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Expand OPEN World PVP On PVP Servers


-Fenix

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That certainly is a large part of the problem, but there's more.

 

Here's why World PvP sucks:

Sharding

You split the population of a server up, so you have less targets and less people running around and running into each other.

 

 

No Incentive

The average player needs an incentive to do world pvp. There are no rewards for killing players, so people don't engage in world pvp. You have to make the average player want to go out and look for enemy faction players and kill them. Flipping capture points and blowing up NPC's in enemy territory is not a way to do this. There need to be concrete rewards for players that engage in world pvp, and its consequences should have such effects on the game world and its players that they would want to engage in it to bring about a favourable outcome for their faction.

 

 

No place to do it

Other than Ilum (which is done wrong), there's no real place that dedicated to world PvP. There needs to be a place that both factions will want to go to, and that place has to be designed in such a way to promote PvP. How about a high level area on Tatooine and Alderaan, full of extremely valuable resources and high level dailies, with capturable nodes that provide a benefit to the faction that holds them. Players will want to go to these places to farm these rare materials and complete these dailies, and there should be dedicated quests and rewards for killing enemy players and defending (not capturing) in the zone. Control of nodes would give de facto control of the planet, which would open up exclusive instances, quests and rewards for the faction that controls them.

 

 

No prestige

We need a ranking system that gives players titles and gear (exclusive reskins, speeders, vanity items...etc; nothing that upsets balance) based on their rank. Moreover, I'd like to see "rank abilities." Say there would be 15 ranks, from 1 to 15. Rank 1 is a Private, and your ability isn't strong, so it would be something like a temporary buff. Higher ranks mean you have a stronger ability. Rank 8, a Lieutenant, would be able to call in an air strike. Ranks 12-15, Generals of varying grade, would be able to do something epic that could turn the tide of a battle, like an orbital bombardment or summoning a number of elite NPC's. These abilities would be only usable in the designated zones. Ranks would also have to be arranged in a pyramid structure, so that eventually, a year or two down the line, we don't end up with dozens of Generals running around and dropping orbital strikes by the boatloads.

 

 

Events

One of the problems with large scale world pvp is that it's difficult to get everyone together at the same time. So, plan events. Every hour, Imperials and Republic would alternate attacks on their bases, supported by copious amounts of NPC's. If your attack succeeds, you get to sack the enemy outpost/fort/city, and completely control the zone for the next hour. WoW's Wintergrasp, for all the hate it got, was awesome, and I'd love to see something similar in SWTOR.

 

 

Population balance

20 Republic vs. 60 Imperials isn't fun. It's quite obvious that there are problems with faction balance on many servers. How about providing incentive (extra xp, credits, all kinds of nice things) for players to roll a member of the underpopulated faction?

 

Moreover, I came up with an idea that could technically fix this problem, at the cost of "RvR-ization" of the whole process. The zones I previously mentioned, on Tatooine and Alderaan (because you actually have to have people care about the planet they are fighting on, and these two planets are known by everyone and it is prestigious to "control" them), would be instanced. :eek: Meaning if you want to enter them, you have to go through a loading screen. Now here's where it get's interesting:

 

Say you're on a server that has 60% Imperial and 40% Republic population. It would suck for Republic players to engage in PvP and be outnumbered like that. So you could do something akin to WoW's battlegroups:

 

Create a "grouping" of 2-4 servers that effectively balance each other's populations out, so that while individual servers may unbalanced, the whole group is roughly balanced out:

60% Imperial, 40% Republic

50% Imperial, 50% Republic

65% Imperial, 35% Republic

40% Imperial, 60% Republic

 

These servers may be PvP, RP-PvP, or even PvE/RP-PvE. Remember that these areas aren't technically the "open world" since they are instanced, so PvE players will be aware that by entering these areas they are exposing themselves to PvP. The cool part about these grouping is that you could shuffle these servers around, bi-monthly or even monthly, so you don't end up playing with the same people all the time. That and you have a larger pool of players that would be able to participate.

Community

Along with creating a lively PvP environment for the players to play in, this is the most important part. This game needs server forums, because without them there is no community. Servers need a place where players of both factions can get to know each other, get familiar with guilds and players on the opposite faction, build rivalries and even trash talk (which is healthy for the community, unless it get's very excessive).

 

 

Do all of the above Bioware, and you would have created a game that, in 10-15 years, people will remember fondly just as they are now reminiscing about Dark Age of Camelot.

 

 

I realize that somewhere in the middle of the post I went off course, but I had to spill my heart. :rolleyes: There are some things that might not work too well, but everything can be tweaked in such a way that the whole system would come together nicely.

 

This guy nailed it.

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Yup, let's open world pvp to Coruscant and Drummond Kaas so we can pwn newbies and lulz at them to 'L2P'. Doesn't matter if there is a faction imbalance of 400 to 100. Better communication among the 100 will allow them to roflstomp the 400. PvP yes, 400 P v 100 P? Priceless. :cool:
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someone suggested from another pvp post...

There should be a reward and a penalty for world pvp.

