PVP and looting people

Discussion in 'General Discussion' started by Xee, Nov 6, 2019.

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  1. Sulaene Moon

    Sulaene Moon Avatar

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    I wouldn't want to leave out those players who solo play.

    I've played this as well and loved those areas. But if I don't want to participate in pvp why shouldn't I have areas where I can have a chance to obtain similar loot? I remember that in these pvp areas in ESO they had the same gear with stats as pve zones expect they looked different or had only pvp zone stats etc.
     
  2. Violet Ronso

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    First off, EP2 will have much more group content, and will no longer be 100% solo, so we might want to forget that thinking of "If I can't solo, it can't be in the game".

    Now as for ESO, no, you had no chances of obtaining the currencies anywhere else than Imperial City, but you could buy the gear from other players. Not only that, but there was 2 skill trees that were 100% trained by participating in PvP activities. Why can we not have something specific for PvPers in Shroud? I understand that many of you hopped on the bus thinking this was gonna be your U7 single player experience in 3d, but as we can see, we are soo far off, why don't we open up our minds to new possibilities?

    Adventurers are dependant on crafters for food gear, Crafters are dependant on adventurers for Artifacts, why couldnt we have a third group being PvPers who bring their share to the table?

    Right now, all PvPers are good for in our economy is to empty it, by losing stuff after dying, or using it up killing others, why couldn't they have their own currency/drops/specialty that the other 2 groups could want from them? A pvper who will specialise his deck towards PvP will want to have PvE friends around to get the best xp/hour, and will want crafters for their throw away gear. Now sure, you can do everything, but not all pvpers want to craft, and not all pvpers want to have an OP ring of fire that can clear groups of mobs in an instant, so it is normal that not all players will want to risk their lives in PVP, and that is where our game offers to have co-dependancy, because right now, it is barely existent...

    All Im saying is be open to the idea of having a third player in the economy game, and if you want your single player experience, stick to episode one, because you wont enjoy episode 2 from what Chris mentioned.
     
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  3. Cora Cuz'avich

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    Ruins are another one of my major gripes. I mean, I guess I get why they are PvP zones from a lore perspective. But it seems like a waste that the in-game appearance of locations from the novel are all PvP zones with zero story content or pretty much anything at all of interest. I read the book early on, and was looking forward to being strong enough to do tier 5 zones so I could explore the scenes from the book. Then I got there, and they were empty. I mean, there's mobs, I guess. But as the most lore-centric areas from the book, I wanted to find stuff that references the events of the book(s), maybe hints about the story. But there's just nothing. One or two of them are kinda cool scenes (the one that's all vertical areas on the side of a cliff/mountain is kinda neat) but there's just nothing to find there.
     
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  4. Gageman

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    How would that be different from players mindlessly standing around UT? At least the PVPers would finally be happy. These guys need a win, there is only like 12 or so left.
     
  5. Cora Cuz'avich

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    UI improvements first. Just eight party members fills a quarter of your screen with UI elements; with 24 you wouldn't be able to see anything!
     
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  6. Violet Ronso

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    I found the zones very fun to look at, they are pretty, and do give a dangerousish vibe, but like you said, there is nothing to do in them, no quests (but hey 80% of the community would complain about being forced into a PvP zone...), barely any mobs, no loot, nothing, just nice scenery... I remember when I first went in those zones, sneaking everywhere, slowly, admiring the view, once I had to run away from a fire chicken and ho boy did I not know where to go, off the cliff to my death, or find an exit while chickens puffin smoke on my ass?

    Fun experience, but no replay value once I saw the scenery once...
     
  7. Cora Cuz'avich

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    If this game were 100% soloable, I (and a lot of the more recent self-exiles) would still be here.

    To be fair, though, it is soloable, but it takes years to get there. The real issue is that due to the way XP reqs ramp up after AL100, most of that time is spent treading water, hoping you don't get bored from the same old-same old before you get there.
     
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  8. Sulaene Moon

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    That's is true. I didn't think about that. I guess rather than camp UT everyone would go to the pvp zones. Which I wouldn't mind because those zones are the best looking zones IMO.

    I didn't catch what Chris said, so if I paid for EP2 I shouldn't expect to be able to solo in those zones?
     
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  9. Restless

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    Absolutely! 100% We need cooperation in sota. PvErs already need crafters or craft their own gear, why not have PvErs and PvPrs work together in some way as @Dhanas mentioned earlier.

    There is already private mode for soloers. Just changed the open pvp areas to boss loot instead of oracles from players. This way gankers can try to take a CP or take a zone from PvErs while good PvPrs can protect the PvErs. Great idea @Dhanas ! Content without the brainless, endless grind!
     
    Last edited: Nov 7, 2019
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  10. Boris Mondragon

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    With two or three allied parties of 8 vice one of 24 you don’t have to worry about distinguishing friend from foe.
     
  11. Cora Cuz'avich

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    Ah. Your post implied a single party of 24. My point was that with the current UI, your entire screen would be filled with other party members' status bars. You wouldn't have to worry about distinguishing friend from foe because all you'd be able to see anyway is status bars.
     
  12. Boris Mondragon

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    Sorry if I confused you or anyone else. You have no idea how frustrating it was in those battles to hit allies that looked red just like the enemy.

    What had become a planned every other month battle died since April and I will definitely not organize another until it is fixed. It is up to @Chris to follow up on his word or to let the large battles end permanently. R/Boris
     
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  13. OzzyOsbourne

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    put full loot and let the market sort it all out
    wont be long you will see me flying around with crap gear looting and desecratin' corpses

    dooooo eeeeeeeeeeeet
     
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  14. Vladamir Begemot

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    Since they are trying no loot, for a fair scientific study they should try full loot one month. I wouldn't be flagging, but that would be a pretty interesting thing to watch!
     
