Aug 01, 2007, 03:55 AM // 03:55
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#1
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Frost Gate Guardian
Join Date: May 2006
Location: in fear
Guild: changes often, check daily
Profession: Mo/
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breaking the pvp pve barrier?
hey guys, I've been reading alot about gw2, and I really like the idea of world wide pvp battles, i would love to kill real ppl much more than killing some ai computers. even though i read playin in those battles will level you up for your char, but i have a hunch that doing those pvp battles still won't be the same as just grinding ai mobs because ai mobs drop golds and items, so for ppl who don't wanna grind for cool items but still wanna show them off when killing other ppl, y can't they get some money for playin in pvp so they can effort to buy some stuff to look good or wutever.
I would suggest that in these battles, ppl will lose money (or something) when they die, because i've seen so many ppl in gw1 massive pvp battles (ab, and ra, battles that are not tightly formed) they just go in and suicide and put the whole team in a bad position, if theirs a punishment for them dyin or a better incentive to kill (other than some faction points that dont really do anything), i think these "random" pvp battles will be much more fun. I'm sure many ppl dont like my idea but just a thought, comments welcome
oh... just a side note, y can't weapons look bigger? they look a bit toyie.. because they look so small when a bigger character model (such as a male warrior) holds them. most of the skins looks very cool, i just would like them to be bigger, so you can actually see them.. i mean everyone can agree bigger weapsons looks cooler, and gw is all about have cool looking stuff...and the daggers...most of them look like sticks....
wrote so much, not even sure if the devs will read these (probably not lol)
Last edited by RainwalkerC; Aug 01, 2007 at 04:12 AM // 04:12..
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Aug 01, 2007, 04:35 AM // 04:35
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#2
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Wilds Pathfinder
Join Date: Oct 2005
Guild: The Rusty Rose
Profession: W/Mo
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The preview interviews have indicated "cool stuff" will be unlocked rather than go through regular purchase. That may be an oversimplification as none of us have seen it hit the streets yet.
Currenlty PvP can through Balthazar Faction purchase alter the appearance of their gear. Something that PvE has no option to do.
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Aug 01, 2007, 04:51 AM // 04:51
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#3
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Frost Gate Guardian
Join Date: May 2006
Location: in fear
Guild: changes often, check daily
Profession: Mo/
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Quote:
Originally Posted by Fitz Rinley
The preview interviews have indicated "cool stuff" will be unlocked rather than go through regular purchase. That may be an oversimplification as none of us have seen it hit the streets yet.
Currenlty PvP can through Balthazar Faction purchase alter the appearance of their gear. Something that PvE has no option to do.
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wut if u want say a icy dragon sword and would like to show it off in pvp, but the only way to do that is to grind yourself one in tyria or pay 20k to buy one in pve, but wut if you dont play pve so much and u dont have a 20k sittin around, but u play lots of pvp (ra or ab) cause they are fun and u have tons of balthazar points and u cant do crap with all the balth points.
and wut about those ppl that comes into ra and leaves or just play as suiciders because they think thats cool and ruin the game for every1 else. they can do that cause they don't lose anything from losin or dying. well...?
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Aug 01, 2007, 04:56 AM // 04:56
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#4
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Furnace Stoker
Join Date: Apr 2006
Location: South Pole
Guild: The Magus Order
Profession: N/Mo
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Please, for the love of the Flying Spaghetti Monster, use a spell checker.
Frankly, it's even a forum rule.
Quote:
9. Do Not Abuse the English Language
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http://www.guildwarsguru.com/content...nes-id2030.php
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Aug 09, 2007, 04:57 AM // 04:57
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#5
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Academy Page
Join Date: Jun 2006
Guild: (send me an invite im not in a guild)
Profession: W/R
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good idea but i think the faction points system would work great here.. each time you kill a other player you would get a pvp point which would go into a bar much like balth and lux/kurz then in each town there would be a pvp rewards guy much like priest of balth where you could choose an item for so many points..it would break down like...
choose skin: different ranks of skins from common to rare
rank 1 skin = 1 point
rank 2 skin = 5 points
rank 3 skin = 10 points
rank 4 skin = 25 points
rank 5 skin = 50 points
all items would be max q9 and be inscritable
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Aug 09, 2007, 07:49 AM // 07:49
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#6
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Frost Gate Guardian
Join Date: Mar 2007
Location: In the darkest depths of your mind.
Guild: Guilds are for yuppies.
Profession: A/
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Quote:
Originally Posted by Curse You
Please, for the love of the Flying Spaghetti Monster...
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LOL I know who that guy is! FSM FTW!
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Aug 09, 2007, 09:58 PM // 21:58
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#7
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Wilds Pathfinder
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PvP isn't to show off your "cool skins". It is to fight Player vs Player, nothing else.
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Aug 09, 2007, 10:04 PM // 22:04
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#8
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I like yumy food!
