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 Post subject: Re: The Battle for the Instanced Guild Keep
PostPosted: Sun Oct 16, 2011 6:54 am 

Joined: Fri Sep 23, 2011 7:05 am
Posts: 21
Lelorelyn wrote:
Sadly ( or rather, luckily), I'm currently unable to go and take a look... but I believe you. Now, with that being said I'd like to say that you're blowing this out of proportion. Which seems to be a trend. Oh well...

While another extra type of instanced battles would in fact divert focus from World PvP it's not like it would be a truly terrible game-breaking difference. Instanced PvP will always exist... and this idea is actually a minor thing compared to the practice of doing BGs or Scenarios "all day long".

The thing is that if you have high quality World PvP and not just BGs and next to no WPvP at all you'll have people do it. People don't do WPvP in WoW because WoW does, in fact, not feature WPvP. There is no incentive to do it in WoW. Plus they're all slaves to grinding and usually don't have time to PvP around the world for shits and giggles.

A game that actually gives players incentive to go out there and fight it out in the "real virtual world" along with objectives to fight for or even a bigger picture like paving the way towards the enemy capital ( talking about WAR here, obviously) wouldn't have its WPvP harmed by an extra instanced type of battle that happens occasionally.


Also...


It's always fun blowing things out of proportion.

But in short, a few things;
I don't believe the sole reason for there being no WPvP in WoW is that there's no incentive to do so. (The fact that there's greater rewards for lolqueue for RBG bro does factor in, I guess.)

One of the the reasons I feel there's less WPvP in WoW now is because the game has largely become 'teleport to instance from Org/Stormwind'craft.

I'm fairly confident that this is a reason, because I've played through the transitition. And the only WPvP I've had in awhile is waiting outside the Firelands Raid sniping alliance players or fighting over the summoning stone.

Lelorelyn wrote:
But that's just mere ganking... why would you want to do that? :roll:


Because if it's Red it's Dead. No exception*. That's the conditioning of a PVP server; be it my level 15 goblin rogue or my level 85 blood elf warlock.

And shit, I've had level 20s take shots at my level 85. I'm not sure what the five of them were thinking, maybe they felt the same as me and hoped they could beat me down with numbers, but I applauded them as my Felguard cut them down.

Lelorelyn wrote:

Sure, but have you even thought about considering what sorts of trouble having a keep outside brings with it?

Also, did it occur to you that a pair of Eldar players might take part in the battle regardless of whether they're in the guild in question? :P I don't know how good your imagination is, but I hope I at least managed to hint at the possibility that there's such a possibility.


Who said anything about a keep outside? When I said 'those guys I now in the open world' I meant generally questing together, or pillaging, or whatever.

The pair of eldar being just guys questing in the area who now have the option to kill some chaos sons of bitches.


Lelorelyn wrote:
Now, check this out... I agree with you on this one, yet I don't think instanced PvP is obsolete either. Imagine that.


I wouldn't say it's obsolete, I'd just say I don't like it, and prefer meeting the enemy out in the open where anyone can happen across the fighting and join in/get dragged into the fight if so they wish, in a World where there is only War, I'd prefer to quest with a need to look over my shoulder. That's my preference.

But is WPvP going to harm/distract Instanced PvP as much as Instanced PvP harms WPvP?
I don't see that myself.


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 Post subject: Re: The Battle for the Instanced Guild Keep
PostPosted: Sun Oct 16, 2011 8:30 am 
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Joined: Sun Feb 13, 2011 2:07 am
Posts: 231
Lelorelyn wrote:
Well, by that logic you don't lose anything if you choose not to defend your keep either. So there's no problem, right? :P


There aren't any bonuses worth keeping now? Later on you say people get a 10% HP bonus, which people will feel obligated to keep.

Lelorelyn wrote:
Sometimes it is, and I'd like you to take that into account. Look at it like this, you are supposed to attend a raid at 8pm... and you come home, possibly passing up on something else you might be doing (like, grabbing a beer with some friends)... only to find out that not enough people came online and that the raid isn't happening. Or something like that. But never mind.


Generally if a raid wasn't happening, a guild member would text me. :D

Lelorelyn wrote:
So it's still a "chore", but at least it doesn't have to be mostly comprised of standing on the walls and staring at the sunset. Does that make you at least a bit happier? :P


I like that you called it a chore. I knew I'd get through to you eventually.

Lelorelyn wrote:
Alright, I should have probably come up with a solution earlier... instead of just arguing. Which is something you could have done as well. :mrgreen:


I did come up with a solution to all the issues. Damn, you expect me to fix a system with so many problems? I'm not made of time! :lol:

Lelorelyn wrote:
Excuse me, but value doesn't have to be that absolute. If you get 10% more HP from holding on to a shrine of the Gawd-Emprah you obviously want to keep it... but you don't want to sell your soul for it. It's not something you absolutely must do... every day... till the end of time.


People will feel like they have to do it, which is enough to make it lame.

Lelorelyn wrote:
I must say that I don't appreciate your focus on World PvP derailing this topic. Look, it's like this...

A: I like Space Marines. :D
B: I like Eldar. 8-)
A: Aha... :?
B: So... Eldar are getting those really cool new hats. :cry:
A: OMFG NOOOEEEZZZ!!! That will totally distract from how cool Space Marines are! :o
B: Wha-? :?:
A: Fuck those new hats! We can't have them around! :evil:

I mean... really, that's what's kinda going on here.


Hats don't negatively impact an entire play style.

