common to make it an objective for pvp.

I know, I keep repeating myself, but I have plenty of time...give people more meaningful objectives in the game. They don't feel a purpose in doing something what is not rewarding.

What all you need all the time in the game ? Resources. The problem that right now they can't be points of interest because is fucking over 9000 of them of each type on the server.

What's the point to fight over nodes if everyone can get his own. They are perfect objective for everyone in the game, a perfect reason for a persistent conflict, diplomacy and trade that...Aventurine makes them so vastly available. This is madness.

Place the resources in mines, farms, fishing villages etc. Centralize the resource nodes and make them capturable and usable only by the owner. If you are not the owner you can raid to get some resources but only by declaring a war against the owner. Those super nodes should be worth it ( in the opposition to your resources nodes in the clan cities and hamlets )
and provide you with: ores, wood, herbs, food, meat, fish, enchanting mats, money, skill leveling boost.

Leave some normal, scarce nodes in the wilderness and you will create a perfect world where resources are actually meaningful and fuel a PERSISTENT player competition.

I described it before, check my sig.

djsin
10-20-2009, 12:36 AM
just remove wilderness towers