Zorkon said:Gamerchick said:
1. A reason for PVPers to come together and be diplomatic. A common enemy they must face together or be defeated. The Pvp community has become so toxic because it's always Us VS them. I want to see developers with a broader horizon than that. I just want to see players have a reason to be good to eachother again. I don't actually PVP much but when I do, I always remember why I don't like it.
I don't think it's impossible to add a system in a game to bring what would otherwise be a divided community. I just think no one has done it yet. =)
Yes this!
Correct me if I'm wrong Gamerchick but I too would like to see a PVP server where PVP was available but discouraged. A place between PVE and full on PVP. Where players didn't PVP until that one a$$ griefer came along that really need it!
If you attack a player you would take a Racial as well as a Class Faction hit at the very least. There could be a general player faction as well... somebody that went around killing indiscriminately would gain negative player faction and be KOS to players giving a +1 player faction to anyone who killed them... if they are in +player faction then you would take a hit if you attacked them. Something like that... discouraged but available pvp.
This reminds me of Ultima Online PvP Murder system, where if you killed another player you got a murder count added to your character after about 24 hours of time spent in game (logged in) the murder count would drop off like it never happend, But if you went around PKing (player killing) you would rack up murder counts pretty quick and once you reached 7 Murder count's you would turn Red (as in your name would go from Blue to Red) if you were a "red" then everyone knew you are a murderer and you are fair game for anyone to attack and kill with no penalty, matter of fact there were even encentives for poeple to hunt red's called a bounty system where a player who was killed by a murderer could go to a bounty board and put a bounty of any amount of gold they could afford on that player's head, and if someone killed that murderer and turned in their head they collected the bounty. That type of PvP, reds (pk's) Vs blues was a lot of fun and could add endless hours of fun to the game outside of PvE content. I remember fondly being both a Red and attacking random unsuspecting adventurers, and also being blue and fighting off attacks from reds, sometimes they surprise you and win sure, but then you get to come back (maybe with friends) and hunt the bad guy.
I think its a good middle ground from FFA pvp and no pvp at all. It allows a group of players who are being griefed while camping the option of attacking the problematic player and killing them. (they not caring if they get a murder count as they don't PK and the count will fall off on its own without ever being an issue) It also gives other players the option of saying hey you been camping this spot for 8 hours how about you share with someone else and if they refuse they can fight them for the spot. To me, it just feels like a good player based solution to much drama that in a game like EQ, GM's are forced to deal with. With the Murder system...it all just works out naturally.
The details of how exactly it all worked are a bit fuzzy as it's been a very long time since I played that game, but I hope you get the idea.
You might want to customize it so that it fits better into Pantheon, maybe make it so a player can't attack another player while they are in combat with a mob so PK's could not gank a group while they are fighting mobs to give them XP deaths. (mob gets last hit =XP death, in EQ1)
I would like to add that in a game where PvP is an option, people are more polite with one another, because if someone takes offense.....they might kill you, or try to. Limited PvP makes for a better game society. Everyone has run into that loud mouth obnoxious kid that just won't shut up, or won't stop KSing or pulling the mob your camping ect ect. Being able to kill those bad kids when needed is probably why a lot of players choose a PvP server, not because they want to FFA PvP, all the time, They just want to play in a game society where the players enforce their own code of conduct if and when needed. Instead of having to whine to a GM to fix the problem, it's just not how some of us are wired. Not to mention that waiting for a GM often takes a lot of time, and that's after you spend quite a while just trying to put into words the sometimes complex situation that you need the GM to help mediate. Having a GM fixing player problems is probably the worst option, having players Police their own is probably the best option IMO.
Tal
Kilsin said:If you could add one feature to Pantheon from any other game, what would it be and why? #PRF #MMORPG #MMO #communitymatters
ok, this is my second reply on the topic, but who counts...
what i really really want in an open world MMO, is mechanic that was in Firefall and it is called "Chosen incusrion" or "Chosen invasion"
it is a random open world scenario when a token bad mobs, set a stronghold in vicinity to a social player hub, and start attacking the village/player hub with huge numbers, if the invasion is repealed at the start, then nothing happens.
but if the invasion is not repealed in a certain amount of time, the zone part becomes under the mob control for couple of hours. which means no fast travel, no vendors, no trainers, this mob replaces every other mob or NPC in the area, spawn bosses etc etc.
make the world more alive, more dynamic...
this is because my immagination started working after the replies to my revenants question post, they could be really cool nemesis mob that invades and corrupts parts of terminus if not repealed in time.
more info:
http://firefall-wiki.com/w/Chosen_Invasion
http://firefall-wiki.com/w/Chosen_Incursion
The dark souls fighting system where even taking a swing is a risk you choose to take with TIMING. It just feels so much more real and fun than auto-attack+cooldown rotation systems found in mmos. you can still have cool character abilities and there's so much more effort that goes into using each of the abilities. Not to mention I don't want to have to stare at or memorize my ability bar, I wanna stare at or memorize the game.
If you say it's impossible? maybe. VR could do it.
Also, yes, I'm aware that the souls series is stupidly imbalanced. VR could fix that too.
I don't know the current state of this, but as a social player it will be nice to see a decent amount of emote animations in the game. I know it's a standard feature in most MMOs, but it's the little things that do it for me such as pointing at a target or expressing character emotion through laughter, crying and so on. Also, dancing variety. You can never have too many dancing animations. Except maybe in Second Life.
Kilsin said:If you could add one feature to Pantheon from any other game, what would it be and why? #PRF #MMORPG #MMO #communitymatters
"Pain and Suffering tries to strike you, but misses." The old EQ1 message you would get if, when zoning under the effects of a DoT where the damage would kill you before you loaded the next zone, was used so that you wouldn't die until the next zone was loaded. Funny story: When I was working on my Iksar monk, I got that message but instead of it saying 'but misses' it said 'but you dodge.' In every zone there was an invisible NPC named 'Pain and Suffering' that was used for this mechanic. Some zones like the Paineel newbie zone and Temple of Veeshan you could find this NPC and attack it. As it would not fight back you could use it for leveling combat skills.
I want to get lost in new zones. I want to have to remember some tree or rock or stream to find my way around. I want to have no idea which direction is north or south or east or west, unless I possibly develop some skill.
In other works, no compass, no mini-map and no map with me on it. You can have a map of the zone, but you shouldn't be able to see where you are on that map. Also I think the map should be something your purchase from a cartographer. The cheaper the map, the lower the accuracy. If you buy a map for 2 coppers from a beggar, it should be flawed because the beggar probably hasn't been to that zone. Also when you look at said map, you have to stop moving, click the item in your bag (or some map case) and it should take up most of if not all the screen. Be realistic with the map for immersion purposes please.
Ship building sailing to other continents.
Why I want to need to plan my journeys across the world not just be able to teleport or fly everywhere i want to find uncharted islands ,sunken treasures , enemys hidden deep under the seas and map the world of Terminus as i see it.
I would add environmental effects similar to Divinity: Original Sin 2. We know there will be status effects such as wet which can be caused by a spell such as
Deluge
Water Bane. A Bane that drenches all enemies in the target area with viscous moisture, slowing their movement speed and disrupting their health regeneration for X duration. Causes affected targets to become Wet.
But what I want is for a spell like Deluge to create a pool of water on the ground, so that anyone standing in the effect becomes wet. Casting a poison spell can then casuse the pool of water to become a pool of poison. Mixing fire and water will create steam. Etc. Etc.