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Clearing up Misconceptions on Open World PvP

Discussion in 'WildStar General' started by CRB_Bardic, Apr 4, 2013.

  1. Oconnell

    Oconnell Cupcake

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    Would you mind directing me to that article you mention? Haven't seen it yet. Thanks for the info, sounds nice.
  2. Ico

    Ico Moderator • WSC's Gentle Flower

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    Oconnell likes this.
  3. Tonks

    Tonks Cupcake

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    If you're planning on rolling on a pvp server i would question why you need objectives to encourage you to pvp.


    I don't get twinking as generally your relative gear level is way higher than those you're competing against or you're stopping xp gain at a specific level where a class is known to have an advantage. It's like typing "iddqd" into doom and running around killing everything with the chainsaw...
  4. Convicted

    Convicted Super Cupcake

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    whats even more fun is killing the twink with your non-twink geared toon, you make a rage-friend really quick that way.
    CriSPeH and Kataryna like this.
  5. Screenager

    Screenager Cupcake-About-Town

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    i think the talk of objectives is more centred around a particular style of pvp. PvP objectives tend to focus players to a particular point and that brings with it scale in the broadest terms that I can describe it so e.g. a castle in another mmo would be the objective which brings obviously siege scale pvp.

    Objectives can be just as bad as they can be good so Im happy if theres no system in place to let Carbine take their time with this one as done well pvp objectives can focus minds and bodies and create a bit of added incentive/competition :)
  6. Screenager

    Screenager Cupcake-About-Town

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    having jsut backtracked on this a bt , yeah I have heard various things out the wildstar camp regarding it. I get the impression that when objectives and incentives come into this they may be there but we're not talking on grand scale as over gamescom I had similar discussions with devs and they were still on the line that mass scale open world objective based pvp wasnt really the way owpvp was going. I'd expect these to be there but I wouldnt expect them to amass large scale pvp
  7. Ico

    Ico Moderator • WSC's Gentle Flower

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    I agree, I think their aim is more to give users to tools to make owPvP interesting and memorable without making it a progression path - or at least not for launch. I can understand their concerns because if you look at some pure Faction vs Faction games like Aion or even GW2's WvW server pop imbalance can just ruin the entire game experience due to the ability to Zerg.

    Warplots should scratch the itch of besieging a fortress but without the annoyance of "We're outnumbered 20 to 1 and there's nothing we can do about it".
  8. Tonks

    Tonks Cupcake

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    Personally i'd focus more on interesting map and zone design and let the pvp happen between players as a result. Perhaps sprinkle in a few larger group objectives but mostly accomplish confrontation by map design.

    I've used this example before but Blackrock Mountains in WoW was a great example of well done (likely accidental zone design). The mountain itself housed the first couple raid instances as well as some higher level instances at the time so it was a well traveled area. You could get to it from the south but usually the fastest way was from the north so blackrock pass as well as the entrance and the ramp inside became natural choke points that were wide enough to support sneaking or larger group fighting. Skirmishes between individuals occurred mostly outside or in the halls. As such, massive battles down to 1v1s occurred regularly in the zone on many pvp servers.
  9. Konachibi

    Konachibi New Cupcake

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    Just to drop my two cents in...

    The best pvp I've had with a similar ruleset to this was Warhammer Online, but it had one thing in it that fixed pretty much all issues people could have regarding lowbies, griefers, gankers etc. etc.

    Each contested PvP area would have a level range attached to it's PvP. For example, there'd be a zone for level 10-20. Anyone within that level range that entered that zone would immediately be flagged for PvP, and people of the opposing faction could fight and kill them. Now it was possible, in that game at least, for a level 10 to beat a level 20 because the stat and hp differences per level were far less dramatic than most fantasy mmos.
    However, should anyone over level 20 enter the zone it would turn that character into a chicken that only had 1hp. They still offered rep rewards to opposing players for killing, since essentially that player entered that zone with the intent to grief, and getting 1-shotted by someone significantly weaker than you and giving them a reward for it was a great way to deter people from being... 'unfriendly' in PvP. It kept the fights fair and equal, as no one you would face in those zones would be so over-powered that you wouldn't have a chance, and that brought more people into PvPing in that game.
    Obviously anyone under level 10 entering the area was simply given an on-screen warning that they were entering a PvP area they weren't really high enough for.
    I know plenty of people would hate the idea of being prevented the opportunity to grief lowbies, heaven forbid levellers should sacrifice the experience of being killed by a douchebag over the adrenaline rush of fighting for dear life against a foe of equal power, but it's a system I've seen work and I thought it worth mentioning.
    Also, since in Wildstar it's more expected for high levellers to go back to lower zones for rep/crafting/dancing etc. it'd be silly if they met a fate most 'fowl' simply by entering the area, so perhaps rather than turning them into pre-cooked turkeys, set it so people too high for the zone simply didn't auto-flag their PvP, and couldn't manually flag themselves, so no matter what they couldn't PvP in a zone where they aren't picking on somebody their own size.

    In that regard though, if such a system were in place then a lot of the sanctuary areas could be removed, as if someone from the opposing faction were to sneak in it'd be an entirely skill-based fight should they attempt to kill anyone, and if a group of people of the relevant level were to go looking for a fight, then the levellers of the opposing side could sort of band together using /shout or something to track them down and fight them off, adding more socialism and what-not.

    I could build forever on such notions but I've already written a rather large wall of text so I'll leave it at that. :confused:

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