Post by Azherae on 2022-04-18 01:20:17
I enjoy it because people are generally more challenging and adaptive than most mobs that can be fairly designed, especially when it comes to their teamwork and variation in their styles and builds. I like having to think about it.
That said, i don't actually like open world PvP in most games because developers seldom make any effort to actually push on or achieve the ideal experience for most players like me who are seeking a challenge that 'occurs sometimes'.
The unpredictability, the chance to have a strong interaction with another player that is emergent from roles, situation, and goals, and the capacity to change something about either the world, or future interactions, through combat with others, and of course, to improve yourself and them through the encounter, all sound like fun to me.
One of these days I might also get to play an MMO where that is what actually happens in most open world PvP.
Note, I also don't like harsh anti-PvP designs, for the same reason. It diminishes the chances that someone will want to engage in PvP in a situation where it might otherwise be natural or fun. In Absolver, there is no penalty for losing a bout with another player, and that player can instantly revive you (but Absolver is an 'open world fighting game'). In that game, you can just 'fight people you see for fun', you tap them once or twice and see if they want to fight.
I would love an MMO that had a system similar to this, that actually encouraged the INITIAL part of a PvP scenario in such a way that the players who participate would have options. The target can attempt to run and have a real chance at escaping, and the attacker can push everything into a hounding pursuit if they really really want that person dead, but also so that the target can 'accept the fight'with some concept that their opponent wasn't just 'going to win because they attacked first'. Basically, a system that encouraged players to go ahead and use their initial-hit advantage but give the defender more time to try to get something of a fairer fight.
I don't expect Ashes' Corruption System to achieve this based on descriptions so far (outside of general player honor, which shouldn't be factored) but I'll have to see it, and if it works even slightly like this in total and it somehow isn't in the best interest of the attacker to just 'keep dropping the target's health as fast as possible' I expect to enjoy it quite a lot.
That said, i don't actually like open world PvP in most games because developers seldom make any effort to actually push on or achieve the ideal experience for most players like me who are seeking a challenge that 'occurs sometimes'.
The unpredictability, the chance to have a strong interaction with another player that is emergent from roles, situation, and goals, and the capacity to change something about either the world, or future interactions, through combat with others, and of course, to improve yourself and them through the encounter, all sound like fun to me.
One of these days I might also get to play an MMO where that is what actually happens in most open world PvP.
Note, I also don't like harsh anti-PvP designs, for the same reason. It diminishes the chances that someone will want to engage in PvP in a situation where it might otherwise be natural or fun. In Absolver, there is no penalty for losing a bout with another player, and that player can instantly revive you (but Absolver is an 'open world fighting game'). In that game, you can just 'fight people you see for fun', you tap them once or twice and see if they want to fight.
I would love an MMO that had a system similar to this, that actually encouraged the INITIAL part of a PvP scenario in such a way that the players who participate would have options. The target can attempt to run and have a real chance at escaping, and the attacker can push everything into a hounding pursuit if they really really want that person dead, but also so that the target can 'accept the fight'with some concept that their opponent wasn't just 'going to win because they attacked first'. Basically, a system that encouraged players to go ahead and use their initial-hit advantage but give the defender more time to try to get something of a fairer fight.
I don't expect Ashes' Corruption System to achieve this based on descriptions so far (outside of general player honor, which shouldn't be factored) but I'll have to see it, and if it works even slightly like this in total and it somehow isn't in the best interest of the attacker to just 'keep dropping the target's health as fast as possible' I expect to enjoy it quite a lot.