A better open PvP system for EQ2 or WoW

Latest revision of my idea. As posted on Q23.

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Yes, armchair design once again. But this time it's SHORT. No TL, DR this time. Kay?

GOAL:
A PvP model that would blend at best with a PvE game. Where one part isn't detrimental to the other and with a goal to create a system that is fun, deep and still easily approachable for non-hardcore players.

Something that could be enjoyable for the majority of the players instead of a small niche.

This is a new PvP system imagined to be plugged directly in either EQ2 or WoW. So this time you don't need to imagine complicated game schemes that I designed in my head. You just need to pick the game you are more familiar with and imagine this simple idea plugged in.

In the case of WoW I need to override some rules in order to plug my system:
- The Honor System is discarded
- No more points will be awarded for a PvP kill, exactly as it happened before the Honor System was patched in
- The Honor System will be replaced with a new one where you can "spend" PvP points to buy: armor, weapons, crafting recipes, crafting resources, consumables, epic mounts, whatever. And even repairs, reagents and griffin flights. Get more PvP points = get more "currency" to buy this stuff. Pretty straightforward.

In EQ2, also some rules need to be overridden (from their announced plan):
- No xp debt. No Looting of items or gold.
- No restrictions to who you can attack.
- Rewards following the same scheme explained above.

This is the idea. In the shortest way possible I could manage to put it:

- The contested zones have one conquerable "hotspot" each. The players can organize and go cap one, putting their guild flag on it. The hotspots don't have any NPCs defending them, just players. Once capped all the kills taking place in the proximity of the hotspot will be worth PvP points. Encouraging the PvP action to move away from the PvE hubs (villages, towns, camp spots), so without disrupting the gameplay of those who don't want to bother.

The longer version is here, explaining the details and the reasonings behind, but here you have already all the essential.

Other related parts:
- Explanations, about ganking, rewards, objectives, specialized playstyles and "choice" in PvP.
- Possible solutions, about factional balance.

Re: A better open PvP system for EQ2 or WoW

As a self-described "true PvPer" I find your ideas terrible, although that does not mean that others (the "non-hardcore" as you call them) wouldn't play in a system like the one you propose.

Having no penalties for dying is absurd. You may as well remove PvP, because at that point it's just a series of tedious duels where nothing is immediately gained or lost. On top of this mess you propose to keep the PvP-points system of WoW, which is completely artificial. A killer should not gain something unless a victim has lost something. This is trivially obvious. We want to try to design organic worlds, not artificial worlds that clunkily serve a temporary purpose.

I could go on much longer, but I'll just say one last thing here. You seem to feel that PvE and PvP can only coexist if very artificial systems keep them at arm's length from each other (hence your idea of PvP radiuses that keep the newbie-frightening "action" away from PvE hubs). I strongly disagree. Any type of world that has some artificial division (in your case, intentional) between PvP and PvE is a trash world. A well-designed blend of the two is the only type that is worth attempting. Given the fact that your post is of a theoretical nature, I think you should try to come up with a design for a world that is actually worth building and worth playing, rather than dreaming up a possible world that would be one big artificial mess of half-hearted PvP and antiseptic PvE.

Re: A better open PvP system for EQ2 or WoW

I agree and i am disgusted with the gaming producers out there. Why can't they make a PvP Real-time fighting MMORPG with some form of death penalty. Old UltimaOnline and DiabloII hardcore was the only 2 games with "hardcore" elements.
My fellow gamers i am apart of a rare breed of "hardcore" gamers. I love to put it all on the line. I love the fact i can kill somebody and gain, money, items, or anything. I am ready for a game producer to make a game ready for hardcore PvP players.

I wouldnt mind a game......that if i got killed in a PvP while farming i lost it all ! I played UltimaOnline, ive played DiabloII, and i love risking it all !!! Its a thrill for me. Who in here agrees with me and wants to find a game with a true PvP winner takes all penalty. (or atleast some form of a death penalty)

I will give Eve credit, even though the game play sux, atleast if i pod-kill somebody and destroy their ship they are out of alot of ISK, and implants.

Re: A better open PvP system for EQ2 or WoW

There is a game being developed that promises a return to full PvP, full loot, player kingdoms as well as a whole lot more. Check out Darkfall, beta should be starting soon.

Re: A better open PvP system for EQ2 or WoW

only problem with true pvp system is at the core of it all, its still stat based... And when you have stat based, the game will be overrun with stat hacked characters. In hardcore game with hackers? I fear you will lose your community in no time.

I too want a game of full "real" pvp, not that I-will-hit-because-I-selected-my-target crap that almost all MMO these days use. But I've seen attempts at full pvp MMOs being ruined by stat hackers. A small example would be a game called Rakion. Very dynamic pvp system, however, ruined by hackers running wild in game.

Re: A better open PvP system for EQ2 or WoW

I like your idea a lot. I believe I am not the only as well as CoH/CoV Issue 7 in its 50-level PvP zone is going to have something similar.

The second High Level Zone, Recluse's Victory, appears to be a little more flexible because both heroes as well as villains can reach level 50, and you can also engage in some quality PVP. Basically, both heroes and villains will battle one another for control points/pill boxes that Cryptic has scattered about the map, and depending how things play out this particular zone will change in real time. The goal is to capture six of seven pillboxes to win. Your map displays the hero base and the pill box locations so you always know where the battles are taking place. There are also these giant bad ass looking robots called Heavies. They're incredibly powerful and you'll definitely need them to win providing your character isn't high level, and even if it is you may still have a tough time getting past other players as well as the humongous gun turrets placed about the map. But with a Heavy on your side, you can make short work of them. Conversely, you can capture these turrets (which is great for new players who aren't very powerful) or the other team's Heavies, but the primary goal is to take those pill boxes. If you click a pillbox's "button" you'll create a waypoint, and over the course the fight the world will change in real time, so the abandoned city hall can be transformed into Arachnid City Hall, and the huge statue of Atlas in the center of town will morph into a statue of Lord Recluse. That's all well and good, but actually capturing six pill boxes isn't going to be easy. When you take four of them the signature heroes arrive to crash the party, and it can take up to 18 players to bring them down!

http://pc.gamedaily.com/game/preview/?gameid=5111

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