  15. Violet Ronso

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    Not necessarily all the zones, but Chris said he will be making content that can not be soloed, at all, requiring groups. Wont be all the content, but probably some dungeons, and probably most boss battles.

    Cant expect to not be able to solo anything in Episode 2 due to quests and lower level content though, so you are safe.
     
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  16. Restless

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    This sounds great. I wonder if open pvp with boss loots will be a part of it.:cool:
     
  17. Antrax Artek

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    There are so many fantastic ideas that would surely make sense to do pvp and make players more involved but I believe that at the moment we are all looking for something in the short term that does not revolutionize the current mechanics, which does not take months to implement, that does not go to the detriment of anyone and that produces good results in a short time.

    Said this, i remember that long time ago when The Fall has one of the best rates in game in terms of xp, gems, igg and loots the zone was pretty busy, there were people all the time, someone was grinding exp, others were looking for artifacts, others were doing bosses and in the meantime they beat each other uninterruptedly on the platforms or in the lower part all the day.

    Due to the exaggerated number of liches in UT and their very good drop, The Fall got a big nerf, and that big nerf was directly related to a worsening population decline on the map, up to the current situation.

    From this it is easy to understand what could be the solution in the short term and easier to implement that could change things.

    PVP zones need their rates to be buffed, the current situation it is mainly due to the fact that these areas give very few rewards, the experience is much lower than the safe tier areas of lower tier, the quantity of igg / hour is disappointing and the respawn of bosses like the 3 dragons in shardfall is something absurd and unjustified.

    So let's make it simple, when the pvp zones were good the pvp population was high, in direct correlation when the pvp zones became comparable to the low tier zones and when the attenuation made the small% exp bonus useless the pvp population disintegrated.

    @Chris should adjust the rates of these zones based on their tier and following the very important "risk vs reward" rule, make these areas worthy so that people are inclined to visit them, so that those who go there will not feel punished instead of rewarded.
     
  18. Adam Crow

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    I totally agree. Since there are a bunch of pvp zones and our population isn't very high currently, maybe he should just start out with 1 or 2 of the scenes. So that the pvp would be more centralized and people won't just spread out for the increases in rewards.

    Even if the zones were just comparable to some of the top pve zones, that would probably be enough. And then pve players can't complain. Just remove the attenuation in these zones or increase to like 4 million so we have better risk/reward. If you're forced to defend yourself constantly, it's not like you will just be constantly grinding xp anyways.
     
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  19. Echondas

    Echondas Bug Hunter Bug Moderator

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    I don’t really PVP - but things that might make me want to try it more:
    - karma system / titles (dread lords, etc)
    - flagging PVP sets all skills at 100 except specializations that are set to unlearn.
     
  20. kaeshiva

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    There's been hundreds of suggestions, arguments, etc. over the years about this topic.
    PvP needs to be a separate but equally viable method of gameplay. We have plenty of dedicated PvP zones, but PvPers still have to go to "PvE scenes" in order to grind up their XP in order to be competitive in PvP because those zones are pretty poor, from an exp-gain or resource-gain perspective.

    I'm not suggesting we make them "better than" PvE zones, because then you are basically saying "if you want best advancement, or faster harvesting you must subject yourself to PvP." That's simply not going to ever be ok with a large portion of the playerbase who wants nothing to do with PvP.

    There's no reason however, why they can't be at least equivalent, or have their own unique 'thing' that furthers PvP gameplay.
    Start simple. Put a lich cave exactly like the one in UT into one of the ruins or something. Remove attenuation completely from that scene. Even crank up the gold drops a bit, whatever. Everyone in the scene automatically gets the xp bonuses from open mode and from being flagged. Give people the chance to compete over it, kill each other, whatever. See if there's interest.

    Thinking longer term....
    The problem is at the moment, unless you are a professional PvPer who is going to win more often than you lose, there's simply no point to the entire thing. What possible motivation would I have to flag up, go die, lose money? The amount of money isn't relevant, its the principle. Ransom has got to go if you ever want anyone other than the hardcore PvPer to engage. There is simply no point whatseover to PvP in Sota unless you are always winning, and even then, the amount of ransom you get for looting a player's fishing rod and their boots is minimal - you can do better doing just about anything else if your goal is profit. So why have it if its just putting so many people off? There needs to be a reason for people who aren't going to win, to put themselves out there to be slaughtered. At the moment, there's zero upside and quite a few downsides (ransom, durability loss, use of consumables, regs, etc.) with nothing to gain.

    Obsidian Fragments suggestion, or other countless suggestions (blood gems, chaos gems, things that can be modded into gear to increase damage/defense against other players, etc.) are all potential suggestions. Missions to run contraband for decent gold rewards (or to kill people running said contraband and steal it and turn it in yourself...) as an alternate gold method to grinding PvE mobs would be an enticing activity even for those who don't want to PvP on a daily basis. Earning pvp currency to get unique stuff that is pvp-relevant is a good idea too - obsidian trials unfortunately was a bit shortsighted in that it only awarded a single winner, making it a waste of time for everyone else. Rethink this "winner gets all, loser gets absolutely nothing." Winner should get whatever it is faster, yes, but if the loser gets nothing after awhile they simply stop turning up to lose. You have to get people in the door. Maybe they'll like it. Maybe they'll invest time in learning to be better. Maybe not. But if you keep the PvP as a hardcore 'winners circle only' activity then you're just putting up obstacles to anyone else participating.
     
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