Aetheism
Noble
Just wondering what people want
There are a multitude of systems that could be put in place to let everyone coexist in a single environment, but I think any specifics on either side of the argument should be given until there is actual playtesting, as everything you mentioned has been speculationIf this was a pvp enabled server, they would have to revise a lot of things and thus the server will take longer in order to release Alpha, Beta, etc. And I very much disagree with this turning into pvp as the community can get very toxic at times and out of hand. While on top of this- players become bored and the lack of content or things into the pvp will also be noticeable very quickly. It will also be very hard for new players to get out without being destroyed by some max level mage
SAO style you mean?or you can add an area where PVP is enabled, and when a player kills someone he/she will become the red player.
and if a red player is killed by someone who has guardian mode, they will be jailed
yeah like that, there are many rpg game with that systemSAO style you mean?
I agree with you. PvP enabled on every server. We just need to find a good way to do so or find something that is a good alternative.Instead of enabling pvp through the whole server, why not create an arena where players who are interested in pvping can just hop in and pvp. Or implement a duel system where players can duel each other. But honeslty, I prefer a pvp enabled server because there is only so much you can do on a pve server unless this server constantly adds in fresh new content.
I agree with you. PvP enabled on every server. We just need to find a good way to do so or find something that is a good alternative.
Instead of enabling pvp through the whole server, why not create an arena where players who are interested in pvping can just hop in and pvp. Or implement a duel system where players can duel each other. But honeslty, I prefer a pvp enabled server because there is only so much you can do on a pve server unless this server constantly adds in fresh new content.
Yes. There shouldn't be any PVP specific items so I see no reason to not carry over stuff.would items carry over from each server is split?
No. Whether PVP results in any gained EXP is a point of discussion, but it would undoubtly not be more efficient than PVE'ing and doing normal quests. So no, there shouldn't be any advantages.would one server have an advantage in how fast you can lvl up and gain resources?
I'm actually very fond of an idea like this.What about making an area where pvp is allowed? All the materials that are possible to gather there are only usefull to improve your character pvp wise, this area could be split into 2 or even 3 "risk sectors", where each sector has better and higher amount of materials based on risk:
1st sector could have no risk, players can kill each other but they lose no items;
2nd sector players drop a few of their items when killed(think of this has runescape wilderness);
3rd sector players risk all their items and a small percentage of some items being completly destroyed(note the item destruction is to aid in dynamic economy, the player that died already lost their items so it doesn't affect him, and the player that killed got almost all the items the other guy had so he is definetly happy).
All types of pvp can co-exist here, be it a new guild gearing up by ambushing new players, special events like capture the flag or even "world" bosses, etc...
It also doesn't force the pve guilds to do pvp content to have the best gear, as a matter of fact it is even better for the pve guilds, such that the items they farm/sell will have a higher demand due to 3rd sector destroying items.
I like how you tied runescape into it to bring a better visualization.What about making an area where pvp is allowed? All the materials that are possible to gather there are only usefull to improve your character pvp wise, this area could be split into 2 or even 3 "risk sectors", where each sector has better and higher amount of materials based on risk:
1st sector could have no risk, players can kill each other but they lose no items;
2nd sector players drop a few of their items when killed(think of this has runescape wilderness);
3rd sector players risk all their items and a small percentage of some items being completly destroyed(note the item destruction is to aid in dynamic economy, the player that died already lost their items so it doesn't affect him, and the player that killed got almost all the items the other guy had so he is definetly happy).
All types of pvp can co-exist here, be it a new guild gearing up by ambushing new players, special events like capture the flag or even "world" bosses, etc...
It also doesn't force the pve guilds to do pvp content to have the best gear, as a matter of fact it is even better for the pve guilds, such that the items they farm/sell will have a higher demand due to 3rd sector destroying items.
This idea would be the easiest to implement and I think most people would appreciate it too. Some might complain that high-reward regions are pvp-zones but this can be solved by making similar regions PvE but then, of course, those would be more crowded making people still lean towards the pvp-zones hopefully. It's all about balancing!I like how you tied runescape into it to bring a better visualization.
White Portal, Wilderness, Red Portal