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 Thread (4 posts)
galad2003  10/31/08 10:44:55 AM

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Ok guys I have posted a few times that I think pve and pvp games should go their separate ways into different genres. I have been rather vague up until now but I finally decided to give away my million dollar idea since I will never get the money to start my own company, never get hired on as a game developer and ideas are easy to make it’s the implementing them that I shard.

Pvp’ers are sick to death of pve, they don’t want to grind mobs they want to fight people and they want to do it from the day they log into the game. So why make them suffer through 50 or so levels of a game they don’t want to play. This just makes them rush through the game, some look through exploits and cheats and ruin the game causing more resources to be devouted to stopping it. It can ruin the game for your other audience, the pve’ers and hurt everyone in the long run.

So the solution is to stop putting the pve into the pvp game. So the idea for my game is to let people pvp from the moment they log in. Players will select a class, race, and a faction at character creation. They can only attack players of the opposing faction(s). they will start in their newbie area and get quests but instead of kill x number of boars, etc. the quest will be pvp centric quests. Such as kill x number of enemy players, go attack the enemy keep and capture it etc. As players kill other players and do their quests they will get xp and level up, get new skills etc.

I would prefer a skill based system for a game like this but a level based system can work too. Players would have to be sorted into different areas(or tiers) so you battle people of your approximate level. There would also have to be objectives to capture such as keeps, towns, blacksmiths, goldmines whatever. Capturing these objectives would give each faction a bonus of some sort.

I am not going to create a whole design document on this and go into every detail but I think this gives people a good idea of what I mean, and maybe this will get some game devs thinking.

There is already a game that is really similar to this its called Warhammer online. They just need to remove scenarios (not that they aren’t fun), design the ENTIRE map to be a RVR area and remove the pve crap. Never gonna happen but that is how they should have designed their game in the first place. What do you guys think does this game sound fun? Feel free to trash my idea I would love to know if this is a viable idea. I would love to find some people or a company that would like to work with me on a game like this.
 

 
ironore  11/01/08 11:22:58 AM

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Forging the Future

An alternate solution is to let people do whatever they can with whatever they can get their hands on from day one, so whether they want to fight other people or mine copper ore, they can do it right from the get-go and no one will be forced into any aspect of the game they are not interested in beyond, of course, what the current situation calls for.

But I agree that games with such linear progression in levels and uber-gear as we see today have diverged to the point where the different aspects just don't mesh well at all.

IronOre - Forging the Future

methulah  11/02/08 1:32:04 AM

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Well, I'm currently working on a design document, which, if my plan works (fingers crossed), will see the light of day, and it doesn't have any NPCs at all, let alone hostile ones the players are meant to kill.

 
Neosai  11/09/08 10:17:05 PM

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I disagree when it comes to diverge PvP into a separate category.

Why? One reason.  A MMORPG is a world.  A world need to include a variety of people.  PvP or PvE oriented players.

The solution is not to segregation, but how to accomodate both types of player on the same world.  Yes, allowing PK is fine, but by the current MMO standards.  PKer only punished by a slap on the butt for their actions.  Which result in PK having no real consequences to hold them back at times.  (especially since this is a virutal world, there were not much moral implications to begin with)

Since players usually do not regulate PK as they should, but still wants a player driven game.  The only real way is for the developer of the game to balance out the PvP content.  This does not always mean you need a punishment so harsh that people stop PK and PvP all together, but simply add features that allow various optional consequences that can result from a PK.  Since they are optional, it means there are certain limits, and also limits on who can start these optional actions.  (Not going into details here about all the types of systems can be lmplimented, I am not that hard working)