Join Date: Jan 2006
Location: Where I can eat yumy food
Guild: Dead Alley [dR]
Profession: Mo/R
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Quote:
Originally Posted by Sir_Ace_Manslayer
good idea but i think the faction points system would work great here.. each time you kill a other player you would get a pvp point which would go into a bar much like balth and lux/kurz then in each town there would be a pvp rewards guy much like priest of balth where you could choose an item for so many points..it would break down like...
choose skin: different ranks of skins from common to rare
rank 1 skin = 1 point
rank 2 skin = 5 points
rank 3 skin = 10 points
rank 4 skin = 25 points
rank 5 skin = 50 points
all items would be max q9 and be inscritable
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There's reward points for rare skins.
Only kills result in points? Myopic and lack of GW understanding ftw?
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Aug 09, 2007, 10:11 PM // 22:11
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#9
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Forge Runner
Join Date: Aug 2005
Location: Maryland
Guild: Mage Elites [MAGE]
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Quote:
Originally Posted by Curse You
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/agree
If I was a mod, this thread would be closed just because of that.
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Aug 09, 2007, 10:12 PM // 22:12
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#10
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Wilds Pathfinder
Join Date: Sep 2005
Location: NYC, USA
Profession: E/Mo
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Quote:
Originally Posted by Kool Pajamas
If I was a mod, this thread would be closed just because of that.
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Funny you should mention that...
http://www.guildwarsguru.com/forum/a...ement.php?f=19
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Aug 09, 2007, 11:28 PM // 23:28
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#11
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Lion's Arch Merchant
Join Date: Jul 2006
Location: Belgium
Profession: N/Me
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Aye
Definitely, World PvP should add personal consequences to one's actions, such as dropping the most recent picked-up item and sending dead players out of the Mists or to an Afterlife, making it impossible for them to return in time to have a second shot in the skirmish before it's over, so that endless kamikazeing and "A-kills-B-kills-A-kills-B-kills-A-kills-..." situations won't be dominating the gameplay.
Of course, victory has to be made more rewarding, such as gaining control over nearby mines, that players themselves can mine for rare materials, or - why not? - Gold Mines.
Controlling resources should guarantee guilds enough income to permanently support 100% player mercenary troops, which adds another element to enrich the gameplay.
Fighting over exploitable resources and fear for death will create a far far more immersive environment.
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Aug 10, 2007, 12:28 AM // 00:28
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#12
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Jungle Guide
Join Date: Dec 2005
Guild: CULT
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Quote:
Originally Posted by Bazompora
Definitely, World PvP should add personal consequences to one's actions, such as dropping the most recent picked-up item and sending dead players out of the Mists or to an Afterlife, making it impossible for them to return in time to have a second shot in the skirmish before it's over, so that endless kamikazeing and "A-kills-B-kills-A-kills-B-kills-A-kills-..." situations won't be dominating the gameplay.
Of course, victory has to be made more rewarding, such as gaining control over nearby mines, that players themselves can mine for rare materials, or - why not? - Gold Mines.
Controlling resources should guarantee guilds enough income to permanently support 100% player mercenary troops, which adds another element to enrich the gameplay.
Fighting over exploitable resources and fear for death will create a far far more immersive environment.
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its a great idea, and one thats exploited in numerous MMORPG's but you are forgetting one thing. GW is aimed at the "casual" player, at least in theory. If such a system were to be put into place we can imagine the effect that would have on pvp gaming and impact on game economy. Groups of "leet" people using gimick or net builds camping resources NEVER giving the opportunity for the more relaxed players to have a go at pvp. This would not only Create a closed elitist faction within the community (even more so than the current pvp VS pve rubbish) but also eventually drive out a whole shard of the current player base from an essential part of the game.
I know there are going to be the usual "good riddance" posts i'll only say that there are so many thing wrong with those types of remarks that they can only be considered as flaming.
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Aug 10, 2007, 02:19 AM // 02:19
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#13
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Lion's Arch Merchant
Join Date: Jul 2006
Location: Belgium
Profession: N/Me
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Quote:
Originally Posted by Sleeper Service
its a great idea, and one thats exploited in numerous MMORPG's but you are forgetting one thing. GW is aimed at the "casual" player, at least in theory. If such a system were to be put into place we can imagine the effect that would have on pvp gaming and impact on game economy. Groups of "leet" people using gimick or net builds camping resources NEVER giving the opportunity for the more relaxed players to have a go at pvp.
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I disagree; everyone will always have a chance at PvP in an open system such as World PvP; casual players will simply play different roles than experts. While hardcore players coult take up more time-consuming roles, such as guards, guard captains and occupation forces, casual players could take up more casual roles, such as resource gatherers, suppliers, backup troops, raiders, etc. .
With persistent PvP, quantity will be more decisive than quality, when it comes to conquest. Elitist groups that prefer to hoard all the gathered resources, instead of paying players into defending them, will not keep control for long.
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