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Reader Comments (6)

Posted: May 29th 2008 7:11PM Ayenn said

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I think the AoC system is simply brilliant! This is a biased opinion for me though.

I know everybody and their grandmother says they are developing a MMORPG… but my company really is. We are in the very early stages of this process. What we are working on involves a mixed PvE/PvP system similar to EVE’s. The biggest difference is the PvE area is safe, absolutely, unlike in EVE.

Out from that PvE (the inlands) area is consecutive layers of less and less PvE and more PvP (the outlands). These layers represent the reach of the main municipality’s justice system (police/guards). The system we have developed for “law” is exactly the same as is described here in relation to AoC with diminishing effects the further in the outlands you go.

Additionally, when a player organization decides they want to build a city they can then choose to have a PvE city in the PvP environment or have it set at a level of their choosing ranging from the most severe of PvP “law” to no PvP “law” at all. This will include some spill over outside the city-state itself.

We will be watching AoC very closely when their system is implemented. I find it to be very fortuitous for us to witness the implementation of this idea, at least in part, before we start coding. This will save us the headache of testing it ourselves… in other words it will save us a lot of $$.


Aside from that, because of my interests in such a system, I have been watching and getting involved in chat in one of the AoC RP PvP servers seeing what people think about this idea. As would be expected the people who like to abuse others for their infantile entertainment needs are absolutely opposed to it. On the other hand the hardcore RPers and passive RPers are VERY excited about this prospect. It would totally enhance RP in a meaningful way!

For me as a player I have always preferred the RP environment though I am not necessarily an active RPer. In this I have felt there is a total lack of potential without having the ability to “murder” (not that I actually would). I have always played my characters as a defender of those in need. This PvP “law” system would give me an actual chance to do so in an RP format. THIS excites me.

Final note: I sincerely hope they do not implement this on all PvP servers. I do have sympathy for people who enjoy the gank or be ganked game play. I would hate to see this completely eliminated for those types of people. Funcom has a chance to revolutionize this aspect of MMORPGs and I hope they take the opportunity to heart by having PvE, PvE RP, PvP, and PvP RP (with “law”) servers.

Posted: May 29th 2008 8:35PM (Unverified) said

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Hmm...worst of MMO design as a punishment...how about a week long spawn time for a rare boss - and everyone in prison is camping it for a chance to get out? And you have to kill it with your one-damage rat stick.

This system has potential.

Posted: May 30th 2008 3:03AM (Unverified) said

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The anti-griefing system (prison - rats killing) is brilliant! haha.

/signed

Posted: May 30th 2008 5:37AM (Unverified) said

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Why is the burden placed solely on developers here regarding griefing?

As players, we concede to the griefers their power over us. I always took Stranglethorn Vale one minute at a time. If I was ganked, I came back to my corpse, and tried it one more time. If I was ganked again, I came back to my corpse, and would do one of two things:

1: Stay logged in, and just do something else in the room, and watch as more often than not a ganker would stay there, for up to 20 minutes one time, just waiting for me. Meanwhile, I was being productive nearby, and getting a huge laugh at their expense. After all, I had better things to do than WoW.

2: I logged out near my corpse, and played an alt. That's what alts are there for - to cope with the tedium of whatever your current main or alt is.

If every player forgot to be stubborn, and simply walked away, it would never be worth it to griefers. Yeah, I know... how "turn the other cheek" is that? Which is why I came up with the system of waiting them out, and being more productive... I wrote more damn papers in college that way, actually. Win/win FTW!

The prison system is just a more drawn out version of the "Higher players can't attack lower level players," since now lower level players seeking to grief have less to loose than higher level ones, since the high-lvl can one hit kill and get in trouble right away, while the lower level player can just antagonize the elephant all day long, waiting to up his prison chances.

What about the tried-and-true solution of PvE server vs. PvP server. Choose a PvP server, than deal with griefing as part and parcel. Blizzard at least instituted cross-server battlegrounds for interesting PvP outlets on PvE servers. Not a perfect solution, but it is a solution I was always impressed with. I love the challenge of a PvP server - something about the danger of getting mugged at any time that made it more visceral and in-depth. And no, I never ganked myself. I was always too care-bear for lording it over the little'uns. I found it more challenging to help them out, and try to prove to the other side with only emotes that I wanted to help them beat their quest faster, with them receiving full XP for their troubles.

Posted: May 30th 2008 7:13AM (Unverified) said

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I must say I am impressed with this article. I always hate getting ganked. But I think you should have mentioned something I hate: Kill Steals. You know, start beating on a monster, then when there's one more hit left, some dude swoops in and steals your kill. Then he sticks around, and keeps repeating it. That sucks!

Posted: May 30th 2008 11:48AM Ayenn said

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the many people who support the idea of FFA PvP wold see this as a burden on the developers (i'm not intending to say you are such a person, Doc) when in reality a lot of us would really enjoy having a mediated PvP experience. that is the option for constructive PvP instead of the "players should buck up and take their punches" PvP which really is the only type there is right now.

people all over the AoC forums are using that dirty word "carebear" in relation to the over whelming desire by a large majority of players who want such a system. there are enough people who want this to not ask why but to simply implement it if it is possible to. it is not an issue of carebear PvE on a PvP server as much as not wanting to have to deal with what many would consider intrusive play style that creates victims.

with the RP PvP server, there not being an option of RP PvE avalible, it becomes even more important to have some kind of gank control system. because of the overwhelming ganker population RP has only two character types in the end: the jerk and the the subject of ruthless design.


i don't understand the kill steel comment, Chem. in most modern MMORPGs the only thing being stolen is the last hit. beyond that you get the kill credit and the drops.

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