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turbocarson

Should lower levels not have to fight higher levels in PvP?

  

250 members have voted

  1. 1. Should lower levels not have to fight higher levels in PvP?

    • Yes
      83
    • No
      167


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No problem with higher levels killing low levels, but there should be consequences. And something should be done to ensure that spawn camping will not make newbie give up and never come back.

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Depends on the world map. If there are safe zones, I am all for it. If there were multiple safe zones scattered around, that would be a bonus (Like towns where you can sell items, heal, buy better equipment, chat etc)


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Why should there be consequences... what a wonderful question. They have stated a wish to make a niche game, but would that be too niche? Would they only have a few rough-and-tumble players who truly could stomach a consequence-less game? Would you keep logging in if you knew there were only a handful of you left? Would you keep logging in if there were millions of players who wanted no consequences and you couldn't take a step without being killed? So wide open, hard to think of all the outcomes...

 

Another question. Flip it around. Why shouldn't there be consequences? Why shouldn't murder be treated in a game as it is IRL? We are the same people, should we not still abhor the senselessness of murder? Should we instead encourage it? Would you keep logging in to a game where stepping on a toe gets you mobbed by an army of "police" players intent on saving the innocent? Would you keep logging in to a game if you were the peacekeeper, charged with keeping order, at all costs? Would you still log into a game where you were part of a criminal underground that had to be constantly on the run to keep the "good" players from finding and slaughtering you for your actions?

 

Possibilities...


I'm in this for the Experience, not the XP.

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Why should there be consequences... what a wonderful question. They have stated a wish to make a niche game, but would that be too niche? Would they only have a few rough-and-tumble players who truly could stomach a consequence-less game? Would you keep logging in if you knew there were only a handful of you left? Would you keep logging in if there were millions of players who wanted no consequences and you couldn't take a step without being killed? So wide open, hard to think of all the outcomes...

 

Another question. Flip it around. Why shouldn't there be consequences? Why shouldn't murder be treated in a game as it is IRL? We are the same people, should we not still abhor the senselessness of murder? Should we instead encourage it? Would you keep logging in to a game where stepping on a toe gets you mobbed by an army of "police" players intent on saving the innocent? Would you keep logging in to a game if you were the peacekeeper, charged with keeping order, at all costs? Would you still log into a game where you were part of a criminal underground that had to be constantly on the run to keep the "good" players from finding and slaughtering you for your actions?

 

Possibilities...

TL;DR

 

All I know, is if I can't kill everyone, virtually everywhere, then I, and I'm sure many others, will be extremely disappointed, and more than likely wouldn't play.

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And I'm sure the world would be poorer for the loss of you. But it would get over it.

 

Something we all need to remember here as we share ideas. None are more important than the other. What you and I want "don’t amount to a hill of beans in this crazy world".


I'm in this for the Experience, not the XP.

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TL;DR

 

All I know, is if I can't kill everyone, virtually everywhere, then I, and I'm sure many others, will be extremely disappointed, and more than likely wouldn't play.

totally agree, just don't put on something like red-name system to make the game lame.

consequences are always there since it a sandbox game. Yet, it might not suit someone's expectation.

 

Why don't put it this way, a low level newbie roaming too far from his safe place and never learn to hide which make him ends up being killed by enemies become his only consequence.

And the killing actions may also induce some kind of revenge activities. So i hope this game will provide some self protection method to everyone rather than just punish them. 

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Kill everyone (after lowbie island, if such thing exists and surely excluding some safeholds, which would allow trade and other "civil" activities). If there's some "let live", it should come from players being ashamed to behave as bullies (some will others will not) or from guild protection or from skills or from diplomacy/player-implemented rules.

 

A large world anyhow should offer opportunities to everyone to be alone somewhere while they hone their skills. But beware if you are not alone and whoever is around wants to harm you.

 

I'm used to a world where you are not even safe in your own city 100%. Sometimes even your own guildmates go too far, more usually enemies raid... the nation must be prepared to collectively face such threats (guards help) or cower in shame in safehold. I like it that way.

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All I know, is if I can't kill everyone, virtually everywhere, then I, and I'm sure many others, will be extremely disappointed, and more than likely wouldn't play.

