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Rewarding Risk


Anthrage
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In one of the screenshots pertaining to EKs we see the 'PvP On' checkbox. We already knew this was possible of course, but this image makes clear that we will be able to have PvP on in specific sub-areas of an EK, and not be just a flag applying to the whole thing.

 

In either case, I think it would be interesting if there were some reward associated with allowing PvP in your EK. Perhaps a slight bonus to crafting, or some other variable. This might encourage more PvP-allowing EKs. Thoughts?

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Really guys, must there be PvP everywhere?

For my part I thought: nice, pvp toggle is possible, so we can hold tournaments! thats lovely, I can see the events rolling in. We might even get EKs specialising in (ritualized) guild wars or such.

 

I didn't think: oh, let's make one more campaign world out of my EK.

Because: Traders settling in the EKs want peace. Otherwise they'll go into campaignes and build there buissnes there. Customers in EKs want peace, or at least measurable risk. I don't want to look out for rogue clans settled on bashing my head in when I'm strolling through the market. I get that enough in the campaigns.

And giving EKs-turned-PvP a blessing for doing it? Why, I thought we already had PvP worlds with blessings - ressources. In the campaign worlds.

 

I'm sorry if I sound a bit aggressive, I'm wrecked from my first working day in a new company and perhaps should just keep quiet but....you know, I like about Crowfall that it encourages both PvP AND the sort of sandboxy PvE we'll hopefully see in the EKs. This whole encouraging more and ever more PvP thing just doesn't sit right with me.

 

PS:

I was thinking it might make sense to have reduced upkeep for PvP enabled EKs. This creates an incentive, but not a particularly powerful one. Scummy EKs might have better prices, but they will also have bandits.

 

That I could understand. Ok. If we're having PvP and destruction in an EK, at least make it easier to rebuild.

Edited by Akineko

Let me sing you a song / Of a world that just vanished / Of a story that ended to soon
Let me bring you a cup / Make a toast to the living / And a toast to the legends we share

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I was thinking it might make sense to have reduced upkeep for PvP enabled EKs. This creates an incentive, but not a particularly powerful one. Scummy EKs might have better prices, but they will also have bandits.

 

Reduced upkeep for PvP is nice. Free upkeep for "destroyable" enabled EKs would be better. :D

 

OS_Sig3.png

 

 

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I'd prefer no pvp in the EKs just so that there could be no grey area about what pvpers are doing or not doing.

 

PvP should occur in open world, no instanced tomfoolery...

Skeggold, Skalmold, Skildir ro Klofnir

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I'd prefer no pvp in the EKs just so that there could be no grey area about what pvpers are doing or not doing.

 

PvP should occur in open world, no instanced tomfoolery...

 

EKs are no more "instanced" than Campaign worlds are. Each EK is unique and you can't visit a copy of it.

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People will be enabling PvP in their EKs already for various reasons, whether its simply a want PvP everywhere type or to make fighting pits/arenas anyways. I'm not sure adding incentives to it is a good idea as it may take away from the CWs even in the slightest amount might be enough to have adverse effects on them. EKs should remain a different enough from the CWs and not simply a different kind of CW if we start adding similar/same things to EKs that already exist in the CWs.  

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EKs are no more "instanced" than Campaign worlds are. Each EK is unique and you can't visit a copy of it.

I don't think you know what an instance is, good day!

Skeggold, Skalmold, Skildir ro Klofnir

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I don't think you know what an instance is, good day!

 

I do. EKs are permanent and unique. They are much more like "shards" or "servers" than "instances."

 

When you visit a dungeon in WoW and it spawns a copy of it for your group, that is an "instance."

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I do. EKs are permanent and unique. They are much more like "shards" or "servers" than "instances."

 

When you visit a dungeon in WoW and it spawns a copy of it for your group, that is an "instance."

Instances are literally intended to be unique copies of a world specifically intended for smaller scale use. 

 

They aren't going to be closer to servers, you know a simple way you can determine that?  Because big giant server campaign worlds will be limited in number, and guess what?  Everyone will be able to have their own little instanced EK of varying sizes depending how much work is put into it.

 

Ever seen player housing in other games?  Players get their own instance for their own little slice of life... same thing going on here... just that you can work together to create bigger neighborhoods, but they won't be as big as game worlds, not even close.

 

Good day.

Edited by VIKINGNAIL

Skeggold, Skalmold, Skildir ro Klofnir

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Instances are literally intended to be unique copies of a world specifically intended for smaller scale use. 

 

They aren't going to be closer to servers, you know a simple way you can determine that?  Because big giant server campaign worlds will be limited in number, and guess what?  Everyone will be able to have their own little instanced EK of varying sizes depending how much work is put into it.

 

Ever seen player housing in other games?  Players get their own instance for their own little slice of life... same thing going on here... just that you can work together to create bigger neighborhoods, but they won't be as big as game worlds, not even close.

 

Good day.

