Smuggler Archive
Thread: Revamp Discussion: Contraband & Smuggling Missions
Chill out. It was an example. Instead of glitterstim insert "blah blah random spice X". If glitterstim is ever included, I'm sure we can find a way to make it fit with continuity.
RhettSarlin wrote:
glitterstim is found ONE place in the galaxy, on kessel. you want to potentially make it CRAFTABLE? i know it might be good for the player economy, but it SUCKS for continuity!
GreenMarine wrote:
Chill out. It was an example. Instead of glitterstim insert "blah blah random spice X". If glitterstim is ever included, I'm sure we can find a way to make it fit with continuity.
RhettSarlin wrote:
glitterstim is found ONE place in the galaxy, on kessel. you want to potentially make it CRAFTABLE? i know it might be good for the player economy, but it SUCKS for continuity!
You think thats silly, you should see how many people flamed about the random numbers you gave in the mission example being too low.. EVEN AFTER you said they were bogus..
GreenMarine wrote:
Chill out. It was an example. Instead of glitterstim insert "blah blah random spice X". If glitterstim is ever included, I'm sure we can find a way to make it fit with continuity.
RhettSarlin wrote:
glitterstim is found ONE place in the galaxy, on kessel. you want to potentially make it CRAFTABLE? i know it might be good for the player economy, but it SUCKS for continuity!
HalasterTheBlack wrote:
Because PvP costs you time. Time to find a doctor *again* to get buffed. To wait in line for that same doctor. And then to wait for the shuttle *again* to get to wherever you were going in the first place. Up to 30 minutes of time for someone who can play 2 hours per night, 2 nights per week is a significant impact, even if his armor won't degrade in the death.
I don't consider this a valid argument against PvP. Those are the penalties for dying, not the penalties for PvP. Most PvEers are saying "I don't mind a penalty that might involve my death, but I don't want to die to another player."
The reason players do not like PvP is that
- PvP is harder. This isn't a major reason, but it is true.
- PvP involves emotions. Sometimes nasty ones. Revenge, anger, and so forth.
- PvP approximates murder. Some players aren't comfortable with that.
- PvP is unpredictable. It involves a different skill set from PvE (Although its a subset of PvE).
I believe 2 & 3 to be the main reasons. You'll see players saying they want PvE bounty hunters to come after them, but not players. The penalty for failure is nearly the same. The loss of time is invariant.
Ipseck wrote:
I'd gonna make a few comments about the whole "force pvp" issue. First of all, the term itself is meant to incite people. Second of all, whats the big deal? Whats the difference between fighting an npc and a pc?
Yes.
Limbonik wrote:
Sorry for the hijack everyone, but I just now noticed the name....
GreenMarine: Are you the same greenmarine from #uED and #unreal-ed waaaaaay back, by any chance?
GreenMarine wrote:
The reason players do not like PvP is that
- PvP is harder. This isn't a major reason, but it is true.
- PvP involves emotions. Sometimes nasty ones. Revenge, anger, and so forth.
- PvP approximates murder. Some players aren't comfortable with that.
- PvP is unpredictable. It involves a different skill set from PvE (Although its a subset of PvE).
I believe 2 & 3 to be the main reasons. You'll see players saying they want PvE bounty hunters to come after them, but not players. The penalty for failure is nearly the same. The loss of time is invariant.
Wanted to add another reason here. It has to do with TEFs. Group TEFs are kind of hard to understand or follow and causes problems. As someone that rarely does PvP the few times I've done it I've been discouraged from this aspect.
People that are grouped with the person you are fighting do not turn red on your radar. So it is difficult to tell whom is now your enemy until they attack. This allows them to get in the first attack which can be a major advantage resulting in severe frustration.
You also have the issue of not being able to tab to these people. You actually have to click on them which in a moving fight can be take some time as it relates to the combat.
Right now PvP is just kind of quirky as compared to PvE which is what most people are use to. So they expect it to work along the same lines. When it doesn't they get frustrated.
Just as they do when they get dropped from someone that shows blue on their radar and they couldn't attack until that person attacks them first.
You also have those cases where the winner of the PvP starts to taunt the defeated opponent. Or vice versa. Something that quickly aggravates players, especially those that rarely PvP.
Message Edited by Waste93 on 06-21-2004 04:06 PM