 

On the good side, you should earn:

- Valor;

- XP, credits and Loot chance as if killing a strong mob of your level;

- Unique unlockable rewards for being a ****** open world pvper

 

On the bad side, you should earn:

- some kind of bad reputation

- bounties on your head

 

Those into Bounty Hunting could kill players with bounties on their head:

- it'd work like killing a player, plus credit reward, without the bad side of getting a bounty on your own head

- it would have its own unique unlockable rewards

 

This simple system I above mentioned, is better than any crap found in WoW, Lineage 2 or whatever, and works better than having nothing, or getting some lame rewards.

THIS IS EXCELLENT!

they already have some of the mechanincs in place for this. When you are in a group, you can see a purple icon anywhere on the planet for a group member. That is how we can track bounties. So bascially, everyone will be after that persons head to collect the bounty. and just make it a cash reward. Done and done.!!

 

but, if open world pvp does not pick up....they seriously underestimated what PvPers want....

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I support world PVP.

 

The only problem that I see could that could arise is a high level player camping a low level player. Personally I could care less if someone were to camp my low level character, but you will get those who will cry about it. To be fair there should be a range of levels which a high level player can initiate combat with.

 

For instance a level 50 could only initiate combat with anyone levels 45-50. I guess it should be a +/- 5 level difference for anyone. This would keep people who are trying to quest their low level toons from getting camped all day.

 

I also think that anyone outside you level range can initiate combat with you. Shouldn't be too hard for you to take down a lower level player even if they get that jump on you.

 

Then there should be areas where anyone can engage anyone regardless. I guess we could start with the PVP areas of Ilum and Tat.

 

I don't know if any of you ever played Runescape but it's pretty much the same model, and it was good for keeping fights even.

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Couldn't agree more with the supporters.

 

I've had my fair share of Open World PVP and it's a really fun aspect of a MMO game. Those players who roll on a PVP server should be aware that they might get ganked while questing or leveling. But You can do it too! When I see a player of another faction I go and fight him even if he's above my level. If he's under my level, I usually leave them alone..

 

I want more Open World PVP.

 

Haters gonna hate whatever you do, Bioware.

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+1.

 

Who actually even does PvP on Ilum anymore? All we do is flip the points for our weekly and leave. Think I've killed maybe 6 people there total because they started something... for no reason.

 

There's no reason to kill eachother.. unless you want to complete your quest slower by having to wait for a repub to come back.

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I'm a very casual gamer and never post, but a poor open world PvP endgame scares the crap out of me. I don't have enough time to invest in adventuring only to be faced with a crummy PvP endgame bound up in instances and safe zones (particularly on a PvP server).

 

Pre TOA Camelot-style open world PvP would take this game over the top.

 

Hashing through the same few instanced BG's for the 400th time is like eating the same thing every day for 20 years.

 

It may sustain you, but it sucks.

 

Furthermore, nothing neuters immersion more than "safe zones". I'm all for making it extremely hard to grief lowbies but if some Republic Chucklehead wants to jump around my outpost like a mullet, turning in intelligence reports, we need to be able to kill him/her. No exceptions.

 

Can you imagine Princess Leah strolling up to a vendor to sell a pocket full of droid ball bearings with the Death Star Plans in her hands while Vader adds a new yellow beam to his lightsaber on the next table over, glowering at her powerlessly?

 

I can't either.

 

Full, meaningful, open world PvP and you'll have subscribers for years on end.

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I'd also like Bioware to disallow people from creating characters from both factions on the same server, as in the long run it facilitates carebearing, which in turn kills off the want of most players to do world pvp in the first place. That and it's potentially abusive. Edited by Saar
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Agreed, I like the UO, SB, DF (buggy though) open world pvp.

 

Completely agree about liking Shadowbane. Was really sad to see that game shut down when it did. I'm a fan of Dark AGe's frontiers. and you'd figure there would be at least 1 Mythic employee left that said "Well, this worked for us..." rather than giving us another ORvR area where it is better to avoid players than to fight. (like Warhammer)

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I support this.

 

I also think there should be way more contested questing areas, with the ability for the opposing faction to get to the other factions side.

 

In fact, whole worlds should be contested, allowing the one side to kill members of the other side anywhere on the planet

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Came to support, leaving with punch and pie.

 

World PVP IS the most satisfying! Open World Terrain and it's effect on PVP plays a huge part in making a fight MORE epic. I hope Bioware notices this through posts like these (you're doing it right!) and promotes World PVP growth.

 

I've overcome 2v1's with a simple force push off a mountain side of Hoth, throwing one to their death. It was glorious.

 

Now if I could push somone off a Nar Shaddaa Sky Scraper.......

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with all the dumb threads and crying threads going i actually agree with this one because its not a fix everything in a week post world pvp is the best pvp i think they need to add a ranking system and benefits from world pvp and maybe close the distance between questing areas?

 

 

MORE WORLD PVP LESS WARZONE PVP que pvp kills world pvp like it did wow

Edited by blazingg
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