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Real consequences, or no PvP

5 replies [Last post]
Sat, 02/19/2011 - 17:52
S1R_L33T4L0T
Legacy Username

The thing that I liked about Puzzle Pirates, as opposed to WoW, is that PvP had real consequences. Blockades result in the gain and loss of territory. Wars result in the loss of ships. Important things happen when PvP takes place in Puzzle Pirates.

In WoW, that doesn’t happen. An army of Orcs cannot storm some keep somewhere, kill off everything inside, and then permanently claim it as their own, simply as a matter of achievement. Sure, players spawncamp, but no one ever congratulates someone on how long they’ve defended a herd of pigs. :P

I like the idea of PvP with real consequences, but I loathe the idea of PvP without it. It might be more fair to have it anyway, but I just want it on record that PvPing over mere trinkets and baubles isn’t real PvPing, and as such, I myself am not interested.

That being said, I think I’ve got some interesting ideas for PvP, which I will post shortly... but let’s keep this post over what is worth fighting in PvP over, and, perhaps more importantly, what ISN’T.

Sat, 02/19/2011 - 18:12
#1
Saphykun's picture
Saphykun
While I think armor looting

While I think armor looting would be fun, I wouldn't like to risk losing an Azure Guardian Armor.
Losing some of your materials would be less risky than losing your gear.

Sat, 02/19/2011 - 20:00
#2
Cactuscat's picture
Cactuscat
I think that kind of PvP is a

I think that kind of PvP is a niche market now. Most games you see nowadays don't have any sort of "loss of armor" things to them... in particular, because gaining equipment is more or less an achievement in MMO's today. Losing it because you were out skilled just doesn't apply to the vast majority of players, or at least, casual players.

One of my favorite MMO's was Ultima Online, and it had a "anything goes" sort of world - you die, EVERYTHING you had on you was now on your corpse and lootable. Of course there were guarded towns, but half the time even the guards couldn't save you. Ultima Online was quite a success for its time (somewhere over 250,000 subscriptions I believe?), but they eventually added in a separate world where Player killing was not achievable. Pretty much there was a huge exodus - most everyone went to Trammel (the new sanctum). For UO, though, this PvP system worked - armor wasn't necessarily hard to replace, and everything was based on the Skills/Stats of your character, not really the equipment you wore (until later expansions).

For this game that seems to be rather casual, I don't see that PvP system a good fit. Equipment takes both time and money (some of it real), and it determines the strength of your character. To lose power that you had to work for because of a loss just doesn't fit in.

EDIT: Rather, I think there should be some form of reward for doing well, but not a consequence for losing.

Sat, 02/19/2011 - 21:26
#3
S1R_L33T4L0T
Legacy Username
Well, my idea of

Well, my idea of “consequences” was not about anything particularly personal. I file “Armor” and “Weapons” under “Trinkets and Baubles”. I never meant consequences as small as “losing your equipment”. I mean more like “losing your guild hall”, or “losing your guild exclusive gate”, or something resembling territory. Some sort of “something” that is actually worth gathering players together to fight over. Looting corpses is kind of “been there, done that”. Besides, the weapon and armor bonding system pretty much suggest that it is absolutely out of the question to lose your items, at least, to another player.

Sat, 02/19/2011 - 23:12
#4
Cactuscat's picture
Cactuscat
Ooooh, like RvR. Territory

Ooooh, like RvR. Territory and such. I've always loved that concept, but I wonder how they could implement it here?

Sun, 02/20/2011 - 11:03
#5
Sadiekate's picture
Sadiekate
One of the things you fight

One of the things you fight over might be territory within a gate? Winner gets first choice of next level set, loser takes the alternate route?

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