Yeah of course⊠that could very well be the reason why people donât flag!!! PvP is not fun for them⊠and letâs be clear here, rewards are part of the fun too, but come on⊠âwe love playing footballâ yet we donât play it because we are not being paid enough to do it!!
Iâm sorry but I think the mentality of some âpvpersâ is what is really killing NW owPvP, I mean⊠you have the right to complain that pvp is not rewarding (sort of since there is no risk) but if you donât flag because of the rewards then you are part of the problemâŠ
But donât entirely agree with this. I care about pvp, but find myself with it off and quite often in the open world when Iâm doing specific things.
For example obsidian and topaz gypsum. I get 60 min to get that topaz. I canât be bothered getting involved in a PvP battle in the middle of that cause I donât want the time to run out. If Iâm farming Ivan for obsidian, I need to have PvP flag off so I can group with people there so the drop pool isnât split and it takes longer than necessary.
These are examples of where poor design by AGS is hindering people running with a flag on.
Additionally PvP lacks purpose in the open world. There is no objective. We are a bunch of humans stranded on an island and Iâm supposed to kill a guy who has the house next door to me in everfall because his cloak is a different color and âŠâŠreasons?
I mean sure if it was a orc who lives in another part of the world and came across with his raiding party to pillage and rape my elven friends, I can get on board with just slaying them on sight. But the guy whoâs crafting boots right next to me? Itâs hard to be immersed with thatâŠ.
The only guys I REALLY want to kill are the jerk offs who drag mobs over to you while your farming an ori node then proceed to steal it. Of course those douche nozzles are never flagged.
Main reason people donât flag is thereâs no real risk or reward. PKâs drop one item thatâs usually junk. Another reason why people donât run around flagged is that when you are flagged you cant jump straight into group recruitment requests because practically all chat recruitment requests are from unflagged players. If you are flagged and out in the middle of nowhere you better hope the group request to join an m10 waits on you to get somewhere so you can unflag and accept the invite. Even worse sometimes comm breaks down entirely between flagged and unflagged players and group invites canât even be sent between the two.
Lastly, another reason you donât see people running around flagged a lot is because NW has developed their PvP play for gank style combat. This doesnât fare well with open world pvp 1 v 1 scenarios. There is a huge imbalance between the classes, for example, in a open world pvp environment you will have more 1 v 1 scenarios like a healer running into a mage or running into another healer and no one dies, because they canât put out enough damage to kill one another or because currently healers can sustain themselves and self heal nearly indefinitely. On the flip side, strength builds with their GA/WH/ + their roots, stuns etc. put out excessively more damage and this huge damage variance between the classes makes it really tuff to have balanced Open World PvP play atm.
There is no carrot large enough to dangle that will incentivize engaging pvp. Anyone who has to be bribed into pvp will be shit at it, and not fun to fight. People arenât by and large pvping because combat is shallow and boring. Fix combat, and you fix pvp.
But since they are REALLY dead set on ignoring that problem, your only option for pvp is to kill the dude picking flowers every now and again. So, I suppose extract what fun you can out of that process.
All it will do is have a 10 man group or even a whole clan camping that locations and you will wpvp just as much as you do now, if you dont like getting ganked you will just turn it off.
Honestly, I donât think their game designers have the experience to create engaging PvP content. It just feels like a dodgy PvE theme park tacked over a good PvP foundation⊠the only PvP of notE now is OPR and thatâs getting stale. Wars are a bit of a joke
I love PVP, I hate PVE. I do not claim to be any sort of elite PVPâer, it is just what I enjoy.
I never flag when in the open world, because I always am doing something, whether it is running for Topaz, or gathering mats for money or crafting, or whateverâŠPVP just interferes with thatâŠand frankly, open world PVP offers nothing that I care about enough to make interruptions or interference worth it.
The new update with PVP experience and salts will be enough for me. Now I have something to gain. And yes, I will attempt to gank anyone I see who is flagged. I will win some, I will lose some, but it will be a lot more fun. So, unless I am doing something specific like my Topaz run, or helping someone accomplish something, I will be running around flagged and attacking anyone I see that I can attack.
I suspect there are many players like me, that enjoy PVP but donât flag up because there is really no reason to.
The PVP Reward Track changes everything for me. When that arrives, I become a serial killer, and if I die a lot doing it, thatâs OK. Never stopped me from playing OPR. I donât care about dying, as long as it doesnât cost me anything like XP or losing my stuff.
So, yesâŠthe PVP reward Track is enough for me to flag up in the open world for the first time, and to kill pretty much anyone I see, or give it my best shot.
I agree with a lot of what you posted but I think one should be willing to lose some items from PvP deaths. This adds to the risk/reward of it all!
Hereâs how I suggest adding to the risk & rewards of PvP: add valuable âDeath Gemsâ to the game. As long as a PvP player has X amount of death gems in his inventory they will drop the PvP death gems on a PvP death and not other valuable items from their inventory. However, if a player is foolish enough to venture out with insufficient death gems to cover their PvP deaths they will begin to lose items in inventory.
The gems should be available for purchase at TP and have a nice resale value as well.
I think there should be a zone of maybe an underground large dungeon or city that is high stakes PvP area. Much like the Dark zone in division. It should mix pve and PvP.
As a player whoâs experience covers decades, I can tell you that I have been there, I have played those games, and in the end, the disincentives kill the game.
Good PVP is built on incentive, not on high risk. Thatâs a fantasy that only players who never actually played such games hold.
There are games, such as Rust, for which the whole point is that risk reward, and those games can hold their own for a time, but no broad based PVX MMO will survive it.
The moment you introduce loss of personal items into the game, you lose 75% of the remaining players.
Following that, you lose the support for the game from the parent company, because further development is not economically viable.
Tienen que cambiar el hecho de cuando estas con pvp activo no puedas hacer grupo con otras personas. Muchas veces desactivas el pvp para hacer grupo y luego te olvidas de volver a activarlo.
NW tiene que definir si va a tener pvp activo siempre o si serĂĄ pvp solo por instancias o mapas especĂficos de pvp, pero hasta ahora esta mescla de pvp o no pvp no esta funcionando y se refleja en la baja de jugadoresâŠ
Wow Punty you sound utterly full of yourself, a self proclaimed MMO know-it-all, come down of your high horse there buddy! Many have played MMOs for decades, some MMOs have done well with high risk and rewards, its not a fantasy just because you havenât experienced it yourself or you yourself werenât able to handle the loss of items. Try not to speak as if you have seen and know it all. Iâve played âsuchâ games and it wasnât a fantasy. If you donât want to flag then donât flag, if you choose to flag make sure you have some death gems in your inv., its not that scary.