Lelorelyn wrote:
See, I don't really like WPvP that much atm. And I wouldn't shoot your WPvP ideas down because they "distract from instanced PvP"... at least not for that reason. So why you doin' this to me? :(


I'm shooting your idea down because it has viable alternatives that support or at least do not detract from other play styles.

Lelorelyn wrote:
But that's exactly what's the problem. You want to keep your keep without defending it and that cannot work. That's like wanting to be known as the best PvPer on your server without wanting to do any PvP at all.


Docking your ship makes it invincible. No defense needed, but you still have incentive to get it out there. Easy as that, you have players fighting but no schedule needed. Check out Malefactour's post in the instanced PvP forum for an example of how it would work.

Lelorelyn wrote:
Actually, that's not quite true. Developers don't thing like that, you do. Developers would actually love to hook you up and turn you into a zombie. MUST DO THIS, MUST HAVE THAT, JUST FUCKING MUST DO IT... that's what they want you to think. Just look at WoW... if they didn't want people to grind and farm endlessly ( thus making a the game seem like a job) they'd do something about it.


You misunderstand; developers rarely put in "upkeep" or "job" type tasks. Anything where you lose something by not playing is bad, even in the minds of the developers. They care about the subscription, not whether you play.

Lelorelyn wrote:
Losing "potential gains" is severe punishment enough that does, and this is a proven fact, force people to play when they don't feel like it. Having to worry about "upkeeps" is not different, in essence. Essence.


I'd like to see sources for your proven fact. It'd be an interesting study to read, because I imagine there would be consequences other than "doing without" in a study such as that, and in that case they aren't potential gains.

Upkeep is worse in that it doesn't cause people to want to play, it causes them to feel like they're forced to play. One is good, while the other is not.

Lelorelyn wrote:
But really, you need to think it trough if you think of it as something "extremely simple".


Alright, so I thought long and hard about the solutions to all the issues you brought up. I've formatted it for easy reading and shall present them to you in list form now:


Oh, I guess you didn't bring up any issues. :roll:


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 Post subject: Re: The Battle for the Instanced Guild Keep
PostPosted: Sun Oct 16, 2011 12:43 pm 
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Joined: Fri Sep 30, 2011 6:48 pm
Posts: 108
Location: Tacoma, WA USA
I really didn't have the patience to read through all the opposition, gratuitous quotations, and plain "I'm right because what I want is everything" comments. But some things to consider.

When making decisions concerning any MMO and catering we have to observe some things.

Player types is key to making a big game... if you want to attract ALL the players you have to have it all. Some people think PVE is where the money is. Other argue that PVP keeps players with longevity. The largest game populations are PVE players... but that doesn't say a whole lot about game longevity because in order to keep PvE players happy you have to introduce new content continually. I don't think Vigil is up to the task of creating expansions every 3 months to keep PVE players happy.

What keeps PVE players being PVE players? Patience. PVE players like assembly line playstyle. They like to learn what works to get the raid done or what works to optimally farm or any other PVE repetitous activity. They may argue to the contrary but the fact is, the reason most dont PvP is because they lack the patience to learn how to be flexible and continually change tactics for different situations. PVP players like to "faceroll" people and thus dedicate their time and patience to getting their ass kicked over and over until they get it down. PVE players get raged before they get it down and then throw the "PVP sucks" towel in because they can't accept that they might need more time to learn or perhaps the other guy just has more aptitude for it and they might wanna bring some more buddies.

So, we have to formulate a way to make PvP dynamic enough to satisfy PVE players with enough excitment and enough newness to where veteran PvP players do not have the edge. I think they have it right with action based play and I think as long as they prevent macros and 3rd party programs we'll see alot more interest from PvE players. Primarily because in an action based game with decent AI. There's not a whole lot of difference in fighting style in PVE vs PVP. And, I think PVE players are gonna have a blast operating vehicles. I can see PvE players manning earth shakers and basilisks, laughing as bodies are being throwing around. I see the more PvP centric players sneaking up on vehicles with melta charges and sniping people.

OW PvP will always be active as long as they properly tie in worthwhile objectives that affect both PvP and PvE play. PvE players will get involved if their favorite raid is affected or not even accessible unless domination is achieved in a sector. Also, there's always a healthy society of gankers. The stealther society will always have it's place in scouting and ambushing so there's plenty of hunting opportunity.

That being said. I still think there's room for both claimable guild bases in OW PvP and instanced guild HQ's that can't be attacked.

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"We are the Emperor's wrath! Let the blood of the unclean act as an offering to the Lion's shade" (Dark Angels Codex 2006)


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 Post subject: Re: The Battle for the Instanced Guild Keep
PostPosted: Sat Nov 19, 2011 3:15 pm 

Joined: Tue Jul 05, 2011 8:52 am
Posts: 22
Ok i didn't read all of the posts i just read like the first two pages but im with gosh on the fact that having space battles would be awsome. Plus if your guild base was a battle barge than you could bring it with you to fights not just leave it at home while your getting pumbled by some one else's defences. also they could go all star wars battle front two on this game and have you and your guild members be able to invade your enimies ship and either take it over or destroy it from the inside.


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 Post subject: Re: The Battle for the Instanced Guild Keep
PostPosted: Sat Nov 19, 2011 5:22 pm 

Joined: Tue Jul 05, 2011 8:52 am
Posts: 22
Also cruseing around the sargos sectore in a craft world/battle barge/space hulk with rockets/chaos battle barge would be amazing!


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