 

You seem to have your own personal definition of "instance."

 

The definition given on wikipedia is more like the one I am used to:

 

"In massively multiplayer online games, an instance is a special area, typically a dungeon, that generates a new copy of the location for each group, or for certain number of players, that enters the area."

 

And then there is what ACE has to say about it:

 

"The other major difference between a kingdom and a housing instance is the concurrent player population. These are full MMO servers, so we expect them to support hundreds (if not a thousand+) concurrent players."

 

But do go on about how I don't know what an instance is. And good day back at ya.

Edited by Jah

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I didn't think: oh, let's make one more campaign world out of my EK.

Because: Traders settling in the EKs want peace. Otherwise they'll go into campaignes and build there buissnes there. Customers in EKs want peace, or at least measurable risk. I don't want to look out for rogue clans settled on bashing my head in when I'm strolling through the market. I get that enough in the campaigns.

And giving EKs-turned-PvP a blessing for doing it? Why, I thought we already had PvP worlds with blessings - ressources. In the campaign worlds.

 

I somwhat agree on this. What is the point of having an EK with the same kind of PVP as in the campaings? EK  is about trading and comunnity. This does not mean PVP can't be allowed in EK's, but it would be much more interesting if it was more about dueling (with friends) or guild tournaments/ events.

 

I guess in the end its up to the owner(s) of the EK's to decide.

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You seem to have your own personal definition of "instance."

 

The definition given on wikipedia is more like the one I am used to:

 

"In massively multiplayer online games, an instance is a special area, typically a dungeon, that generates a new copy of the location for each group, or for certain number of players, that enters the area."

 

And then there is what ACE has to say about it:

 

"The other major difference between a kingdom and a housing instance is the concurrent player population. These are full MMO servers, so we expect them to support hundreds (if not a thousand+) concurrent players."

 

But do go on about how I don't know what an instance is. And good day back at ya.

I'm just using the definition as it is understood throughout the industry, not some warped version of it that latecomers derived their own connotation for.

 

ACE says a lot of things, it's common for up and coming games to try and tell you what is different about their package, hell they do all sorts of tricks, like try to claim their game is a diff genre, or does certain things differently, but in the end you have to look at the functionality to determine what something is.

 

Kind of like with gw2 "dynamic" events.

 

Perhaps it comes off a bit skeptical but some of us don't really drink the koolaid immediately, we see how things work, not how they are said they will be intended to work.

 

They don't even have a campaign world up and running yet, let alone the ability to give each account their own server that can support hundreds of not thousands.

 

Also as already pointed out, your wiki definition fails miserably because of the concept of housing instances... instances can be persistent, they are just little areas outside of persistent game worlds, in this case they will be EKs...

Edited by VIKINGNAIL

Skeggold, Skalmold, Skildir ro Klofnir

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Can you support that claim? Provide a source?

You can look at every game with instancing to understand what instancing is.  Some games use it for housing, some use it for dungeons, some for both...

 

This is like mmo basic stuff.  An instance is an area separate from the persistent world where smaller amounts of players go in for a specific instanced feature, whether that be 1 person and their cozy little home, or 40 players and their raid. 

 

The only argument you MIGHT have is that ACE markets EKs as being capable of being huge, but we already know EKs will not be even remotely close to the size of an actual server. 

Edited by VIKINGNAIL

Skeggold, Skalmold, Skildir ro Klofnir

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I was thinking it might make sense to have reduced upkeep for PvP enabled EKs. This creates an incentive, but not a particularly powerful one. Scummy EKs might have better prices, but they will also have bandits.

 

If PvP control is at the parcel level (like in that prototype screenshot) you could have a friendly high-class EK, with just one really bad neighborhood  :lol:

tiPrpwh.png

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If PvP control is at the parcel level (like in that prototype screenshot) you could have a friendly high-class EK, with just one really bad neighborhood  :lol:

 

I definitely see some potential there.

 

The tricky part would be making sure the "risk" involved is not easily circumvented. For example, turning on PvP for an upkeep benefit, but banning other players from even stepping foot in your EK. Or leaving PvP on for the benefit, but then flipping it off again at the first sign of trouble.

 

I think there would need to be timers or costs involved. Basically, if you are going to get a reward for risk, you have to actually be exposed to risk.

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If PvP control is at the parcel level (like in that prototype screenshot) you could have a friendly high-class EK, with just one really bad neighborhood  :lol:

Now that sounds cool.

 

Come to our EK, but you best stay out of the dregs.

I definitely see some potential there.

 

The tricky part would be making sure the "risk" involved is not easily circumvented. For example, turning on PvP for an upkeep benefit, but banning other players from even stepping foot in your EK. Or leaving PvP on for the benefit, but then flipping it off again at the first sign of trouble.

 

I think there would need to be timers or costs involved. Basically, if you are going to get a reward for risk, you have to actually be exposed to risk.

Timer for sure, with a warning message and opportunity to exit before the flag.

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