Other > Closed suggestions

Town vs. Town PvP

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Nice_Boat:

--- Quote from: Narwhal on January 27, 2010, 08:47:09 pm ---Nice_Boat, you're absolutely mistaken if you think the current state of PVP doesnt affect the way others play. All of the cities are different; there are some crucial low-tier quests in Modoc and the north towns, and all the PVP shit really interferes with that. Remember, YOU may not have use for those NPCs in those towns but I'd say almost all of the starting players will. The suggestion in this thread is atleast aimed at letting more people play the way they want instead of mob rule in an unbalanced beta win out. You have no sense of decency, if you consider new players and decide "my actions / our actions as PVPers in the north don't interfere with game flow or new players". The south is nothing like the north, from a newbies perspective there's nothing to really help a player out down there (after the initial, unrepeatable quests have been done).

--- End quote ---
It does affect the way others play - I was the one saying that, avv was the one saying that it doesn't. And you're saying that the obvious solution is moving PvP out of the towns to some shitty, boring flatlands instead of moving some beginner quests to the safe towns? And after making such a claim you dare to talk about decency? Riiiiiiiiiiiiiiiiiiiiiiiiiiiight.

Besides, guess what - I'm not the one to blame. Ask the devs why all the quests are up north. Because honestly I couldn't care less about the wellbeing of new players' characters that are in no way related to my group. Nevertheless you're right that it creates a conflict between the newbies and the advanced players with a very predictable outcome. It's just a failed design choice that's been there since last 2238 session started, nothing more, nothing less. Or maybe it's not that bad and you just weren't smart enough/didn't know the game well enough/didn't ask the right people to pull getting the suitcase to Metzger off. Either way suggesting that those 3000exp points should come before the core of the game (remember how 2238 was supposed to be a faction mod in the first place?) is just batshit insane.

Badger:

--- Quote from: Nice_Boat on January 27, 2010, 09:32:28 pm ---And you're saying that the obvious solution is moving PvP out of the towns to some shitty, boring flatlands
--- End quote ---

Who said anything about flatlands? Why not a Sierra attack/defense? The Cathedral? The Stables? Mariposa? Ghost Farm? Golgotha? Navarro? Toxic Caves? Vault 15? Hell, maybe even places that don't exist yet. Maybe maps cannibalised over from other stuff, like the Restoration Project or Fan Made Fallout.

Nice_Boat:

--- Quote from: Badger on January 27, 2010, 11:44:43 pm ---Who said anything about flatlands? Why not a Sierra attack/defense? The Cathedral? The Stables? Mariposa? Ghost Farm? Golgotha? Navarro? Toxic Caves? Vault 15? Hell, maybe even places that don't exist yet. Maybe maps cannibalised over from other stuff, like the Restoration Project or Fan Made Fallout.

--- End quote ---

Maybe because making something of the caliber of Broken Hills or Klamath would take a shitload of work? And honestly, all the locations you talk about would suck at PvP except Navarro, which wouldn't make any sense lore-wise. And I still don't understand why are you so strongly opposed to the way PvP and protected areas are divided now. I agree that making some noob-quests in Boneyard, NCR, SF, Hub or Necropolis would make sense, hell it'd make even more sense if some high risk quests were left in the PvP cities - but forcing the PvP crowd out of the cities and, as a matter of fact away from the rest wouldn't do any good. And face it, mingling different level individuals (both player skill-wise and character skill-wise) wouldn't really work, as people generally dislike being forced to do something, to work with someone they barely even know etc. Even TLA, which doesn't have a faction system implemented has people divided into gangs, groups of interest and alliances. Every gameplay mechanic should work with this fact in mind, not against it.

As a matter of fact, I think that your idea would be a great supplement to the current TC system - but by no means should it replace the current gangs. If we had NPC faction based combat, gang based combat and player-driven caravans eventually we'd have some sort of progression in the PvP game - and introducing bonus exp (like 3000 for a successful mission and 5000 for a caravan escorted) would mean that people would stop beating their dogs to get to the fun part and start playing the game instead. All in all I really think we need evolution instead of a revolution.

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