Is the goal truly PvX?

Post by Mag7spy on 2022-11-08 14:34:38

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Post by Nova_terra on 2022-11-08 14:42:25

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Post by Ludullu on 2022-11-08 19:21:17

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This is exactly why I want some new mmo to revolutionize the pvx design. Player stories are made through pvp and those player stories could then influence a deep lore-based story, all while the day-to-day gameplay is of the best possible quality throughout the whole pvx spectrum. But I guess it just takes too much money and someone willing to throw it all away on a huge risk. Steven's the closest thing we've got to that, but we'll have to see how the E part of the PvX will pan out.

Post by Nova_terra on 2022-11-08 19:52:50

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Post by Ludullu on 2022-11-08 22:27:16

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I still, probably naively, believe that it can be achieved with a proper tuning of the corruption+BH system with maybe some small additions if necessary, but I doubt my assumptions can be properly tested because I'm not Steven and can't just say "do it this way first and we'll then see where to go from there". My assumptions are almost most likely based on biased idealism, so I'm sure that clouds my outlook on this stuff too.

Post by Dygz on 2022-11-09 01:39:31

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Post by Ludullu on 2022-11-09 01:57:40

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I was fairly excited for what EQNext was supposed to be, but then it imploded.

Post by Azherae on 2022-11-09 02:04:34

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I still, probably naively, believe that it can be achieved with a proper tuning of the corruption+BH system with maybe some small additions if necessary, but I doubt my assumptions can be properly tested because I'm not Steven and can't just say "do it this way first and we'll then see where to go from there". My assumptions are almost most likely based on biased idealism, so I'm sure that clouds my outlook on this stuff too.

I mean 'beating a world boss spawns a Loot Caravan' is one of the most 'obvious' designs for this, right?

Your PvP group leader just immediately takes over from your PvE leader as soon as the mob falls. Instant 'FFA PvP' to deal with, but without the crazy hassles of figuring out how to 'most perfectly grief people'.

Could even give people a delay or spawn it somewhere slightly different to start if it was a boss in a dungeon.

I'm sure someone at Intrepid has thought of this, if they're literally making Artisans have to be there for certain bosses.

Post by Ludullu on 2022-11-09 02:32:07

I mean 'beating a world boss spawns a Loot Caravan' is one of the most 'obvious' designs for this, right?
The biggest issue with this is the zerging potential. I guess you could have a limit on how many people one side can have, but then you'd have to tie the caravan to the pve raid group because otherwise the attacking side could register some of their people for defense too and fail it on purpose.

And in the usual context of "pvers don't pvp", that raid group would be shit against the same-sized pvp-centric group. Maybe you could assign someone else for the defense and you'd point to your guild's pvp raid group, and maybe they'd be teleported to the picked location of the caravan (same as the newly updated caravan spawn system), but at that point we're so deep into maybes and unknown sides of the mechanics' design that I dunno if it would feel good to play it out.

You'd also have to make those caravans sink-less, or at least I feel like people would hate it if their well-earned loot poofed out of existence after a super difficult boss fight that took a ton of attempts.

Oh, and there's also the potential of the defending side registering their own players (or mercs) for the attack side and filling out the limit so that their enemies couldn't do the same.

And I feel like all of these issues would be non-existent if the game supported some proper agro control of mobs and/or a few different pvp mechanics before the fight for the right to farm the thing (or at least the dibs to farm first).

Post by Noaani on 2022-11-09 03:32:12

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