 

Actually that's one of the most exciting aspects of a PvP/GvG game. And one that makes the ability to track and reveal (scouts) most valuable. In SB most casters going alone face problems (oops, mana poison backstab, stun, pim-pam-pum, dead), they need a escort. Some classes can get a track (early warning) but those who can't must rely on allies or their own deadly skills.

 

However I must say I'm not happy with SB way-too-simple and all-powerful track system and I hope this game improves that. IRL tracking allows you to see evidence of other's passage not that they are in a huge radius, with name, class and nation affiliation. So I'd make track more realistic: toons leaving actual tracks (only visible for certain experts, who could maybe discern race and other physical traits but not full identity) and not the wide area radar it is now. That way semi-hiding is more of a realistic possibility for all, assuming you were smart enough to dissimulate your tracks before heading to your final destination.

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Actually that's one of the most exciting aspects of a PvP/GvG game. And one that makes the ability to track and reveal (scouts) most valuable. In SB most casters going alone face problems (oops, mana poison backstab, stun, pim-pam-pum, dead), they need a escort. Some classes can get a track (early warning) but those who can't must rely on allies or their own deadly skills.

 

However I must say I'm not happy with SB way-too-simple and all-powerful track system and I hope this game improves that. IRL tracking allows you to see evidence of other's passage not that they are in a huge radius, with name, class and nation affiliation. So I'd make track more realistic: toons leaving actual tracks (only visible for certain experts, who could maybe discern race and other physical traits but not full identity) and not the wide area radar it is now. That way semi-hiding is more of a realistic possibility for all, assuming you were smart enough to dissimulate your tracks before heading to your final destination.

Trackers should be dedicated, full time Scouts. Not something for someone to dabble in and/or tack on to a character build.

 

Nice idea of a tracking mini-game per se. In this case, having tracks to follow ingame.

 

Really like this idea because then could factor in other elements such as terrain and tactics such as counter-tracking (avoiding track traps like mud, hitting streams and rivers, etc).

 

Track "signs" and scents. Maybe even a tracking pet.

 

Could get real hardcore and make Trackers give up any combat abilities so that they have focus on their role entirely. Could chalk it up to job description/ duties/ reasons of lore.

 

Nice post!

 

 

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And I'm sure the world would be poorer for the loss of you. But it would get over it.

 

Something we all need to remember here as we share ideas. None are more important than the other. What you and I want "don’t amount to a hill of beans in this crazy world".

Oh, I don't mean me and a couple friends. I mean literally 99% of the ShadowBane community, which is about 30-50% of the community, and are the people that will/would be the most loyal, diehard players. So yeeah, if you're cool with that...idk, keep playing Wiz101?

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I want each faction if there are factions to have just 1 large safe city, and many smaller cities or villages guarded by actually smart npcs that are paid by players or guarded by players who get paid to guard

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I'm kinda split on this. If higher levels just kept killing the lower levels then it would be no fun for the lower levels and they would stop playing and it would just be higher levels. If higher levels couldn't kill lower levels then lower levels could fight amongst each other and gain levels to fight the higher levels.

 

This gave me an idea. Maybe the game should be split so levels 1-10 fight against each other. 11-20, 21-30, etc. could fight against each other so it would be fair? I'm not really sure.

 

It would be fun either way. 

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There's no such thing as fair. You will die.


You are so incredibly helpful, CYT. I don't know how I ever managed to do anything before we met. I was just bumbling my way through life, all lost-like. Thank you. My blessing cup runneth over.

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New players should have a viable way to become stronger.  If a level 50 character keeps killing a lvl 1 character each time right after he is resurrected it is a bit of a grotesque scene.

 

Other than that, there is no reason to protect low level players.  Just protect them in zones where there are no valuable resources so they can have a fighting chance of actually "playing the game".

 

People will most likely misinterpret what I said. It is hard to communicate without context.


How Can Mounts Add to the Crowfall Experience?  Caravans, Hunting Boars, and more.

 

How Complex can Mining be in Crowfall?  Mining difficulty, fatigue, infrastructure.

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