10-22-2009, 04:00 PM
Dustie Wrote:You essentially want to make sure that PvP can insert itself into the process from resource gathering to production of game items to sale of game items. Isn't it enough to simply allow the resource control and retrieval portion to be the main focus area for that PvP insertion?
I don't think it is enough.
That is the one thing Shadowbane got almost right. If you want protected area's you have to build them. Like we discussed in the evolving world idea. You help build up an NPC town in order to create safety. However I don't think that safety should ever be totally secure. If you want meaningful pvp (the kind that makes you actually dislike the other team) everything has to always be at risk. Just as you build up NPC towns other players can come in and destroy the NPC town.
While I think you always need risk it can't be the kind of risk that makes players want to quit the game if they lose an important battle.
With currency models that is where you run into the situation where people lose and just quit. Currency models create a model where people have built up equity (gold) in the game over months.
I want a game where there is no currency because that is a better enviorment where people can lose and feel like they can recover. We want goods to come and go, gear, raw goods and the buildings we have built. We want to remove the fear of losing from the MMO enviorment and break the habits of always having the Purple Sword of God. It will break eventually so get used to it. The next highly successful PVP game will be one with out equity.
If you can accomplish that now you have a pvp game that will be very popular.
Vllad
