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Thread: Space PvP needs more help
Slarus wrote:
We know this but the trend lately hasn't been promising for those who agree with you, including me. If there's anything that can only be gained by PVP the PVE crowds starts to howl and it gets changed for them. I might not like it, you may not like it, but thats just the way it is or has been lately.,.
This is not exactly right, if you give PvP missions that reward as if they were PvE, no one would complain, but what happens is the Devs at the whinings of PvPers give special content and rewards that you MUST PvP to attain, then the majority which is PvE gets upset and the Devs have to nerf it, or they avoid the whole thing altogether. What is needed is missions with payouts that the targets are players who are overt, no special titles, badges or loots the only ones who would be upset are the PvPers who want special treatment as I have seen on these boards.
As much as I hate to say it - Slarus has a point here:
Give PvP missions with reward as if they were PvE. So - let's take a Janta mission. 32k from a Improved Market city. 30 seconds of button spamming for the win. No wait - those got nerfed. Say 11k for a mission on Dath I know I can take. 20 seconds of button spamming now.
Increased difficulty rating, players fight so much harder than even Nightsisters. Fights that I can actually lose... hmm, so that'd be what.. how many hundred thousand per mission? Sounds good to me. Now - increased duration... so hmm... 20 minutes? OK.. multiply that payout for 30 seconds up as well.
I'm happy with Slarus' proposal to pay for PvP missions as if they were PvE... increased challenge = greater payout, higher duration = greater payout... shoot, while we're here give us some loot that PvE'ers can't get too.
No wait, he's wrong isn't he, PvP missions couldn't be payed out like PvE ones, would break the game economy and would have PvE'ers up in arms... I think some shiny TIE's painted on my A-Wing would be just neat and would look cool. Isn't that what all PvP'ers want really.. just some challenge and something shiny that says "Whee - I did this!"
Message Edited by Slarus on 12-26-2004 09:29 AM
Message Edited by TotalJerk on 12-26-2004 10:51 AM
Guy you have no clue, one of the longest running MMO games to date, Air Warrior started off on Genie went though 4 major revamps, One of which was from DOS to Windows.
It ran for over Twenty-five years......
So you claim it ran in 1984, must have been a military/college game, there was no internet for the public. Plus I played it, and it started in 1992 not 84.
Gee I guess Genie did not exist then, Funny I was online when 1200 baud modems were high tech.
Air warrior was sold in a dos package with offline play ablity but the online play was more like JTL.
This game leased to Genie in 1988, Kesmia the company who made it ran it earlier then this and did also lease it out to AOL where odds are you saw it.
Last it isnt a MMORPG or even a true MMO it was a flight sim game with Multiplayer capability. I guess X-Box live is MMOs to you.
Message Edited by Amuro0079 on 12-27-2004 01:20 PM
It would not destroy the economy, but giving a player a marker, or badge for killing players will destroy the game, if you kill a player TIE and I kill an NPC TIE what is the difference?
The NPC tie will react the same every time, the Player tie may act differently each time its encountered.
The NPC will not stalk you, the NPC ship will not suddenly reverse a turn to spoof you, the NPC tie will not use counter measures.
The NPC will not boost for a better field of battle like a asteroid field or space station.
The NPC will not use the environment to its advantage.
The NPC will only do the maneuvers and tactics it is programed to do and its stats are set in code.
You can load up with missiles and kill any NPC fighter/bomber in the game, the same is not true of a player ship.
Personally killing NPC's is boring, as they will always react exactly the same every time till their programing is changed.
It is too easy to cheat the system, easier then NPCs to give special rewards to PvP only play, so therefor it is too unbalanced to make a special loot, reward, badge for PvP.
No it is not, give a badge after 100 differant player kills use a system simular to the PvP ranking system which will not reward kills on the same target.
Dont reward kills on Demo accounts.
rather simple really.
LRRCP wrote:
Even with1 millionpeople playing online doesn't mean it's MMO. To qualify as a MMO game, the server statesmust be persistent, i.e, there must be a persistent universe/world where the game continues playing regardless of whether or not anyone else is.
It was a 24-7 server setup like SWG with 1 hour down time for server maint....
by your standards a sever with 10 people like many being runfor freelancer would qualify as a MMO game since most are on 24-7 and are persistent.
Message Edited by Amuro0079 on 12-27-2004 01:59 PM
Amuro0079 wrote:
LRRCP wrote:
Even with1 millionpeople playing online doesn't mean it's MMO. To qualify as a MMO game, the server statesmust be persistent, i.e, there must be a persistent universe/world where the game continues playing regardless of whether or not anyone else is.
It was a 24-7 server setup like SWG with 1 hour down time for server maint....
by your standards a sever with 10 people like many being runfor freelancer would qualify as a MMO game since most are on 24-7 and are persistent.
Persistent also means everyone's progress is being tracked. In Freelancer, when you log, you lose all the progress. It's not just keep the server running at all times.
Freelancer does track everything, youlog back in the ship you had, the money, cargo and faction stats, locationetc..
againit would be a MMO.
What would be the point of playing a game on a decated server like those for freelancer if they did not progress esp since most of my characters there are traders.
you should try it in MP mode, its a lot better then single player mode and all area's are open to you.
Message Edited by LRRCP on 12-27-2004 12:07 AM